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\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
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@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. © 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}
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\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
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\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
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\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
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@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}
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\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
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\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
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\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
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@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}
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\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
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\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
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\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
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@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}
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\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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