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Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
Proyecto eMadrid: Juegos Serios y
Simulaciones Educativas
Manuel Freire Morán, UCM
Francisco Jurado Monroy, UAM
J. Ángel Velázquez-Iturbide, URJC
Mª Carmen Fernández Panadero, Mª Blanca Ibáñez, UC3M
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
Outline
1. Introduction
2. Research (past two years)
a) UAM
b) UCM
c) UC3M
d) URJC
3. Future work
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
1 Introduction
• Project eMadrid:
– Call 2013 for R+D Technologies
Programmes
– 2014-16, extendible to 2017-18
– Continuation of a homonym project, call
2009
• Goal 4:
– Serious games and educational
simulations
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – UAM
• Goal:
– Balance between educational value and
entertainment in educational videogames
• Proposal:
– Adaptation based on:
• Player profile: to motivate the student
• Learning style: to determine the best method,
learning objects
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – UAM
• Explorations made in an adaptive
educational context
• Initial results:
– Most users claim that foreseen adaptation
rules are right
– Preferences about learning style change
due to the virtual context:
• The nature of the virtual context has an
influence on dimensions regarding how
students organize, process, perceive, receive
and understand information
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – UAM
• Goal: to evaluate the effectiveness of
gamification in e-learning:
– Motivation and participation should be
increased
– Studies in e-learning do not provide
definite evidence about their effectiveness:
• Success is due to the use of gamification or to
the system itself (independently from
gamification)
• Proposal: to address studies aimed at
answering this question
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – UAM
• Gamification of evalUAM:
– Tool tested for adaptive tests:
• Little students’ motivation has been observed
in different experiences
– Ideal context to identify whether the use
of gamification may face little motivation
while the system essence is maintained
(dynamic adaptability)
– Evidence is sought about success of the
gamification process
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – UCM
• Application areas and ages
– Electricity / electromagnetism (12+)
– Promote reading (4-8)
– Computing education (18+)
– Classical theater (12+)
– XML Markup (18+)
• Approaches
– Learning through games
– Gamification
– Learning Analytics
• Devices
– Tabletop
– Tablets & smartphones
– Virtual & augmented reality
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – UCM
• Some games:
– La Dama Boba: classical theater for 12+
– Lost in Space: XML for non-programmers
• Infrastructure:
– Game Learning Analytics, player profiles
– xAPI games language
– Accessible games
• EU Projects: RAGE & Beaconing
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
rageproject.eu
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
Player clustering
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
Usability
Psychological factors
AR Features
Immediacy of
control
Reification
Contextualization
of learning
Perceived
usefulness
Perceived ease of
use
Intention to use
Immersion
Motivation
Engagement
Reflective thinking
• AR: Promise for education
2 Past research – UC3M
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
• Main results in AR:
– Students achieve high levels of concentration
when using AR-based simulations
– AR can be ineffective for some students in
experiential learning
– Students behave differently depending on
whether or not they are guided in their activities
– Simple scaffolding might help in improving the
effectiveness of AR-based simulation
environments
2 Past research – UC3M
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – UC3M: El Secreto
de Marcos (physical simulation + 3DVW)
Colaboración: UC3M: Raúl Araujo, Carmen Fdez . Autor Libro: Rafa Nieto, CEIP: Seseña y Benavente,
https://www.youtube.com/watch?v=aYoQnxBbTnE#t=39s
Contacto:
mcfp@it.uc3m.es
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – UC3M: El secreto
de Marcos
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – URJC
• Two topics on computing education:
– Program visualization using the SRec
system
– Comparing outcomes of optimization
algorithms
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – URJC
• Program visualization using the SRec
system:
– Technique of “multiple executions”:
– Constructive use of visualizations for the
development of dynamic programming
algorithms:
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
2 Past research – URJC
• Comparing outcomes of optimization
algorithms:
– Collaborative extension of the GreedEx
system, aimed at experimenting with
greedy algorithms
– Development of the OptimEx system,
aimed at comparing optimization
algorithms
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
3 Future work
• Computing education (URJC):
– Extend SRec support to the development
of dynamic programming algorithms by
generating code
– Extend SRec visualizations with domain-
specific graphical representations
– Enhance OptimEx usability
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
3 Future work
• Gamification (UCM):
– New student model
– Application of learning analytics to games
• Digital humanities:
– Making reading tangible to disabled
children by means of virtual reality (UC3M)
– Serious games on dancing and theater
(UCM)
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
3 Future work
• Augmented reality (UC3M):
– Incorporate AR-based simulations into
Web-based courses
Proyecto eMadrid: Juegos Serios y Simulaciones Educativas
SIIE 2016, Salamanca, 14th-16th September 2016
¡Muchas gracias!
Obrigado!
http://www.emadridnet.org/

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SIIE16. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas. Manuel Freire Morán, Francisco Jurado Monroy, J. Ángel Velázquez Iturbide, Mª del Carmen Fernández Panadero, Mª Blanca Ibáñez. 15/09/2016.

  • 1. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 Proyecto eMadrid: Juegos Serios y Simulaciones Educativas Manuel Freire Morán, UCM Francisco Jurado Monroy, UAM J. Ángel Velázquez-Iturbide, URJC Mª Carmen Fernández Panadero, Mª Blanca Ibáñez, UC3M
  • 2. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 Outline 1. Introduction 2. Research (past two years) a) UAM b) UCM c) UC3M d) URJC 3. Future work
  • 3. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 1 Introduction • Project eMadrid: – Call 2013 for R+D Technologies Programmes – 2014-16, extendible to 2017-18 – Continuation of a homonym project, call 2009 • Goal 4: – Serious games and educational simulations
  • 4. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – UAM • Goal: – Balance between educational value and entertainment in educational videogames • Proposal: – Adaptation based on: • Player profile: to motivate the student • Learning style: to determine the best method, learning objects
  • 5. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – UAM • Explorations made in an adaptive educational context • Initial results: – Most users claim that foreseen adaptation rules are right – Preferences about learning style change due to the virtual context: • The nature of the virtual context has an influence on dimensions regarding how students organize, process, perceive, receive and understand information
  • 6. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – UAM • Goal: to evaluate the effectiveness of gamification in e-learning: – Motivation and participation should be increased – Studies in e-learning do not provide definite evidence about their effectiveness: • Success is due to the use of gamification or to the system itself (independently from gamification) • Proposal: to address studies aimed at answering this question
  • 7. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – UAM • Gamification of evalUAM: – Tool tested for adaptive tests: • Little students’ motivation has been observed in different experiences – Ideal context to identify whether the use of gamification may face little motivation while the system essence is maintained (dynamic adaptability) – Evidence is sought about success of the gamification process
  • 8. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – UCM • Application areas and ages – Electricity / electromagnetism (12+) – Promote reading (4-8) – Computing education (18+) – Classical theater (12+) – XML Markup (18+) • Approaches – Learning through games – Gamification – Learning Analytics • Devices – Tabletop – Tablets & smartphones – Virtual & augmented reality
  • 9. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – UCM • Some games: – La Dama Boba: classical theater for 12+ – Lost in Space: XML for non-programmers • Infrastructure: – Game Learning Analytics, player profiles – xAPI games language – Accessible games • EU Projects: RAGE & Beaconing
  • 10. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016
  • 11. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016
  • 12. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 rageproject.eu
  • 13. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 Player clustering
  • 14. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 Usability Psychological factors AR Features Immediacy of control Reification Contextualization of learning Perceived usefulness Perceived ease of use Intention to use Immersion Motivation Engagement Reflective thinking • AR: Promise for education 2 Past research – UC3M
  • 15. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 • Main results in AR: – Students achieve high levels of concentration when using AR-based simulations – AR can be ineffective for some students in experiential learning – Students behave differently depending on whether or not they are guided in their activities – Simple scaffolding might help in improving the effectiveness of AR-based simulation environments 2 Past research – UC3M
  • 16. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – UC3M: El Secreto de Marcos (physical simulation + 3DVW) Colaboración: UC3M: Raúl Araujo, Carmen Fdez . Autor Libro: Rafa Nieto, CEIP: Seseña y Benavente, https://www.youtube.com/watch?v=aYoQnxBbTnE#t=39s Contacto: mcfp@it.uc3m.es
  • 17. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – UC3M: El secreto de Marcos
  • 18. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – URJC • Two topics on computing education: – Program visualization using the SRec system – Comparing outcomes of optimization algorithms
  • 19. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – URJC • Program visualization using the SRec system: – Technique of “multiple executions”: – Constructive use of visualizations for the development of dynamic programming algorithms:
  • 20. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 2 Past research – URJC • Comparing outcomes of optimization algorithms: – Collaborative extension of the GreedEx system, aimed at experimenting with greedy algorithms – Development of the OptimEx system, aimed at comparing optimization algorithms
  • 21. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 3 Future work • Computing education (URJC): – Extend SRec support to the development of dynamic programming algorithms by generating code – Extend SRec visualizations with domain- specific graphical representations – Enhance OptimEx usability
  • 22. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 3 Future work • Gamification (UCM): – New student model – Application of learning analytics to games • Digital humanities: – Making reading tangible to disabled children by means of virtual reality (UC3M) – Serious games on dancing and theater (UCM)
  • 23. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 3 Future work • Augmented reality (UC3M): – Incorporate AR-based simulations into Web-based courses
  • 24. Proyecto eMadrid: Juegos Serios y Simulaciones Educativas SIIE 2016, Salamanca, 14th-16th September 2016 ¡Muchas gracias! Obrigado! http://www.emadridnet.org/

Notas do Editor

  1. 757 alumnos de 8 institutos y escuelas de la Comunidad de Madrid Comparados vía pre y post-test con grupo de control (con profesor)
  2. Usado con múltiples grupos, tanto de informáticos como no-informáticos Pensado para ejercitar nuestro sistema de analítica de aprendizaje, informando al profesor en tiempo real del progreso de los alumnos
  3. Sistema de analítica para el proyecto RAGE; usa múltiples componentes, algunos estándares (verde) y otros desarrollados por e-UCM (azul), orquestados mediante contenedores docker, para proporcionar analítica altamente escalable. Usamos xAPI para enviar las trazas, y Kibana para visualizar los dashboards resultantes
  4. Basado en el experimento de "la dama boba", una clasificación de tipos de jugadores según el cuestionario inicial (en estudiantes de secundaria).
  5. AR has affordances that are potentially relevant for learning: AR technology that allows the enhancement of our sensens by superposing in real time digital information. “in real time” – that provides the opportunity of contextualization of learning; Reification: representation of a phenomena that have no natural form (representation of magnetic fields with vectors) Each interactive technology has a set of features that facilitates particular approaches to educational practice. These features potentially promote learners’ psychological states such as: + Construction of identity + Sense of presence – co-presence + and foste flow state- Motivation: attention, satisfaction, feel in control Engagement: concentration, lost sense of time Many studies have reported that + once high-quality interaction with the learning environment is achieved, students’ emotional states contribute to achieve improved learning effects
  6. AR has affordances that are potentially relevant for learning: AR technology that allows the enhancement of our sensens by superposing in real time digital information. “in real time” – that provides the opportunity of contextualization of learning; Reification: representation of a phenomena that have no natural form (representation of magnetic fields with vectors) Each interactive technology has a set of features that facilitates particular approaches to educational practice. These features potentially promote learners’ psychological states such as: + Construction of identity + Sense of presence – co-presence + and foste flow state- Motivation: attention, satisfaction, feel in control Engagement: concentration, lost sense of time Many studies have reported that + once high-quality interaction with the learning environment is achieved, students’ emotional states contribute to achieve improved learning effects
  7. También se ha probado el uso de juegos educativos para fomentar el hábito de la lectura en niños de infantil y primaria. Este es el ejemplo de la actividad realizada en primaria En educación primaria se realizó un estudio con niños de 7-8 años introduciendo la realidad virtual para el fomento a la lectura. Para hacerlo se utilizó un mini-juego basado en la metodología PhyMEL (Physical, Mental and Emotional Learning) [28], [29] y en el libro “El secreto de Marcos”. El juego consistía en ponerse durante tres o cuatro minutos en la piel de dos de los personajes del libro para ver en qué medida esta experiencia fomentaba el deseo de los niños de leer en papel el resto de las aventuras de estos personajes. Durante la experiencia los niños tenían que adoptar el rol de un elfo y entrenarse con la espada y luego el de un pegaso que tenía que recorrer diferentes puntos del mundo de Alistea descrito en el libro. Como resultado de la experiencia todos los niños compraron el libro y muchos de ellos comenzaron a leerlo.
  8. Aquí se puede ver un vídeo de la experiencia. Este tipo de experiencias contribuyen a ver el valor de la combinación del mundo virtual y la interacción física para crear experiencias que involucren a los estudiantes no sólo mentalmente sino también física y emocionalmente