Un modelo de regresión para la evaluación del pensamiento computacional en videojuegos co-op locales
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Fecha
2021
Autores
Profesor/a GuĆa
Facultad/escuela
Idioma
es
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Editor
Universidad AndrƩs Bello
Nombre de Curso
Licencia CC
Licencia CC
Resumen
En el presente proyecto se introduce el crecimiento y la importancia del pensamiento
computacional de las últimas décadas dando un nuevo foco de enseñanza para las
nuevas generaciones.
Se describe como al ser una nueva disciplina existe una preocupación para su
evaluación y de como medir el desarrollo del pensamiento computacional en los
estudiantes, por esto se busca maneras atractivas de enseƱar y dejar un
aprendizaje profundo en el estudiante, como lo son los videojuegos.
Se desarrolla un videojuego con modos Single-Player y Multijugador, con
mecƔnicas que buscan desarrollar el pensamiento computacional en el estudiante,
mediante una metodologĆa iterativa de prototipos, con los cuales se van realizando
pruebas y tomando una retroalimentación para seguir adelante.
Se analizan los patrones de los estudiantes en su progreso por el juego con el
objetivo de generar un modelo de regresión logĆstica que pueda evaluar y predecir
si el estudiante aprueba o reprueba el ramo enlazado con el pensamiento
computacional.
Finalmente se analizan los resultados de la generación del modelo, estos indicando
un modelo que es capaz de predecir con una alta tasa de predicción si el alumno
reprueba o aprueba, ademÔs de solo depender de los patrones que este realizó
durante el progreso del videojuego, aclarando que solo se pudieron tomar en cuenta
los datos del modo Single-Player.
In the present project it is told the growth and the importance of the computational thinking on the last few decades giving a new goal to the learning process of the new generations. It describes the how being a new discipline, there is a growing concern for the way that this must be evaluated on the students for this it is why they are looking more attractive ways to teach the Computational Thinking and leaving a deep learning on them, like for example videogames. It develops a videogame with single-player and multi-player modes, with mechanics that go for the goal of develop a deep learning in Computational Thinking on the student, all this through an iterative methodology based on protypes, each one of them go through testing and receiving feedback for each cycle. It analyses the patterns of the students during they playthrough of the videogame with the objective of generating a logistic regression model that could evaluate and predict the if the student approves or reproves the course that is link with the Computational Thinking. Finally, it analyses the results of the generating the new model, giving as result a model that is capable of predicting with a high rate of accuracy if the student approves or reproves the course, adding even that it only depends of the videogame patterns that the student made, even though the patterns were only taken from a single-player prototype.
In the present project it is told the growth and the importance of the computational thinking on the last few decades giving a new goal to the learning process of the new generations. It describes the how being a new discipline, there is a growing concern for the way that this must be evaluated on the students for this it is why they are looking more attractive ways to teach the Computational Thinking and leaving a deep learning on them, like for example videogames. It develops a videogame with single-player and multi-player modes, with mechanics that go for the goal of develop a deep learning in Computational Thinking on the student, all this through an iterative methodology based on protypes, each one of them go through testing and receiving feedback for each cycle. It analyses the patterns of the students during they playthrough of the videogame with the objective of generating a logistic regression model that could evaluate and predict the if the student approves or reproves the course that is link with the Computational Thinking. Finally, it analyses the results of the generating the new model, giving as result a model that is capable of predicting with a high rate of accuracy if the student approves or reproves the course, adding even that it only depends of the videogame patterns that the student made, even though the patterns were only taken from a single-player prototype.
Notas
Tesis (Ingeniero Civil InformƔtico)
Palabras clave
Videojuegos, Pensamiento Computacional