A novel UML-based methodology for modeling adventure-based educational games
Identificadores
URI: https://hdl.handle.net/10481/96470Metadatos
Mostrar el registro completo del ítemAutor
De Lope, Rafael; Medina Medina, Nuria; Urbieta, Matías; Lliteras, Alejandra B.; Mora, Antonio M.Editorial
Elsevier B.V.
Fecha
2021-04-15Referencia bibliográfica
De Lope, R. P., Medina-Medina, N., Urbieta, M., Lliteras, A. B., & García, A. M. (2021). A novel UML-based methodology for modeling adventure-based educational games. Entertainment Computing, 38, 100429.
Resumen
In the last years, serious games have been successfully exploited in different areas. However, in spite of the powerful tool that this kind of video games has proved to be in the classroom, a few methodological efforts have been conducted in order to involve pedagogues or educators in the design loop of these games or, one step further, include students in the co-design process to promote learning through design as a context. With this objective, this paper presents a set of metamodels that could facilitate the conceptual design of this type of games. To this end, a complete graphical notation based on the UML standard (with adaptations) is defined for representing the components of this type of games; having in mind to improve the collaboration between the team of educators/students and the technical team during the design process. Finally, the design diagrams defined during the production of a specific serious game, titled Uranus, are illustrated, in order to show the feasibility of the proposal. In addition, a validation experience was conducted with educators and computer engineering students in order to test the value of the proposed graphic notation to design educational games.