Prototipo de videojuego educativo como herramienta de apoyo al aprendizaje de instrucciones de programación para estudiantes de primer semestre de Ingeniería de Sistemas de la Universidad Distrital Francisco José de Caldas
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Learning a programming language is quite a challenge because the learning process requires perseverance and a lot of practice, in addition, there are limitations in the traditional teaching methodology that make the process even more difficult. This makes it necessary to implement new tools that support and facilitate the learning of programming languages. It is for this reason that the general objective of the study was to develop a prototype of an educational videogame, which serves as a support tool for learning programming instructions, for first-semester students of Systems Engineering at the Francisco José de Caldas District University. In order to validate this development, some professors from the Systems Engineering program of the University were used as a sample, with the aim of having them interact with the application and thus obtain feedback from expert professionals in programming teaching in order to identify possible improvements for the application and thus be able to leave a base that allows its subsequent implementation and validation with students. In the development, the RUP (Rational Unified Process) methodology was followed, which allows a clear vision of the final product, thanks to the design of detailed specifications such as: Business architecture, learning objectives, game mechanics, use cases, requirements diagram, activity diagram, forms diagram, wireframes, class diagram, business logic, pseudo-mathematical model, relational model and entity relationship model. Finally, following the established specifications, a fully functional prototype was obtained with which 100% of the users surveyed agreed that the implementation of the tool can contribute to the learning process of first semester students of Systems Engineering from the University, an encouraging result since it allowed us to contrast the hypothesis raised at the beginning of the project, giving it as correct, and accepting the implementation of the tool in learning scenarios.