Pensamiento computacional y su aplicación para la matemática
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Fecha
2021
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Idioma
es
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Universidad Andrés Bello
Nombre de Curso
Licencia CC
Licencia CC
Resumen
A lo largo de su historia, los videojuegos han sido utilizados con distintos fines, como
entretenimiento, ocio, para informar o enseñar, entre muchos más. Esta tesis se centrará en el
uso educacional de los videojuegos, y como el uso serio de estos, puede ayudar a estudiantes,
en este caso universitarios, a desarrollar habilidades y/o capacidades matemáticas de alto nivel,
esto mediante diversas actividades que deberán realizar dentro del videojuego. Estas
actividades darán una retroalimentación sobre los avances de los jugadores, ya sean sus aciertos
o sus errores al momento de resolver los problemas que se les presenten, esto considerando la
dificultad, las acciones que deberán seguir para solucionarlos y las recompensas luego de esto.
Una ventaja que tienen los videojuegos sobre la educación tradicional, es la capacidad de
inmersión que estos tienen sobre el jugador, pues su fin no es solo enseñar un nuevo concepto
o problema al estudiante, sino que también buscar su diversión, pues es en base al sistema de
solución-recompensa inmediata que recibe el jugador, que fomenta la práctica y favorece
asimilar más rápidamente nuevos conocimientos, esto debido al crecimiento en el interés del
jugador cada vez que recibe una gratificación por cada problema resuelto.
Se ha diseñado un videojuego de aventura multijugador cooperativo, con mecánicas que aplican
el pensamiento computacional, ayudando a la comprensión de temas matemáticos y físicos,
siendo el primero el tema central de esta tesis. El objetivo de esta tesis es demostrar mediante
diversas pruebas, que los videojuegos pueden ser usados como un método útil para enseñar
conceptos matemáticos de alto nivel a estudiantes universitarios, sin embargo, en el proyecto
también se tratan conceptos físicos, esto tanto por ser parte de una tesis en conjunto, como
para ampliar el espectro de resultados en diversas áreas.
Throughout its history, video games have been used for different purposes, such as entertainment, leisure, to inform or teach, among many others. This thesis will focus on the educational use of video games, and how the serious use of these can help students, in this case universities, to develop high level skills on mathematics through various activities to be performed within the video game. These activities will give a feedback about their progress to the players, either their successes or their mistakes when solving the problems presented by the game, considering the difficulty, the actions to be followed to solve them and the rewards after that. An advantage that video games have over traditional education, is the capacity for immersion that they have on the player, because its purpose is not only to teach a new concept or problem to the student, but also seeks its fun, because it is based on the system of an immediate solutionreward loop, that promotes practice and helps them to assimilate new knowledge faster, this due to the growth in the interest of the player every time he receives a reward for each problem solved. In this work a cooperative multiplayer adventure game was designed and implemented, with mechanics that apply computational thinking, helping to understand mathematical and physical topics, being the first the central theme of this thesis. The objective of this thesis is to demonstrate through various tests, that video games can be used as a useful method to teach high-level mathematical concepts to university students, however, the project also deals with physical concepts, this both as part of a thesis as a whole, and to expand the spectrum of results in various areas. All this because video games have only been used to assimilate simple concepts of student areas, but it will try to demonstrate that its potential is much higher. The progress of the players will be tested with different levels within the video game, each with different central themes. These levels will consist of a classic dungeon game environment, this to ensure the familiarity of the player and facilitate their immersion, music and history, although they are a secondary aspect in this thesis, have been worked with the same effort as the rest of the video game, with the same aim of facilitating the immersion of the player. The levels also have a kind of help for the player if this requires, this consists of clues to solve the problem, either showing the formulas to be used or with riddles about the actions to follow to solve the problem.
Throughout its history, video games have been used for different purposes, such as entertainment, leisure, to inform or teach, among many others. This thesis will focus on the educational use of video games, and how the serious use of these can help students, in this case universities, to develop high level skills on mathematics through various activities to be performed within the video game. These activities will give a feedback about their progress to the players, either their successes or their mistakes when solving the problems presented by the game, considering the difficulty, the actions to be followed to solve them and the rewards after that. An advantage that video games have over traditional education, is the capacity for immersion that they have on the player, because its purpose is not only to teach a new concept or problem to the student, but also seeks its fun, because it is based on the system of an immediate solutionreward loop, that promotes practice and helps them to assimilate new knowledge faster, this due to the growth in the interest of the player every time he receives a reward for each problem solved. In this work a cooperative multiplayer adventure game was designed and implemented, with mechanics that apply computational thinking, helping to understand mathematical and physical topics, being the first the central theme of this thesis. The objective of this thesis is to demonstrate through various tests, that video games can be used as a useful method to teach high-level mathematical concepts to university students, however, the project also deals with physical concepts, this both as part of a thesis as a whole, and to expand the spectrum of results in various areas. All this because video games have only been used to assimilate simple concepts of student areas, but it will try to demonstrate that its potential is much higher. The progress of the players will be tested with different levels within the video game, each with different central themes. These levels will consist of a classic dungeon game environment, this to ensure the familiarity of the player and facilitate their immersion, music and history, although they are a secondary aspect in this thesis, have been worked with the same effort as the rest of the video game, with the same aim of facilitating the immersion of the player. The levels also have a kind of help for the player if this requires, this consists of clues to solve the problem, either showing the formulas to be used or with riddles about the actions to follow to solve the problem.
Notas
Tesis (Ingeniero Civil Informático)
Palabras clave
Videojuegos, Tecnología Educativa, Pensamiento Computacional