Revisión de la literatura : juegos como estrategia de aprendizaje de la gestión de proyectos en ingeniería de software
| dc.audience | Comunidad Universidad de Medellín | spa |
| dc.contributor.advisor | González Palacio, Liliana | |
| dc.contributor.advisor | Gómez Álvarez, María Clara | |
| dc.contributor.author | Pérez Agudelo, Yhorman Hernando | |
| dc.contributor.author | Figueroa Barrantes, Camilo Andrés | |
| dc.coverage.spatial | Lat: 06 15 00 N degrees minutes Lat: 6.2500 decimal degreesLong: 075 36 00 W degrees minutes Long: -75.6000 decimal degrees | |
| dc.date.accessioned | 2022-04-28T16:32:46Z | |
| dc.date.available | 2022-04-28T16:32:46Z | |
| dc.date.issued | 2014 | |
| dc.description | El aprendizaje en Ingeniería de Software ha sido abordado desde las instituciones de educación superior -IES- con métodos convencionales que ofrecen niveles bajos de integración entre la teoría y la práctica necesarias para abordar las competencias y habilidades requeridas. Así mismo, las deficiencias en la forma de enseñar la gestión de proyectos inciden en dificultades para mantener la motivación y la atención. El aprendizaje basado en juegos es una alternativa de formación ya que permite al estudiante: i) entender y saber aplicar las teorías, modelos y técnicas estándar para analizar sistemáticamente y desarrollar artefactos de software de calidad, ii) tener conocimientos de gestión de proyectos y ser capaz de conciliar los objetivos de diseño en conflicto y considerar cuestiones de organización, iii) desarrollar habilidades de trabajo en equipo, liderazgo, negociación y resolución de conflictos. Esta revisión de la literatura busca conocer el estado del aprendizaje basado en juegos educativos para el tema de la gestión de proyectos software. Para tal efecto se tienen en cuenta criterios de evaluación en los ámbitos del proceso de aprendizaje, los factores motivacionales, la experiencia de usuario y los contenidos educacionales de la gestión de proyectos. Finalmente se propone la dinámica de un juego y un conjunto de características fundamentales que deben incluirse para lograr mejores resultados al usar lúdicas en procesos de enseñanza/aprendizaje. El juego planteado se sustentan en la simulación de entornos y actividades relevantes en la gestión de proyectos de software que permitan el aprendizaje y reforzamiento de competencias relacionadas, soportado por una continua retroalimentación bajo atributos que posibiliten el nivel de diversión, la adaptación y selección de la complejidad y/o temáticas a enfrentar, la interacción social, así como mecanismos que ofrezcan continuos desafíos, satisfacción y confianza basados en el esfuerzo. | spa |
| dc.description | Learning in Software Engineering has been approached from the institutions of higher education -IES- with conventional methods that offer low levels of integration between theory and practice necessary to address the competencies and skills required. Likewise, deficiencies in the way of teaching project management affect difficulty maintaining motivation and attention. The game-based learning is an alternative training because it allows the student: i) understand and be able to apply the theories, models and standard techniques to systematically analyze and develop quality software artifacts, ii) have knowledge of project management and be able to reconcile the conflicting design objectives and consider organizational matters, iii) develop skills in teamwork, leadership, negotiation and conflict resolution. This literature review seeks to know the status of educational games based learning to the subject of project management software. To this effect is taken into account evaluation criteria in the areas of learning process, motivational factors, user experience and educational content of project management. Finally is proposed the dynamics of a game and a set of core features that should be included in the game to achieve better results when using leisure in teaching / learning is proposed. The game proposed are based on simulation environments and relevant activities in the project management software that allows the learning and reinforcement of related skills, supported by continuous feedback on attributes that enable the level of fun, adaptation and selection complexity and / or issues to face, social interaction, and mechanisms that provide continuous challenges, satisfaction and confidence based on effort. | eng |
| dc.description.degreelevel | Especialización | spa |
| dc.description.degreename | Especialista en Ingeniería del Software | spa |
| dc.format.extent | p. 1-21 | spa |
| dc.format.medium | Electrónico | spa |
| dc.format.mimetype | application/pdf | |
| dc.identifier.other | CD-ROM 7655 2014 | |
| dc.identifier.uri | http://hdl.handle.net/11407/6905 | |
| dc.language.iso | spa | |
| dc.publisher.faculty | Facultad de Ingenierías | spa |
| dc.publisher.grantor | Universidad de Medellín | spa |
| dc.publisher.place | Medellín | spa |
| dc.publisher.program | Especialización en Ingeniería del Software | spa |
| dc.relation.citationendpage | 21 | |
| dc.relation.citationstartpage | 1 | |
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| dc.relation.references | Rusu, A., Russell, R., & Cocco, R. (2011, July). Simulating the software engineering interview process using a decision-based serious computer game. In Computer Games (CGAMES), 2011 16th International Conference on (pp. 235-239). IEEE. | spa |
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| dc.relation.references | von Wangenheim, C. G., Savi, R., & Borgatto, A. F. (2013). SCRUMIA—An educational game for teaching SCRUM in computing courses. Journal of Systems and Software, 86(10), 2675-2687. | spa |
| dc.relation.references | von Wangenheim, C. G., Savi, R., & Borgatto, A. F. (2012). DELIVER!–An educational game for teaching Earned Value Management in computing courses. Information and Software Technology, 54(3), 286-298. | spa |
| dc.relation.references | Xia, J. C., Caulfield, C., Baccarini, D., & Yeo, S. (2012). Simsoft: A game for teaching project risk management. | spa |
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| dc.relation.references | Zapata Jaramillo, C. M., & Duarte Herrera, M. I. (2008). Consistency game: a didactic strategy for software engineering. Revista Técnica de la Facultad de Ingeniería Universidad de Zulia, 31(1), 3-12. | spa |
| dc.rights.accessrights | info:eurepo/semantics/openAccess | |
| dc.rights.creativecommons | Attribution-NonCommercial-ShareAlike 4.0 International | * |
| dc.rights.uri | http://creativecommons.org/licenses/by-nc/4.0 | * |
| dc.subject | Juegos educativos | spa |
| dc.subject | Aprendizaje basado en juegos | spa |
| dc.subject | Juegos y aprendizaje | spa |
| dc.subject | Juegos serios | spa |
| dc.subject | Ingeniería de software | spa |
| dc.subject | Simulación | spa |
| dc.subject | Gestión de proyectos en la ingeniería de software | spa |
| dc.subject | Educational games | eng |
| dc.subject | Games-based learning | eng |
| dc.subject | Games and learning | eng |
| dc.subject | Serious games | eng |
| dc.subject | Software engineering | eng |
| dc.subject | Simulations | eng |
| dc.subject | Project management on software engineering | eng |
| dc.subject.lemb | Ingeniería de software | spa |
| dc.subject.lemb | Desarrollo de programas para computador | spa |
| dc.subject.lemb | Juegos educativos | spa |
| dc.subject.lemb | Juegos de simulación en educación | spa |
| dc.subject.lemb | Administración de proyectos | spa |
| dc.subject.lemb | Revisión de la literatura | spa |
| dc.title | Revisión de la literatura : juegos como estrategia de aprendizaje de la gestión de proyectos en ingeniería de software | spa |
| dc.type | info:eu-repo/semantics/bachelorThesis | |
| dc.type | info:eu-repo/semantics/article | |
| dc.type.local | Trabajo de grado - Especialización | spa |
| dc.type.version | info:eu-repo/semantics/publishedVersion | |
| dc.type.version | info:eu-repo/semantics/acceptedVersion |
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