EvaluaciĆ³n de habilidades de pensamiento computacional usando videojuegos
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Fecha
2020
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Idioma
es
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Universidad AndrƩs Bello
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Licencia CC
Licencia CC
Resumen
El progreso continuo de las tecnologĆas y su integraciĆ³n en nuestra sociedad, en cada Ć”mbito de
nuestras vidas, resalta la necesidad de una adaptaciĆ³n y mejora de las entidades educativas y
las herramientas que estas ocupan en el desarrollo de individuo. Esto requiere una introducciĆ³n
de la alfabetizaciĆ³n digital, o de las tecnologĆas de informaciĆ³n desde el inicio temprano del
desarrollo individual, combinƔndolo con otras competencias esenciales, como la lectura, escritura
y matemƔticas. La capacidad de pensamiento, que considera el uso y manejo de las
computadoras o tecnologĆas en la resoluciĆ³n de los problemas del dĆa a dĆa, se denomina como
el Pensamiento Computacional. Este trabajo tiene como objetivo principal, analizar los resultados
del uso de los videojuegos como herramienta para evaluar las habilidades del pensamiento
computacional; esto se realiza, a travĆ©s de la creaciĆ³n de un prototipo de videojuego, en el cual
se representan un listado de habilidades, las cuales componen al pensamiento computacional.
Se utilizaron mĆ©tricas de desempeƱo tales como el tiempo, intentos, nĆŗmero de movimientos,
entre otras, para evaluar las habilidades del pensamiento computacional del jugador, en los
distintos niveles del videojuego, comparando su desempeƱo con los resultados de una prueba
escrita habitual. Finalmente, a travĆ©s de una recolecciĆ³n y anĆ”lisis de datos, utilizando R y
modelos matemĆ”ticos para el anĆ”lisis estadĆstico, se llega a la conclusiĆ³n que si es, afirmando
la hipĆ³tesis inicial, posible correlacionar el rendimiento de un estudiante en un juego con su nivel
de desarrollo del pensamiento computacional.
The continuous progress of technologies and their integration into our society, in every area of our lives, highlights the need for the adaptation and improvement of the educational entities and the tools they use in the development of the individual. This requires an introduction of digital literacy, or the information technologies from an early start of individual development, combining it with other essential skills, such as reading, writing and mathematics. The ability to think, which considers the use and management of computers or technologies in solving day-to-day problems, is called Computational Thinking. The main objective of this work is to analyze the results of the use of video games as a tool to evaluate computational thinking skills; This is done through the creation of a video game prototype, in which a list of skills are represented, which make up computational thinking. Performance metrics such as time, attempts, number of movements, among others, were used to evaluate the player's computational thinking skills at the different levels throughout the game, comparing their performance with the results of a regular written test. Finally, through data collection and analysis, using R and mathematical models for statistical analysis, the conclusion is reached that it is, in fact, possible to correlate a student's performance in a game with their level of development of computational thinking.
The continuous progress of technologies and their integration into our society, in every area of our lives, highlights the need for the adaptation and improvement of the educational entities and the tools they use in the development of the individual. This requires an introduction of digital literacy, or the information technologies from an early start of individual development, combining it with other essential skills, such as reading, writing and mathematics. The ability to think, which considers the use and management of computers or technologies in solving day-to-day problems, is called Computational Thinking. The main objective of this work is to analyze the results of the use of video games as a tool to evaluate computational thinking skills; This is done through the creation of a video game prototype, in which a list of skills are represented, which make up computational thinking. Performance metrics such as time, attempts, number of movements, among others, were used to evaluate the player's computational thinking skills at the different levels throughout the game, comparing their performance with the results of a regular written test. Finally, through data collection and analysis, using R and mathematical models for statistical analysis, the conclusion is reached that it is, in fact, possible to correlate a student's performance in a game with their level of development of computational thinking.
Notas
Proyecto de tĆtulo (Ingeniero Civil InformĆ”tico)
Palabras clave
Videojuegos, Pensamiento Computacional