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1
artículo
The popularity of massively multiplayer online games such as Minecraft and Roblox has aroused the attention of teachers and educational researchers in the past decade. The purpose of this paper is to provide preliminary classroom experience using Roblox in game-based learning activities through action research. Convenience and quota sampling were used, intervening in four groups from different educational levels: 1 secondary, 1 high school, and 2 colleges. The learning activities with Roblox were conducted during the 2020-2021 academic year during the COVID-19 pandemic that forced Mexican schools to go digital. Roblox was used to learn content (like dinosaurs, contagious diseases, system definition) and interpersonal skills (negotiation, cooperation). The participants’ learning perception was explored through quantitative and qualitative data. Findings suggest that students enjoyed t...
2
artículo
Publicado 2025
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The incorporation of Game-Based Learning has been promoted as a cornerstone of pedagogical innovation, yet important gaps persist regarding how teachers, especially in rural areas, understand and appropriate this strategy under conditions of scarcity. Guided by this overarching question, the study sought to understand, both theoretically and practically, how primary-school teachers at IE 70022-Collana (Puno - Peru) appropriate the strategy, using a qualitative phenomenological–interpretive approach. Five in-depth interviews were conducted with teachers who had more than twenty-five years of service, and a thematic analysis supported by qualitative coding was applied. Findings reveal: 1) a strong conviction that play is a prerequisite for meaningful learning and a cultural bond; 2) structural constraints (scarce materials, lack of time and weak institutional support) that compel creativ...
3
artículo
Publicado 2022
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While mathematics may be easy for some students, for others it can be a real torture. Through mathematics we can organize ourselves better and have much more logic and reasoning, as it is also the base knowledge for many professions. However, many people find it difficult and do not feel motivated to learn or reinforce it, mainly due to the traditional methodology, the difficulty of mathematics or the quality of education. On the other hand, technology and games can promote learning, becoming the best ally to enhance education. Moreover, in order to engage students in higher-order thinking, it is important to design game contexts and missions that allow them to deal with practical problems. For this reason, this article aims to support the process of reinforcement of learning fractions and divisions through an educational serious game available for web and mobile platforms, which incorpo...
4
artículo
Publicado 2022
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While mathematics may be easy for some students, for others it can be a real torture. Through mathematics we can organize ourselves better and have much more logic and reasoning, as it is also the base knowledge for many professions. However, many people find it difficult and do not feel motivated to learn or reinforce it, mainly due to the traditional methodology, the difficulty of mathematics or the quality of education. On the other hand, technology and games can promote learning, becoming the best ally to enhance education. Moreover, in order to engage students in higher-order thinking, it is important to design game contexts and missions that allow them to deal with practical problems. For this reason, this article aims to support the process of reinforcement of learning fractions and divisions through an educational serious game available for web and mobile platforms, which incorpo...
5
artículo
This paper refutes the arguments that led Mexican constitutional court not to invalidate the question and answers that were the object of the revocation of mandate mechanism in that country. It accepts the premise about the constitutional intention of not creating a consultation on the ratification of the mandate; likewise, based on a logical investigation on the implications of considering «revocation» and «ratification» as two contrary concepts, it tries to demonstrate that giving the people a choice only between revoking and not revoking, due to the indeterminacy that the latter option casts on the trust in politicians, is what comes closest to the constitutional model to exercise the right to express an opinion on the matter.
6
informe técnico
Publicado 2021
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DESCRIPCIÓN: El curso de Game Design realiza una investigación, experimentación y producción de juegos de mesa. Revisa los conceptos básicos del diseño de juegos, explora la importancia de los prototipos e iteración y aplica este conocimiento en un proyecto grupal. Finalmente, el curso hace un paralelo entre lo aprendido y los videojuegos, para servir de puente a este dominio. Las herramientas estudiadas son básicas en la producción de juegos atractivos y exitosos, y su empleo exige el desarrollo de la competencia de Procesos del Diseño que nos permite aprovechar estas herramientas mejor, de manera eficiente y creativa. PROPÓSITO: El curso de Game Design ha sido diseñado con el propósito de brindar un ingrediente esencial para la Mención en Artes Visuales para Videojuegos. Los conceptos básicos de diseño de juegos y prototipos son necesarios en la creación de cualquier t...
7
informe técnico
Publicado 2021
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DESCRIPCIÓN: El curso de Game Design realiza una investigación, experimentación y producción de juegos de mesa. Revisa los conceptos básicos del diseño de juegos, explora la importancia de los prototipos e iteración y aplica este conocimiento en un proyecto grupal. Finalmente, el curso hace un paralelo entre lo aprendido y los videojuegos, para servir de puente a este dominio. Las herramientas estudiadas son básicas en la producción de juegos atractivos y exitosos, y su empleo exige el desarrollo de la competencia de Procesos del Diseño que nos permite aprovechar estas herramientas mejor, de manera eficiente y creativa. PROPÓSITO: El curso de Game Design ha sido diseñado con el propósito de brindar un ingrediente esencial para la Mención en Artes Visuales para Videojuegos. Los conceptos básicos de diseño de juegos y prototipos son necesarios en la creación de cualquier t...
8
informe técnico
Publicado 2023
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DESCRIPCIÓN: El curso de Game Design encamina la investigación, experimentación y producción de juegos de mesa. Revisa los conceptos básicos del diseño de juegos, explora la importancia de los prototipos e iteración y aplica este conocimiento a un proyecto grupal. Finalmente, el curso hace un paralelo entre lo aprendido y el desarrollo de videojuegos. Las herramientas estudiadas son fundamentales en la producción de juegos atractivos y exitosos y su empleo exige el desarrollo de la competencia de Procesos del Diseño que nos permite aprovechar estas herramientas de manera eficiente y creativa. PROPÓSITO: El curso de Game Design ha sido diseñado con el propósito de brindar un ingrediente esencial para la Mención en Artes Visuales para Videojuegos. Los conceptos básicos de diseño de juegos y prototipos son necesarios en la creación de cualquier tipo de juego, y estos conocim...
9
informe técnico
Publicado 2023
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DESCRIPCIÓN: El curso de Game Design encamina la investigación, experimentación y producción de juegos de mesa. Revisa los conceptos básicos del diseño de juegos, explora la importancia de los prototipos e iteración y aplica este conocimiento a un proyecto grupal. Finalmente, el curso hace un paralelo entre lo aprendido y el desarrollo de videojuegos. Las herramientas estudiadas son fundamentales en la producción de juegos atractivos y exitosos y su empleo exige el desarrollo de la competencia de Procesos del Diseño que nos permite aprovechar estas herramientas de manera eficiente y creativa. PROPÓSITO: El curso de Game Design ha sido diseñado con el propósito de brindar un ingrediente esencial para la Mención en Artes Visuales para Videojuegos. Los conceptos básicos de diseño de juegos y prototipos son necesarios en la creación de cualquier tipo de juego, y estos conocim...
10
artículo
Publicado 2025
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The field of psychological assessment is undergoing a marked transition from traditional methodologies toward approaches that incorporate technological innovations, including digital platforms, serious games, chatbots, virtual reality, and artificial intelligence (AI). This article presents a review of current and emerging technological tools in psychological assessment, with particular emphasis on technology-based assessments (TBAs)—instruments that rely on digital technologies to evaluate a wide range of psychological constructs. The article describes the main types of TBAs, outlines their applications in assessing diverse psychological variables, and analyzes their growing use in psychological assessments. It highlights both the advantages and limitations of these tools and considers international guidelines for developing and implementing TBAs thatare valid, reliable, and fair. Ove...
11
artículo
Publicado 2025
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The field of psychological assessment is undergoing a marked transition from traditional methodologies toward approaches that incorporate technological innovations, including digital platforms, serious games, chatbots, virtual reality, and artificial intelligence (AI). This article presents a review of current and emerging technological tools in psychological assessment, with particular emphasis on technology-based assessments (TBAs)—instruments that rely on digital technologies to evaluate a wide range of psychological constructs. The article describes the main types of TBAs, outlines their applications in assessing diverse psychological variables, and analyzes their growing use in psychological assessments. It highlights both the advantages and limitations of these tools and considers international guidelines for developing and implementing TBAs thatare valid, reliable, and fair. Ove...
12
tesis de grado
Publicado 2023
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La presente investigación se realizó con el objetivo de realizar una propuesta de campaña de recordación del videojuego Tunche de Leap Game Studios, debido a la poca presencia y recordación del videojuego en la mente de los usuarios. Para ello, se analizó y estudió el mercado de videojuegos y el target específico de la campaña, pues es necesario tener un vasto conocimiento de lo antes mencionado con el fin de tener éxito en la publicidad realizada. El análisis cualitativo permitió a la investigación obtener información clave de 50 personas y 12 entrevistados, con el fin de poder tener las características necesarias del videojugador peruano, y usarlas para el desarrollo de la campaña de recordación. Todo el procedimiento realizado en el estudio sentó las bases de la campaña, dando paso a una propuesta con las características y estrategias necesarias para mantener, a tr...
13
artículo
This article is about the pilgrims from Cusco city who participate in the miniature game in the sanctuary of Qoyllurit’i. Starting with a description of the urban socioeconomic context and the Andean ontology, this text intends to explore how we may understand the game, the meaning of the miniatures, and the importance of the pilgrimage in the contemporary urban context. A strong motivation for going to Qoyllurit’i is to empower the desires of life and ensure economic prosperity for the future through reciprocal relations with places and objects. In these relations, values like respect and faith are important. Using the analytical concepts «virtuality» and «mimesis», the article analyzes the game as a form of communication based in an ontology in which there are no distinctions between nature-culture, signifier-signified, and...
14
artículo
The use of 'Information and Communication Technologies' (ICT's) is revolutionizing the way of learning, teaching and playing of new generations and modern organizations.We can appreciate how in many cases people learn more due to their surroundings (classmates, learning situations, elements and institutions with which they interact), than because of the specific course teacher. In this article I propose we share a particular perspective concerning the playful aspect of the multimedia contents for education projects based on 'e-learning' (electronic learning) and 'Blended Learning' (mixed format that combines the best of the real and virtual world).
15
artículo
The use of 'Information and Communication Technologies' (ICT's) is revolutionizing the way of learning, teaching and playing of new generations and modern organizations.We can appreciate how in many cases people learn more due to their surroundings (classmates, learning situations, elements and institutions with which they interact), than because of the specific course teacher. In this article I propose we share a particular perspective concerning the playful aspect of the multimedia contents for education projects based on 'e-learning' (electronic learning) and 'Blended Learning' (mixed format that combines the best of the real and virtual world).
16
artículo
Publicado 2023
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The objective of this study was to develop conditional physical abilities such as strength and speed in order to improve the physical condition of students, motivating them to perform any type of activity that involves personal movement for fun. The game was the fundamental piece to carry out this research, where a quantitative approach was used and the type of research was quantitative observation with a descriptive approach based on the figures used; The instrument used was the physical aptitude test granted by INEFI, this measures conditional physical abilities and also uses height and weight, together with age to measure the person's BMI. The results suggest that if children have difficulty developing the physical abilities of strength and speed, but through recreational play, it can be improved. As conclusions, the study shows that recreational games are an effective strategy to imp...
17
artículo
Publicado 2022
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This article documents a qualitative and quantitative investigation, which has included the application of Disko, a ludic tool composed by five mini games for virtual classes. The orientation of design towards a people-centered vision is considered relevant by the authors, to achieve this, the empowerment of empathy is decisive. Cooperation dimension was prioritized from five indicators: collaborative work, leadership, interaction, assertive communication and commitment. The sample included 94 students from two subjects, active in first and second cycles during 2021-I. The applied design was quasi-experimental with posttest; with a control group (CG) that diagnosed usual tools, and an experimental group (EG), to which DisKo was applied. This tool proved to be useful after being statistically tested. It collaborated in empathic learning increase between students and contributed in social ...
18
Publicado 2020
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El presente plan de negocio tiene como propósito convertirse en base o una guía para futuros negocios que empleen la tecnología a sus sistemas o implementen la innovación como base a sus operaciones tomando en cuenta a GAME BOX. La inversión que vamos a emplear para desarrollar dicho plan es de S/.100,000.00 para lo cual se pedirá al banco 40,00.00 y será recuperado en el primer año de actividad. Asimismo, la utilidad neta obtenida durante el año 1 será de S/.73,450.70. Es así como GAME BOX nace de la idea de poner en marcha una idea de negocio muy diferente a las demás implementado la tecnología con la innovación, juntando lo social con el entretenimiento y poniendo énfasis que los videojuegos no aíslan, sino que por el contrario unen. Nuestro negocio se enfoca en ofrecer un servicio diferenciado cuya temática es un bar restaurante llamado GAMEBOX, cuya razón social es...
19
artículo
Publicado 2019
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It is more and more common for media outlets to draw upon elements that are traditionally found in games so as to enhance the interactivity of their product, foment the intake of their informational content, highlight their advertisements or attract a younger audience. This essay aims to present the elements and dynamics of games that are used by the digital magazine It is more and more common for media outlets to draw upon elements that are traditionally found in games so as to enhance the interactivity of their product, encourage the intake of their informational content, highlight their advertisements or attract a younger audience. The results demonstrate the presence of these gaming elements in all of the platforms in which the magazine is offered with a reduced number of games per issue and all of the games being related to the informational content.
20
artículo
Publicado 2006
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This paper is about the decisión analysis methods for group decisions over the web, in reason of involve the people in the different decisions that interest them, we have in internet one chance for to reduce the gap between governor and governed We can summarize the main object that pursues this like to propose one automated negotiation approach in the web, which be based on the evolutionary computation and the game theory.