Bibliografía: juegos
Nº de publicaciones: 76Detalles Cerrar โ
Tipo: artículo
Metodología: estudio empírico
Temas: inteligencia artificial
Resumen:
As digital citizenship becomes an essential educational priority in the digital age, there is a growing need for sustainable and engaging instructional designs that foster students' ethical and responsible use of technology. Addressing this gap, this study modeled the sustainability perspectives underlying personalized digital game-based learning through a partial least squares structural equation modeling (PLS-SEM) approach. A longitudinal repeated-measures design was conducted with 372 lower secondary students in Thailand, using fuzzy logic and decision tree algorithms to personalize ethical digital scenarios. The proposed model examined how pedagogical design, content quality, usability...
Detalles Cerrar โ
Tipo: artículo
Metodología: trabajo teórico
Temas: gamificación
Resumen:
El objetivo de este trabajo es el de comentar el artículo de Emilio Ceruti sobre ludolingüística y uso colaborativo de las TICs, en particular, la posibilidad de afiliar este tipo de investigaciones dentro de los llamados game studies y su relación con los conceptos de gamificación del aula y del uso de serious games en la planificación y la gestión de la clase de segundas lenguas.
The objective of this work is to comment on Emilio Ceruti's article on linguistic games and the collaborative use of IT, in particular the possibility of incorporating this type of research within that called "game studies", and the relation between this type of research and the concepts of gamification in...
Detalles Cerrar โ
Tipo: artículo
Metodología: estudio empírico
Temas: inteligencia artificial
Resumen:
Educational technology research has found that parents of young children widely share concerns about extended screen time, lack of physical activity, and lack of social interaction. Kid Space was developed to address these concerns by enabling multi-modal and immersive collaborative play-based learning. Kid Space utilizes multiple sensing technologies with an immersive physical space through a human-scale wall projection and incorporates a conversational AI agent to interact with children, understand individual progress, and personalize learning experiences in a blended physical and digital environment. To evaluate Kid Space in the wild, we conducted a multi-method user study involving a...
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Tipo: artículo
Metodología: estudio empírico
Temas: inteligencia artificial
Resumen:
This paper reports on the design, implementation, and refinement of Play with AI (PL-AI), a developmentally appropriate curriculum designed to introduce foundational artificial intelligence (AI) concepts to pre-kindergarten and kindergarten children. Using a design-based research (DBR) approach, two pre-K and two kindergarten teachers co-designed, piloted, and refined seven sequenced activities integrating unplugged play (e.g., children composing and testing “how-to” algorithms), tangible coding (e.g., programming Bee-Bot or Ozobot to follow paths), and guided dialogue with a social AI robot (e.g., comparing children's story endings with the robot's). The study addressed two research...
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Tipo: artículo
Metodología: experiencia práctica
Temas: inteligencia artificial
Resumen:
ColorShapeLinks is an AI board game competition framework specially designed for students and educators in videogame development, with openness and accessibility in mind. The competition is based on an arbitrarily-sized version of the Simplexity board game, the motto of which, “simple to learn, complex to master”, is curiously also applicable to AI agents. ColorShapeLinks offers graphical and text-based frontends and a completely open and documented development framework built using industry standard tools and following software engineering best practices. ColorShapeLinks is not only a competition, but both a game and a framework which educators and students can extend and use to host their...
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Tipo: artículo
Metodología: estudio empírico
Temas: inteligencia artificial
Resumen:
Highlights:
- The analysis of gameplay data from the Blood Transfusion Serious Game (BTSG) revealed crucial insights into the engagement, performance, and competency levels of participating nurses.
- The study highlighted the efficiency of the adaptive assessment algorithm in determining competency indicators through gameplay activities.
- Notable discrepancies existed between the game-embedded result and the adaptive assessment result, suggesting potential biases in the game result, which tended to overestimate the demonstrated competence.
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Tipo: artículo
Metodología: estudio empírico
Temas: inteligencia artificial
Resumen:
Adaptive instructional support that addresses individual learner differences in learning strengths, challenges, and interests is essential for engaging learners in meaningful cognitive processes and promoting learning. Although business simulation games (BSGs) are widely used for experiential entrepreneurial learning, they often provide limited formative feedback and structured reflection, which can overwhelm novice learners and exacerbate existing educational disparities. While AI-supported conversational agents (CAs) offer potential for scalable adaptive support, theory-driven guidance for their design in digital game-based learning (DGBL) remains scarce, particularly from an ethical and...
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Tipo: artículo
Metodología: estudio empírico
Temas: inteligencia artificial
Resumen:
Holding the promise of higher learning outcomes, discovery learning utilizes intrinsic motivation to provide an enjoyable self-directed learning experience. Unfortunately, this approach can also lead to a sub-optimal cognitive load, which hinders learning. To avoid this, players must be in the optimal Zone of Proximal Development (ZPD). A way of accomplishing this is to make use of Artificial Intelligence in a narrative-centered discovery game using adaptive guidance. Textual instructions were automatically adapted in real-time to ensure a personalized challenge for one group of learners, where a control group received static instructions. Compared to the control group, the learners with...
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Tipo: artículo
Metodología: estudio empírico
Temas: inteligencia artificial
Resumen:
Responding to the need for innovative educational environments in higher education, this study presents “Math City”, an immersive Metaverse platform designed to enhance inquiry-based mathematics learning and develop 21st-century skills. Traditional university-level mathematics courses often encounter difficulties in sustaining student engagement and fostering the application of abstract concepts, such as the properties of three-dimensional shapes. To address these challenges, Math City was designed using the Unity game engine, which incorporates the 5E instructional model (Engage, Explore, Explain, Elaborate, and Evaluate) alongside gamification elements such as quests, rewards, and badges...
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Tipo: artículo
Metodología: estudio empírico
Temas: gamificación
Resumen:
This study examined the effectiveness of Nihongo Quest, a theory-driven role-playing game (RPG) developed for beginner learners of Japanese. Sixty undergraduate students participated in an eight-week quasi-experimental study comparing a game-based learning (GBL) condition with a traditional textbook-based condition. Results indicated that participants in the GBL group demonstrated significantly greater gains in vocabulary ( d = 1.45) and grammar ( d = 1.05) than those in the textbook group. In addition, the GBL group reported higher levels of intrinsic motivation ( η ² = .25) and lower levels of language learning anxiety ( η ² = .16). These outcomes are attributed to the game’s systematic alignment with core second language acquisition (SLA) frameworks, including the input–interaction–output (IIO), self-determination theory (SDT),...
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