{"title":"Nuevas tendencias en educación, juegos serios con tecnología móvil en Windows 10 Mobile","authors":"Diego Alejandro Guerrero Peña, Adriana Guerrero Peña, Erika Tatiana Muñoz Serna","doi":"10.15332/erdi.v7i1.1778","DOIUrl":null,"url":null,"abstract":"Objective. This research article aims to check the research on serious games for mobile devices, focusing on devices running Windows10 Mobile OS, to study their influence on software modeling and engineering teaching and learning, as well as their existence or absence in our environment. We expect this research to become a useful tool for the future development of this field, which we believe needs a larger learning choice based on the development of useful competences for everyday life and decision-making. This could represent a valuable starting point for developers and a solid base for educators willing to find innovative ways to reach their students, thus increasing their engagement and share of autonomous work. Methodology. The analytic process applied on this study was structured in 3 stages: • Data mining: Research on free access websites and specialized magazines for contents on mediated use of serious games on mobile devices, paying special attention to those dealing with Windows Mobile OS and its implantation on software modeling teaching. • Analysis setting-up: Gathering all the information relevant to the topic and structuration of the analysis on the latest trends on serious games for Windows 10 mobile. • Conclusions: Inference of the results from the research. Results. The obtained results allowed us to detect serious gaps on traditional teaching methods, which can be solved through methodologies supported in the serious games and the current technology. This article is part of the project “Software modeling learning using web-based computer games; Case study: sequence diagram” of the Instituto Tecnologico Metropolitano (ITM), continuation of the project “Software modeling teaching and learning using serious games; Case study: Interaction diagrams” (Guerrero, Anaya y Trujillo, 2010).","PeriodicalId":84674,"journal":{"name":"Espiral (Guadalajara, Mexico)","volume":"10 1","pages":"61-72"},"PeriodicalIF":0.0000,"publicationDate":"2017-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Espiral (Guadalajara, Mexico)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15332/erdi.v7i1.1778","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Objective. This research article aims to check the research on serious games for mobile devices, focusing on devices running Windows10 Mobile OS, to study their influence on software modeling and engineering teaching and learning, as well as their existence or absence in our environment. We expect this research to become a useful tool for the future development of this field, which we believe needs a larger learning choice based on the development of useful competences for everyday life and decision-making. This could represent a valuable starting point for developers and a solid base for educators willing to find innovative ways to reach their students, thus increasing their engagement and share of autonomous work. Methodology. The analytic process applied on this study was structured in 3 stages: • Data mining: Research on free access websites and specialized magazines for contents on mediated use of serious games on mobile devices, paying special attention to those dealing with Windows Mobile OS and its implantation on software modeling teaching. • Analysis setting-up: Gathering all the information relevant to the topic and structuration of the analysis on the latest trends on serious games for Windows 10 mobile. • Conclusions: Inference of the results from the research. Results. The obtained results allowed us to detect serious gaps on traditional teaching methods, which can be solved through methodologies supported in the serious games and the current technology. This article is part of the project “Software modeling learning using web-based computer games; Case study: sequence diagram” of the Instituto Tecnologico Metropolitano (ITM), continuation of the project “Software modeling teaching and learning using serious games; Case study: Interaction diagrams” (Guerrero, Anaya y Trujillo, 2010).