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  1. Home
  2. Browse by Author

Browsing by Author "Villalta, Marco"

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    A framework for the design and integration of collaborative classroom games
    (PERGAMON-ELSEVIER SCIENCE LTD, 2011) Echeverria, Alejandro; Garcia Campo, Cristian; Nussbaum, Miguel; Gil, Francisca; Villalta, Marco; Amestica, Matias; Echeverria, Sebastian
    The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom's revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG) pedagogical model while the ludic dimension determines the gaming elements subject to constraints imposed by the educational dimension. With a view to validating the framework, a game for teaching electrostatics was designed and experimentally implemented in a classroom context. An evaluation based on pre/post testing found that the game increased the average number of correct answers by students participating in the experiment from 6.11 to 10.00, a result found to be statistically significant. Thus validated, the framework offers a promising basis for further exploration through the development of other games and fine-tuning of its components. (C) 2011 Elsevier Ltd. All rights reserved.
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    From MMORPG to a Classroom Multiplayer Presential Role Playing Game
    (NATL YUNLIN UNIV SCIENCE & TECHNOLOGY, TAIWAN, 2010) Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Jose Andreu, Juan; Villalta, Marco
    The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a virtual world where they have the opportunity to manipulate and explore, thus motivating the construction of knowledge. The interaction and collaboration between participants allows students to exchange information, test their understanding and reflect on what they have learned. Given the promising results of using MMORPG technologies for educational purposes, this paper translates the multiplayer role playing game (MRPG) aspect, the essential concept behind MMORPGs, into the classroom context. We present the abstraction behind a Classroom Multiplayer Presential Role Playing Game (CMPRPG) and the development of a CMPRPG for teaching ecology. The game has a quest structure in which each result highlights a key teaching objective. It is implemented at a high level, with interaction between reusable game elements defined using triggers. It is observed that the implemented CMPRPG has appropriate usability levels, benefits the learning and application of the concepts of ecology and, in the interactive dimensions, it encourages participation and collaborative narrative structures among participants.

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