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dc.contributor.authorChávarry Gutiérrez, Sebastián Alexander
dc.contributor.authorDávila Calle, Guillermo Antonio
dc.contributor.authorQuintana, Hernán
dc.contributor.otherDávila Calle, Guillermo Antonio
dc.date.accessioned2023-12-13T17:08:11Z
dc.date.available2023-12-13T17:08:11Z
dc.date.issued2023
dc.identifier.citationImplementation of a Serious Game to Develop Computational Thinking Skills. In Pereira, R., Bianchi, E., & Rocha, A. (Eds.), Digital Technologies and Transformation in Business, Industry and Organizations (V. 2). https://doi.org/10.1007/978-3-031-40710-9es_PE
dc.identifier.isbnurn:isbn:978-3-031-40710-9
dc.identifier.urihttps://hdl.handle.net/20.500.12724/19480
dc.description.abstractComputational thinking is a set of skills that allows solving problems abstractly and systematically. Due to the exponential advance of technology, different schools seek to foster it in younger students. The objective of this work is to propose a serious game to develop computational thinking. The methodology consists of a literature review of previous studies about the use of serious games for the development of computational thinking skills. The information was systematized with a special focus on the following elements: Experimental design, learning objective and game variables, measurement tool, statistical techniques, software engine, components, design framework, main results, suggestions for future studies, conclusions, experimental group, article objective. The main results were as follows: First, the most used genre is puzzle. Second, the most frequently addressed thematic dimensions are basic programming concepts and problem-solving. Third, Unity is the most widely used software engine in the literature today. Fourth, the MDA framework is the most referenced for game design. Fifth, the selection of a pre-experimental design limits the development of conclusions about the effectiveness of serious games to develop computational thinking. Sixth, the selected learning objective variables do not directly quantify the identified computational thinking skills. Seventh, future studies should prolong the experimentation and increase the size of the experimental group.es_PE
dc.formatapplication/html
dc.language.isoeng
dc.publisherSpringer
dc.relation.ispartofurn:isbn:978-3-031-40710-9
dc.rightsinfo:eu-repo/semantics/restrictedAccess*
dc.sourceRepositorio Institucional - Ulima
dc.sourceUniversidad de Lima
dc.subjectJuegos educativoses_PE
dc.subjectVideojuegoses_PE
dc.subjectAprendizajees_PE
dc.subjectPensamiento computacionales_PE
dc.subjectEducational gamesen_EN
dc.subjectVideo gamesen_EN
dc.subjectLearningen_EN
dc.subjectComputational thinkingen_EN
dc.titleImplementation of a Serious Game to Develop Computational Thinking Skillsen_EN
dc.typeinfo:eu-repo/semantics/bookPart
dc.publisher.countryCH
dc.type.otherCapítulo de libro en Scopus
dc.identifier.isni0000000121541816
ulima.autor.carreraDávila Calle, Guillermo Antonio (Ingeniería de Sistemas)es_PE
dc.contributor.studentChávarry Gutiérrez, Sebastián Alexander (Ingeniería de Sistemas)
ulima.autor.afiliacionDávila Calle, Guillermo Antonio (Carrera de Ingeniería de Sistemas, Universidad de Lima) / (Grupo de Investigación Desarrollo Empresarial, Gestión del Conocimiento E Innovación, Instituto de Investigación Científica, Universidad de Lima) (Scopus)es_PE
dc.identifier.bookDigital Technologies and Transformation in Business, Industry and Organizations (V. 2)en_EN
dc.subject.ocdehttps://purl.org/pe-repo/ocde/ford#5.03.00
dc.identifier.doihttps://doi.org/10.1007/978-3-031-40710-9_9
ulima.cat9
dc.identifier.scopusid2-s2.0-85176615483


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