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\n  \n 2017\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Combining augmented reality with real maps to promote social interaction in treasure hunts.\n \n \n \n\n\n \n Camps-Ortueta, I.; Rodríguez-Muñoz, J.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In CEUR Workshop Proceedings, volume 1957, 2017. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 26 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {Combining augmented reality with real maps to promote social interaction in treasure hunts},\n type = {inproceedings},\n year = {2017},\n volume = {1957},\n id = {07a54ca4-2cd8-317e-8a53-252b825c16d4},\n created = {2018-12-19T18:23:48.292Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.292Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The game “Enigma Galdiano” is a mobile game that implements a treasure hunt in the Lázaro Galdiano museum in Madrid (Spain). The main design challenge in this game is to promote and facilitate the collaboration between an adult and a kid playing the game together. The collaboration is mediated through a map, a real one, that is used by the adult and contains additional information that is not included in the app. In this paper we describe the game along with the results of an empirical evaluation that suggest a few lines of improvement.},\n bibtype = {inproceedings},\n author = {Camps-Ortueta, I. and Rodríguez-Muñoz, J.M. and Gómez-Martín, P.P. and González-Calero, P.A.},\n booktitle = {CEUR Workshop Proceedings}\n}
\n
\n\n\n
\n The game “Enigma Galdiano” is a mobile game that implements a treasure hunt in the Lázaro Galdiano museum in Madrid (Spain). The main design challenge in this game is to promote and facilitate the collaboration between an adult and a kid playing the game together. The collaboration is mediated through a map, a real one, that is used by the adult and contains additional information that is not included in the app. In this paper we describe the game along with the results of an empirical evaluation that suggest a few lines of improvement.\n
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\n  \n 2015\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n \n RACMA or how to give life to a blank map at the Museum of America | RACMA o cómo dar vida a un mapa mudo en el Museo de América.\n \n \n \n \n\n\n \n Caro-Martínez, M.; Hernando-Hernández, D.; and Jiménez-Díaz, G.\n\n\n \n\n\n\n In Proceedings 2nd Congreso de la Sociedad Española para las Ciencias del Videojuego, volume 1394, pages 80-89, 2015. CEUR Workshop Proceedings\n \n\n\n\n
\n\n\n\n \n \n \"RACMAWebsite\n  \n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n  \n \n 8 downloads\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {RACMA or how to give life to a blank map at the Museum of America | RACMA o cómo dar vida a un mapa mudo en el Museo de América},\n type = {inproceedings},\n year = {2015},\n pages = {80-89},\n volume = {1394},\n websites = {http://ceur-ws.org/Vol-1394/paper_8.pdf},\n publisher = {CEUR Workshop Proceedings},\n city = {Barcelona, Spain},\n id = {b1c61628-4d41-3b2c-a28e-440b5fbf0dea},\n created = {2019-02-12T17:49:17.253Z},\n file_attached = {false},\n profile_id = {9b41408a-6b73-3771-9777-d165eecfa568},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2019-02-12T17:49:17.352Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n citation_key = {Caro-Martinez2015},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Caro-Martínez, M. and Hernando-Hernández, D. and Jiménez-Díaz, G.},\n booktitle = {Proceedings 2nd Congreso de la Sociedad Española para las Ciencias del Videojuego}\n}
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\n  \n 2012\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Role-play virtual worlds for teaching object-oriented design: The ViRPlay development experience.\n \n \n \n\n\n \n Jimenez-Diaz, G.; Gonzalez-Calero, P.; and Gomez-Albarran, M.\n\n\n \n\n\n\n Software - Practice and Experience, 42(2): 235-253. 2012.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Role-play virtual worlds for teaching object-oriented design: The ViRPlay development experience},\n type = {article},\n year = {2012},\n keywords = {object-oriented design,role-play,software usability,virtual learning environments},\n pages = {235-253},\n volume = {42},\n id = {4b837e86-a054-3f31-aa4d-8bb38d7c689e},\n created = {2018-12-19T18:23:48.299Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.299Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The use of game technology for building virtual learning environments is intended to improve the motivation and engagement of the student, borrowing such properties from their entertaining counterparts. Nevertheless, wrapping pedagogical contents in a virtual environment is no simple achievement, and requires a rigorous process of designing and validating the metaphors and mechanics included in the virtual learning system. In this paper we describe such design process exemplified in the construction of consecutive versions of ViRPlay, a 3D role play virtual environment for teaching object-oriented design. We show how main mechanics were transferred from experiments in the real world and how such mechanics were evolved based on empirical evaluations. Copyright © 2011 John Wiley & Sons, Ltd.},\n bibtype = {article},\n author = {Jimenez-Diaz, G. and Gonzalez-Calero, P.A. and Gomez-Albarran, M.},\n doi = {10.1002/spe.1071},\n journal = {Software - Practice and Experience},\n number = {2}\n}
\n
\n\n\n
\n The use of game technology for building virtual learning environments is intended to improve the motivation and engagement of the student, borrowing such properties from their entertaining counterparts. Nevertheless, wrapping pedagogical contents in a virtual environment is no simple achievement, and requires a rigorous process of designing and validating the metaphors and mechanics included in the virtual learning system. In this paper we describe such design process exemplified in the construction of consecutive versions of ViRPlay, a 3D role play virtual environment for teaching object-oriented design. We show how main mechanics were transferred from experiments in the real world and how such mechanics were evolved based on empirical evaluations. Copyright © 2011 John Wiley & Sons, Ltd.\n
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\n  \n 2008\n \n \n (3)\n \n \n
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\n \n \n
\n \n\n \n \n \n \n \n Role-play virtual environments: Recreational learning of software design.\n \n \n \n\n\n \n Jiménez-Díaz, G.; Gómez-Albarrán, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 5192 LNCS 2008.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@book{\n title = {Role-play virtual environments: Recreational learning of software design},\n type = {book},\n year = {2008},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n keywords = {Game-based learning,Object-oriented design,Role-play},\n pages = {27-32},\n volume = {5192 LNCS},\n id = {9c1f20b3-e315-3ff2-865e-c7552f06e55a},\n created = {2018-12-19T18:23:48.314Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.314Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {CRC cards and role-play sessions are two techniques widely used in responsibility-driven design and employed as active learning methods to teach object-oriented software design. Based on our experience using them, we propose a game-based approach to take the classroom experience into a virtual environment. We show how the proposed virtual environment must integrate a number of mechanics and we des-cribe one possible interaction metaphor that combines features from first person shooters and sport games, along with its implementation. © 2008 Springer-Verlag Berlin Heidelberg.},\n bibtype = {book},\n author = {Jiménez-Díaz, G. and Gómez-Albarrán, M. and González-Calero, P.A.},\n doi = {10.1007/978-3-540-87605-2_3}\n}
\n
\n\n\n
\n CRC cards and role-play sessions are two techniques widely used in responsibility-driven design and employed as active learning methods to teach object-oriented software design. Based on our experience using them, we propose a game-based approach to take the classroom experience into a virtual environment. We show how the proposed virtual environment must integrate a number of mechanics and we des-cribe one possible interaction metaphor that combines features from first person shooters and sport games, along with its implementation. © 2008 Springer-Verlag Berlin Heidelberg.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n Teaching GoF design patterns through refactoring and role-play.\n \n \n \n\n\n \n Jiménez-Díaz, G.; Gómez-Albarrán, M.; and González-Calero, P.\n\n\n \n\n\n\n International Journal of Engineering Education, 24(4): 717-728. 2008.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Teaching GoF design patterns through refactoring and role-play},\n type = {article},\n year = {2008},\n keywords = {Active learning,Object-oriented design pattern learning,Pattern-directed refactoring,Role-play},\n pages = {717-728},\n volume = {24},\n id = {f7d0c2e4-1efd-3f04-b355-d9c010e7dc1d},\n created = {2018-12-19T18:23:48.314Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.314Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In order to fully understand the implications of object-oriented design patterns, students need to consider alternative designs to a problem and to analyse these solutions in terms of coupling, cohesion and extensibility. Lecture-based approaches to teaching design patterns do not provide students with the insights needed unless they already have experience in object-oriented design. In this paper we present an approach to teaching design patterns that promotes active learning and makes students participate in refactorings through role-play sessions. We describe two experiments that demonstrate student acceptance and present promising results on the effectiveness of the approach. © 2008 TEMPUS Publications.},\n bibtype = {article},\n author = {Jiménez-Díaz, G. and Gómez-Albarrán, M. and González-Calero, P.A.},\n journal = {International Journal of Engineering Education},\n number = {4}\n}
\n
\n\n\n
\n In order to fully understand the implications of object-oriented design patterns, students need to consider alternative designs to a problem and to analyse these solutions in terms of coupling, cohesion and extensibility. Lecture-based approaches to teaching design patterns do not provide students with the insights needed unless they already have experience in object-oriented design. In this paper we present an approach to teaching design patterns that promotes active learning and makes students participate in refactorings through role-play sessions. We describe two experiments that demonstrate student acceptance and present promising results on the effectiveness of the approach. © 2008 TEMPUS Publications.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n Visualization and role-play to teach object-oriented programming.\n \n \n \n\n\n \n Díaz, G.; Albarrán, M.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Computers and Education: Towards Educational Change and Innovation, pages 167-177, 2008. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Visualization and role-play to teach object-oriented programming},\n type = {inproceedings},\n year = {2008},\n pages = {167-177},\n id = {65e1b898-ba67-3f80-a5d9-d9da8bdc3727},\n created = {2018-12-19T18:23:48.424Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.424Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Díaz, G.J. and Albarrán, M.G. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {Computers and Education: Towards Educational Change and Innovation}\n}
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\n  \n 2007\n \n \n (5)\n \n \n
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\n \n\n \n \n \n \n \n Pass the ball: Game-based learning of software design.\n \n \n \n\n\n \n Jiménez-Díaz, G.; Gómez-Albarrán, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 4740 LNCS 2007.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@book{\n title = {Pass the ball: Game-based learning of software design},\n type = {book},\n year = {2007},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n keywords = {Game-based learning,Object-oriented design,Role-play},\n pages = {49-54},\n volume = {4740 LNCS},\n id = {8e3b88f6-a1c3-369e-ae18-36c2268d5c22},\n created = {2018-12-19T18:23:48.155Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.155Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Based on our experience using active learning methods to teach object-oriented software design we propose a game-based approach to take the classroom experience into a virtual environment. The different pedagogical approaches that our active method supports, have motivated us to tailor an architecture that supports the creation of different variations of role-play environments, ranging from open-ended trial and error approaches to highly constrained settings where students can not get very far from the solution. We also describe a prototype that instantiates this architecture called ViRPlay3D2. &copy IFIP International Federation for Information Processing 2007.},\n bibtype = {book},\n author = {Jiménez-Díaz, G. and Gómez-Albarrán, M. and González-Calero, P.A.}\n}
\n
\n\n\n
\n Based on our experience using active learning methods to teach object-oriented software design we propose a game-based approach to take the classroom experience into a virtual environment. The different pedagogical approaches that our active method supports, have motivated us to tailor an architecture that supports the creation of different variations of role-play environments, ranging from open-ended trial and error approaches to highly constrained settings where students can not get very far from the solution. We also describe a prototype that instantiates this architecture called ViRPlay3D2. © IFIP International Federation for Information Processing 2007.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n Using role-play virtual environments to learn software design.\n \n \n \n\n\n \n Jiménez-Díaz, G.; González-Calero, P.; and Gómez-Albarrán, M.\n\n\n \n\n\n\n In European Conference on Games Based Learning, ECGBL 2007, pages 143-151, 2007. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Using role-play virtual environments to learn software design},\n type = {inproceedings},\n year = {2007},\n keywords = {Active learning,CRC cards,Object-oriented design,Role-play,Software design,Virtual environments},\n pages = {143-151},\n id = {14122ca4-01b9-37aa-b00a-5a8b2ce5e98c},\n created = {2018-12-19T18:23:48.157Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.157Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Object-oriented software design is a kind of black-art that requires a combination of common sense, experience, good taste and the capability to look at a problem from different points of view. According to our experience, these abilities cannot be easily transferred to the students in a lecture. Taking ideas from the way software is designed in industry, according to agile methodologies, we have tried a more active teaching approach using role-play. Students are faced with a design problem and provided with an initial sketchy design, i.e. a number of classes, and several use cases to be solved using those classes. Each student adopts the role of an object and each use case is executed through message passing between the objects represented by the students. This way, the students have the chance to, at their own pace, evaluate the consequences of a given design and test their ideas with the other actors in play. The good results obtained during the empirical evaluation of this active learning approach have motivated us to transfer our teaching methodology to virtual environments. Using our previous experience developing game-based learning environments and taking ingredients from the interface and gameplay of first-person shooters and sport games, we have designed a role-play virtual environment (RPVE) that intends to maintain, and even reinforce, the benefits of role-play in the classroom. We developed ViRPlay3D, a RPVE to understand object-oriented software behavior. It supported a single player, included a simple metaphor and did not allow the modification of CRC cards. Nowadays, we have completed the specifications of ViRPlay3D2, an extension of ViRPlay3D for, both, understanding and creating object-oriented designs. ViRPlay3D2 is a multiplayer environment where students mimic the classroom role-play sessions. The students are immersed in the environment using a first-person view that simulates the point of view of the objects that participate in the role-play. The students can modify the proposed design and the simulation is recorded for a further evaluation.},\n bibtype = {inproceedings},\n author = {Jiménez-Díaz, G. and González-Calero, P. and Gómez-Albarrán, M.},\n booktitle = {European Conference on Games Based Learning, ECGBL 2007}\n}
\n
\n\n\n
\n Object-oriented software design is a kind of black-art that requires a combination of common sense, experience, good taste and the capability to look at a problem from different points of view. According to our experience, these abilities cannot be easily transferred to the students in a lecture. Taking ideas from the way software is designed in industry, according to agile methodologies, we have tried a more active teaching approach using role-play. Students are faced with a design problem and provided with an initial sketchy design, i.e. a number of classes, and several use cases to be solved using those classes. Each student adopts the role of an object and each use case is executed through message passing between the objects represented by the students. This way, the students have the chance to, at their own pace, evaluate the consequences of a given design and test their ideas with the other actors in play. The good results obtained during the empirical evaluation of this active learning approach have motivated us to transfer our teaching methodology to virtual environments. Using our previous experience developing game-based learning environments and taking ingredients from the interface and gameplay of first-person shooters and sport games, we have designed a role-play virtual environment (RPVE) that intends to maintain, and even reinforce, the benefits of role-play in the classroom. We developed ViRPlay3D, a RPVE to understand object-oriented software behavior. It supported a single player, included a simple metaphor and did not allow the modification of CRC cards. Nowadays, we have completed the specifications of ViRPlay3D2, an extension of ViRPlay3D for, both, understanding and creating object-oriented designs. ViRPlay3D2 is a multiplayer environment where students mimic the classroom role-play sessions. The students are immersed in the environment using a first-person view that simulates the point of view of the objects that participate in the role-play. The students can modify the proposed design and the simulation is recorded for a further evaluation.\n
\n\n\n
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\n \n\n \n \n \n \n \n Using metaphors in game-based education.\n \n \n \n\n\n \n Gómez-Martín, P.; Gómez-Martín, M.; Campos, P.; and González-Calero, P.\n\n\n \n\n\n\n Volume 4469 LNCS 2007.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Using metaphors in game-based education},\n type = {book},\n year = {2007},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {477-488},\n volume = {4469 LNCS},\n id = {5fe69613-28eb-3631-865f-56e9d2343f6c},\n created = {2018-12-19T18:23:48.159Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.159Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {In spite of its growing popularity, due to a huge technical evolution in the last years and to the fact that new generations are more literate in games than in books, game-based teaching has been very restrictive in its application to adult education. Most applications are merely simulations built with game technology. In order to apply game-based education in domains that can not readily be turned into simulations, new ways of game design need to be explored. In this paper we describe a new approach using metaphorical worlds, and exemplify its application to teach Computer Science concepts, proposing two possible game designs for a game-based educational system devoted to teach the workings of the Java Virtual Machine. © Springer-Verlag Berlin Heidelberg 2007.},\n bibtype = {book},\n author = {Gómez-Martín, P.P. and Gómez-Martín, M.A. and Campos, P.P. and González-Calero, P.A.}\n}
\n
\n\n\n
\n In spite of its growing popularity, due to a huge technical evolution in the last years and to the fact that new generations are more literate in games than in books, game-based teaching has been very restrictive in its application to adult education. Most applications are merely simulations built with game technology. In order to apply game-based education in domains that can not readily be turned into simulations, new ways of game design need to be explored. In this paper we describe a new approach using metaphorical worlds, and exemplify its application to teach Computer Science concepts, proposing two possible game designs for a game-based educational system devoted to teach the workings of the Java Virtual Machine. © Springer-Verlag Berlin Heidelberg 2007.\n
\n\n\n
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\n \n\n \n \n \n \n \n Active learning in interactive simulations | Aprendizaje activo en simulaciones interactivas.\n \n \n \n\n\n \n Martín, M.; Martín, P.; and González Calero, P.\n\n\n \n\n\n\n Inteligencia Artificial, 11(33): 25-36. 2007.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Active learning in interactive simulations | Aprendizaje activo en simulaciones interactivas},\n type = {article},\n year = {2007},\n keywords = {Agente pedagogico,Compilacion,Educacion,Enseñar haciendo,Java},\n pages = {25-36},\n volume = {11},\n id = {8ff8f43a-32e0-36d9-a2f3-97e9d7fb8c5f},\n created = {2018-12-19T18:23:48.161Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.161Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Computer simulations in inmersive environments have been used traditionally as learning tools. This is specially true in those domains where real training is expensive or dangerous, where virtual environments are used to emulate some aspects of the real world. In this paper we present our work in an emergent area where the inmersive environments are, instead of that, used to enhance the student motivation and the learning of those activities that imply problem resolution. Specifically, we present our system called JV2M. This system is a learning environment that teaches the Java Virtual Machine (JVM) and the compilation of object oriented languages. JV2M uses a metaphor that uses videogames ideas and their mechanics. Within the system, the student is focuses on the resolution of exercises. She has the help of a pedagogical virtual agent that, using explicit knowledge representation, is able to guide users throughout the resolution of the exercises. The paper describes how the system works, gives an idea of its architecture and lists the authoring tool used to create the exercises. © AEPIA.},\n bibtype = {article},\n author = {Martín, M.A.G. and Martín, P.P.G. and González Calero, P.A.},\n journal = {Inteligencia Artificial},\n number = {33}\n}
\n
\n\n\n
\n Computer simulations in inmersive environments have been used traditionally as learning tools. This is specially true in those domains where real training is expensive or dangerous, where virtual environments are used to emulate some aspects of the real world. In this paper we present our work in an emergent area where the inmersive environments are, instead of that, used to enhance the student motivation and the learning of those activities that imply problem resolution. Specifically, we present our system called JV2M. This system is a learning environment that teaches the Java Virtual Machine (JVM) and the compilation of object oriented languages. JV2M uses a metaphor that uses videogames ideas and their mechanics. Within the system, the student is focuses on the resolution of exercises. She has the help of a pedagogical virtual agent that, using explicit knowledge representation, is able to guide users throughout the resolution of the exercises. The paper describes how the system works, gives an idea of its architecture and lists the authoring tool used to create the exercises. © AEPIA.\n
\n\n\n
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\n \n\n \n \n \n \n \n Game based learning beyond simulations.\n \n \n \n\n\n \n Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n In European Conference on Games Based Learning, ECGBL 2007, pages 89-96, 2007. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Game based learning beyond simulations},\n type = {inproceedings},\n year = {2007},\n keywords = {Game play,Metaphors,Teaching programming},\n pages = {89-96},\n id = {3c9d9398-8b49-3844-b7fa-0340fac6d7e8},\n created = {2018-12-19T18:23:48.424Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.424Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {The amazing growth of the videogame industry in the last few years has opened new opportunities for the use of games in education. Not only the technology has evolved to a point where almost photorealistic 3D virtual worlds can be seen at home with retail equipment, but also the language of the videogames has evolved to become sophisticated enough to express mental processes, social relations and to represent rich and diverse ways of interacting with the elements of the virtual worlds. In spite of the growing complexity of the videogame language, most of its applications to education are merely simulations built with game technology. This approach limits the application of game-based learning to those domains where real world activities can be easily simulated. The motivation for the work presented in this paper is to pursue more creative uses of videogames in education. When confronting with abstract domains, it is not always possible to find a correlation between each game mechanic and a real world counterpart of the taught subject. So we advocate for doing the game experience a more important part of the learning process instead of using the common simulation-centric approach. The solution that we propose is the use of metaphors where, given the domain to be taught, a virtual world is designed with elements, actions and processes that correspond, as much as possible, on a one to one basis to elements, actions and processes in the problem domain. As a proof of concept, we are working in a system called JV2M to teach the inner workings of the Java Virtual Machine. The user is given a piece of Java code which has to be executed by interacting with a metaphoric representation of the Java Virtual Machine. In this paper we present two possible metaphors, one is based on adventure games and the other on multiplayer first person shooters.},\n bibtype = {inproceedings},\n author = {Gómez-Martín, M. and Gómez-Martín, P. and González-Calero, P.},\n booktitle = {European Conference on Games Based Learning, ECGBL 2007}\n}
\n
\n\n\n
\n The amazing growth of the videogame industry in the last few years has opened new opportunities for the use of games in education. Not only the technology has evolved to a point where almost photorealistic 3D virtual worlds can be seen at home with retail equipment, but also the language of the videogames has evolved to become sophisticated enough to express mental processes, social relations and to represent rich and diverse ways of interacting with the elements of the virtual worlds. In spite of the growing complexity of the videogame language, most of its applications to education are merely simulations built with game technology. This approach limits the application of game-based learning to those domains where real world activities can be easily simulated. The motivation for the work presented in this paper is to pursue more creative uses of videogames in education. When confronting with abstract domains, it is not always possible to find a correlation between each game mechanic and a real world counterpart of the taught subject. So we advocate for doing the game experience a more important part of the learning process instead of using the common simulation-centric approach. The solution that we propose is the use of metaphors where, given the domain to be taught, a virtual world is designed with elements, actions and processes that correspond, as much as possible, on a one to one basis to elements, actions and processes in the problem domain. As a proof of concept, we are working in a system called JV2M to teach the inner workings of the Java Virtual Machine. The user is given a piece of Java code which has to be executed by interacting with a metaphoric representation of the Java Virtual Machine. In this paper we present two possible metaphors, one is based on adventure games and the other on multiplayer first person shooters.\n
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\n  \n 2006\n \n \n (2)\n \n \n
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\n \n\n \n \n \n \n \n Dynamic binding is the name of the game.\n \n \n \n\n\n \n Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n Volume 4161 LNCS 2006.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Dynamic binding is the name of the game},\n type = {book},\n year = {2006},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {229-232},\n volume = {4161 LNCS},\n id = {8df72d21-f184-398d-a846-aa78a4cf72ac},\n created = {2018-12-19T18:23:48.156Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.156Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This paper presents a tutoring system aimed at teaching how to compile Java into the language of the Java Virtual Machine, and, at the same time, promotes a better understanding of the underlying mechanisms of object-oriented programming. The interaction with the systems takes the form of a 3D videogame where the student must compete to provide the right machine instructions, collect resources needed by the instructions and use her knowledge about Java compilation to find the best strategy. © IFIP International Federation for Information Processing 2006.},\n bibtype = {book},\n author = {Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.}\n}
\n
\n\n\n
\n This paper presents a tutoring system aimed at teaching how to compile Java into the language of the Java Virtual Machine, and, at the same time, promotes a better understanding of the underlying mechanisms of object-oriented programming. The interaction with the systems takes the form of a 3D videogame where the student must compete to provide the right machine instructions, collect resources needed by the instructions and use her knowledge about Java compilation to find the best strategy. © IFIP International Federation for Information Processing 2006.\n
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\n\n\n
\n \n\n \n \n \n \n \n Not yet another visualization tool: Learning compilers for fun.\n \n \n \n\n\n \n Gómez-Martín, M.; Gómez-Martín, P.; Campos, P.; and González-Calero, P.\n\n\n \n\n\n\n In 8th International Symposium on Computers in Education Proceedings, SIIE 2006, pages 264-271, 2006. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Not yet another visualization tool: Learning compilers for fun},\n type = {inproceedings},\n year = {2006},\n pages = {264-271},\n id = {a6d4c412-9241-3432-be46-ab80e6f630d2},\n created = {2018-12-19T18:23:48.157Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.157Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This paper presents a tutoring system aimed at teaching how to compile Java into the language of the Java Virtual Machine, and, at the same time, promotes a better understanding of the underlying mechanisms of object-oriented programming. The interaction with the systems takes the form of a 3D videogame where the student must compete to provide the right machine instructions, collect resources needed by the instructions and use her knowledge about Java compilation to find the best strategy.},\n bibtype = {inproceedings},\n author = {Gómez-Martín, M.A. and Gómez-Martín, P.P. and Campos, P.P. and González-Calero, P.A.},\n booktitle = {8th International Symposium on Computers in Education Proceedings, SIIE 2006}\n}
\n
\n\n\n
\n This paper presents a tutoring system aimed at teaching how to compile Java into the language of the Java Virtual Machine, and, at the same time, promotes a better understanding of the underlying mechanisms of object-oriented programming. The interaction with the systems takes the form of a 3D videogame where the student must compete to provide the right machine instructions, collect resources needed by the instructions and use her knowledge about Java compilation to find the best strategy.\n
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\n  \n 2005\n \n \n (4)\n \n \n
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\n \n\n \n \n \n \n \n Understanding object-oriented software through virtual role-play.\n \n \n \n\n\n \n Jiménez-Díaz, G.; Gómez-Albarrán, M.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings - 5th IEEE International Conference on Advanced Learning Technologies, ICALT 2005, volume 2005, pages 875-877, 2005. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Understanding object-oriented software through virtual role-play},\n type = {inproceedings},\n year = {2005},\n pages = {875-877},\n volume = {2005},\n id = {730d6305-41ee-3e64-a3cc-35d69c2a6bf7},\n created = {2018-12-19T18:23:47.913Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:47.913Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Visualization techniques are commonly used in Computer Science, particularly for understanding the interactions intrinsic in the object-oriented paradigm. The visualization effectiveness improves if the student takes an active role during the learning process. In this paper we propose an active learning approach that uses interactive role-play simulations in a virtual 3D environment. © 2005 IEEE.},\n bibtype = {inproceedings},\n author = {Jiménez-Díaz, G. and Gómez-Albarrán, M. and Gómez-Martín, M.A. and González-Calero, P.A.},\n doi = {10.1109/ICALT.2005.293},\n booktitle = {Proceedings - 5th IEEE International Conference on Advanced Learning Technologies, ICALT 2005}\n}
\n
\n\n\n
\n Visualization techniques are commonly used in Computer Science, particularly for understanding the interactions intrinsic in the object-oriented paradigm. The visualization effectiveness improves if the student takes an active role during the learning process. In this paper we propose an active learning approach that uses interactive role-play simulations in a virtual 3D environment. © 2005 IEEE.\n
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\n \n\n \n \n \n \n \n Case-based reasoning-inspired approaches to education.\n \n \n \n\n\n \n Kolodner, J.; Cox, M.; and González-Calero, P.\n\n\n \n\n\n\n Knowledge Engineering Review, 20(3): 299-303. 2005.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Case-based reasoning-inspired approaches to education},\n type = {article},\n year = {2005},\n pages = {299-303},\n volume = {20},\n id = {620512a0-7889-3048-98a2-606f9d413231},\n created = {2018-12-19T18:23:47.919Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:47.919Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {This commentary briefly reviews work on the application of case-based reasoning (CBR) to the design and construction of educational approaches and computer-based teaching systems. The CBR cognitive model is at the core of constructivist learning approaches such as Goal-based Scenarios and Learning by Design. Case libraries can play roles as intelligent resources while learning and frameworks for articulating one's understanding. More recently, CBR techniques have been applied to design and construction of simulation-based learning systems and serious games. The main ideas of CBR are explained and pointers to relevant references are provided, both for finished work and on-going research. © 2006, Cambridge University Press.},\n bibtype = {article},\n author = {Kolodner, J.L. and Cox, M.T. and González-Calero, P.A.},\n doi = {10.1017/S0269888906000634},\n journal = {Knowledge Engineering Review},\n number = {3}\n}
\n
\n\n\n
\n This commentary briefly reviews work on the application of case-based reasoning (CBR) to the design and construction of educational approaches and computer-based teaching systems. The CBR cognitive model is at the core of constructivist learning approaches such as Goal-based Scenarios and Learning by Design. Case libraries can play roles as intelligent resources while learning and frameworks for articulating one's understanding. More recently, CBR techniques have been applied to design and construction of simulation-based learning systems and serious games. The main ideas of CBR are explained and pointers to relevant references are provided, both for finished work and on-going research. © 2006, Cambridge University Press.\n
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\n \n\n \n \n \n \n \n Learning-by-doing through metaphorical simulation.\n \n \n \n\n\n \n Gómez-Martin, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n Volume 3682 LNAI 2005.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@book{\n title = {Learning-by-doing through metaphorical simulation},\n type = {book},\n year = {2005},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {55-64},\n volume = {3682 LNAI},\n id = {4d8049a4-96ad-390d-9b36-7ee5f206a115},\n created = {2018-12-19T18:23:48.276Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.276Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {After the doubtful success of content-based e-learning systems, simulations are gaining momentum within the e-learning community. Along this line we are working on JV2M, a simulation-based learning environment to teach the Java Virtual Machine (JVM) and the compilation of object-oriented languages. This paper describes both the metaphorical simulation of the JVM and the knowledge our system possesses and details an execution example that reflects how all the information is used on it. © Springer-Verlag Berlin Heidelberg 2005.},\n bibtype = {book},\n author = {Gómez-Martin, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.}\n}
\n
\n\n\n
\n After the doubtful success of content-based e-learning systems, simulations are gaining momentum within the e-learning community. Along this line we are working on JV2M, a simulation-based learning environment to teach the Java Virtual Machine (JVM) and the compilation of object-oriented languages. This paper describes both the metaphorical simulation of the JVM and the knowledge our system possesses and details an execution example that reflects how all the information is used on it. © Springer-Verlag Berlin Heidelberg 2005.\n
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\n \n\n \n \n \n \n \n Software behaviour understanding supported by dynamic visualization and role-play.\n \n \n \n\n\n \n Jiménez-Dífaz, G.; Gómez-Albarrán, M.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Proceedings of the 10th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education, pages 54-58, 2005. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Software behaviour understanding supported by dynamic visualization and role-play},\n type = {inproceedings},\n year = {2005},\n keywords = {Dynamic visualization,Role-play,Scenario diagrams,Software comprehension},\n pages = {54-58},\n id = {ec25ba28-db1d-35ea-a8c7-25794a2347b3},\n created = {2018-12-19T18:23:48.285Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.285Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Visualization techniques are commonly used in computer science, particularly for understanding the interactions intrinsic in the object-oriented paradigm. The visualization effectiveness improves if the student takes an active role during the learning process. In this paper we propose an active learning approach that lies in using role-play simulations in a virtual 3D environment. Copyright 2005 ACM.},\n bibtype = {inproceedings},\n author = {Jiménez-Dífaz, G. and Gómez-Albarrán, M. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {Proceedings of the 10th Annual SIGCSE Conference on Innovation and Technology in Computer Science Education}\n}
\n
\n\n\n
\n Visualization techniques are commonly used in computer science, particularly for understanding the interactions intrinsic in the object-oriented paradigm. The visualization effectiveness improves if the student takes an active role during the learning process. In this paper we propose an active learning approach that lies in using role-play simulations in a virtual 3D environment. Copyright 2005 ACM.\n
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\n  \n 2004\n \n \n (1)\n \n \n
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\n \n\n \n \n \n \n \n Game-driven intelligent tutoring systems.\n \n \n \n\n\n \n Gómez-Martín, M.; Gómez-Martín, P.; and González-Calero, P.\n\n\n \n\n\n\n Volume 3166 2004.\n \n\n\n\n
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@book{\n title = {Game-driven intelligent tutoring systems},\n type = {book},\n year = {2004},\n source = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},\n pages = {108-113},\n volume = {3166},\n id = {a745c2c4-d69a-315e-bc83-4b231b12f954},\n created = {2018-12-19T18:23:48.034Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.034Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {With the increase of computer capabilities, many learning systems have become complex simulators with advanced interfaces close to game quality. However, many games features have not been added to them. This paper focus on this area, listing what games can provide to simulation-driven tutoring systems. We also describe JV2M as an example of a game-driven intelligent tutoring system to teach the compilation process of Java programs. © IFIP International Federation for Information Processing 2004.},\n bibtype = {book},\n author = {Gómez-Martín, M.A. and Gómez-Martín, P.P. and González-Calero, P.A.}\n}
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\n With the increase of computer capabilities, many learning systems have become complex simulators with advanced interfaces close to game quality. However, many games features have not been added to them. This paper focus on this area, listing what games can provide to simulation-driven tutoring systems. We also describe JV2M as an example of a game-driven intelligent tutoring system to teach the compilation process of Java programs. © IFIP International Federation for Information Processing 2004.\n
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\n \n\n \n \n \n \n \n Javy: Virtual environment for case-based teaching of java virtual machine.\n \n \n \n\n\n \n Gómez-Martín, P.; Gómez-Martín, M.; and González-Calero, P.\n\n\n \n\n\n\n In Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science), volume 2773 PART , pages 906-913, 2003. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@inproceedings{\n title = {Javy: Virtual environment for case-based teaching of java virtual machine},\n type = {inproceedings},\n year = {2003},\n pages = {906-913},\n volume = {2773 PART },\n id = {0e8f9195-e414-3796-918d-7cc61355bd2e},\n created = {2018-12-19T18:23:48.032Z},\n file_attached = {false},\n profile_id = {7ff3d559-34c5-3dc7-a15e-4809d39e6685},\n group_id = {62b8f28f-9a86-3d5b-a9f7-409bb52c7d51},\n last_modified = {2018-12-19T18:23:48.032Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {Knowledge-based learning environments have become an ideal solution to provide an effective learning. Those systems base their teaching techniques upon constructivist problem solving, to supply an engaged learning environment. The students are presented with more and more challenging exercises, selected from a set of different scenarios depending on their knowledge. This paper presents a new of such systems, which aims to teach Java compilation with the help of a metaphorical virtual environment that simulates the Java Virtual Machine.},\n bibtype = {inproceedings},\n author = {Gómez-Martín, P.P. and Gómez-Martín, M.A. and González-Calero, P.A.},\n booktitle = {Lecture Notes in Artificial Intelligence (Subseries of Lecture Notes in Computer Science)}\n}
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\n Knowledge-based learning environments have become an ideal solution to provide an effective learning. Those systems base their teaching techniques upon constructivist problem solving, to supply an engaged learning environment. The students are presented with more and more challenging exercises, selected from a set of different scenarios depending on their knowledge. This paper presents a new of such systems, which aims to teach Java compilation with the help of a metaphorical virtual environment that simulates the Java Virtual Machine.\n
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