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E-Ciencias de la Información

versión On-line ISSN 1659-4142

Resumen

SANDI DELGADO, Juan Carlos  y  BAZAN, Patricia Alejandra. Designing serious games: analysis of methodologies. E-Ciencias de la Información [online]. 2021, vol.11, n.2, pp.80-106. ISSN 1659-4142.  http://dx.doi.org/10.15517/eci.v11i2.45505.

Nowadays, Information and Communication Technologies (ICT) have become a strategic ally to enhance innovative training processes. In this context, serious games are software pieces that use entertainment techniques to acquire specific skills oriented towards learning. The design of these software pieces require special considerations, such as: pedagogical intention, pedagogical and ludic objectives definition, end users, roles identification, feedback type, user experiences analysis, objectives validation. These considerations are used to analyze and compare nine different methodologies to design serious games. The main results of the analysis show the importance of incorporating the requirements elicitation and specification, as well as the roles assignment involved in the game production and also the relevance of incorporating pedagogical definition elements. The contribution of this investigation helps to assess the efficiency, the learning and the users experience in regards to the interaction with the game, and facilitates the development of a quantitative record of the learning to know the process and its quality by the user. In conclusion, the methodologies analyzed provide information on aspects to consider when proposing a methodology to design a serious game.

Palabras clave : Information and Communication Technologies; ICT; digital competencies; serious games design; game-based learning; analysis of methodologies.

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