Star Owners: um modelo construtivista de desenvolvimento de Serious Games para jogo de ensino de Teoria da Computação

  • Matheus dos Santos Luccas USP
  • Kalinka Castelo Branco USP

Resumo


Este artigo apresenta a metodologia COMBO (Ciclo Organizado Modular Baseado em Oportunidades) criada para permitir o desenvolvimento de jogos educacionais construtivistas baseados nos princípios de expressividade e explorabilidade. A metodologia foi avaliada e testada por meio do desenvolvimento do jogo Star Owners, que aborda alguns conceitos específicos, mas que não necessitam de conhecimento prévio do estudante/jogador. A elaboração da metodologia propõe mitigar lacunas e erros observados em iniciativas de aplicação e desenvolvimento de jogos educacionais e mostrou-se bem sucedida uma vez que foi realizado o desenvolvimento de um jogo fazendo o uso da COMBO e aplicando o mesmo em sala de aula.
Palavras-chave: Serious Games, Construtivismo, Jogos na Educação, Metodologia

Referências

Aditya, S. J., Santoso, H. B., and Isal, R. Y. K. (2019). Developing a game-based learning for branch and bound algorithm. In 2019 International Conference on Advanced Computer Science and information Systems (ICACSIS), pages 471–476.

Bai, S., Hew, K. F., and Huang, B. (2020). Does gamification improve student learning outcome? evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30:100322.

Collins, A. and Halverson, R. (2018). Rethinking education in the age of technology: The digital revolution and schooling in America. Teachers College Press.

De Almeida Souza, M. R., Furtini Veado, L., Teles Moreira, R., Magno Lages Figueiredo, E., and Costa, H. A. X. (2017). Games for learning: bridging game-related education methods to software engineering knowledge areas. In 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track (ICSE-SEET), pages 170–179.

Dörner, R. and Spierling, U. (2014). Serious games development as a vehicle for teaching entertainment technology and interdisciplinary teamwork: Perspectives and pitfalls. In Proceedings of the 2014 ACM International Workshop on Serious Games, SeriousGames ’14, page 3–8, New York, NY, USA. Association for Computing Machinery.

Fu, F.-L., Su, R.-C., and Yu, S.-C. (2009). Egameflow: A scale to measure learners’ enjoyment of e-learning games. Computers & Education, 52:101–112.

Hakulinen, L. (2011). Using serious games in computer science education. In Proceedings of the 11th Koli Calling International Conference on Computing Education Research, Koli Calling ’11, page 83–88, New York, NY, USA. Association for Computing Machinery.

Hsu, C.-C. and Wang, T.-I. (2018). Applying game mechanics and student-generated questions to an online puzzle-based game learning system to promote algorithmic thinking skills. Computers & Education, 121:73–88.

Kannappan, V. T., Fernando, O. N. N., Chattopadhyay, A., Tan, X., Hong, J. Y. J., Seah, H. S., and Lye, H. E. (2019). La petite fee cosmo: Learning data structures through game-based learning. In 2019 International Conference on Cyberworlds (CW), pages 207–210.

Kazimoglu, C., Kiernan, M., Bacon, L., and MacKinnon, L. (2012). Learning programming at the computational thinking level via digital game-play. Procedia Computer Science, 9:522–531. Proceedings of the International Conference on Computational Science, ICCS 2012.

Malliarakis, C., Satratzemi, M., and Xinogalos, S. (2013). A holistic framework for the development of an educational game aiming to teach computer programming. volume 1.

Mayer, I. (2012). Towards a comprehensive methodology for the research and evaluation of serious games. Procedia Computer Science, 15:233–247. 4th International Conference on Games and Virtual Worlds for Serious Applications(VS-GAMES’12).

Stokes, B. (2005). Videogames have changed: time to consider ’serious games’? Development Education Journal, 11:12.

Vahldick, A., Mendes, A. J., and Marcelino, M. J. (2016). Towards a constructionist serious game engine. In Proceedings of the 17th International Conference on Computer Systems and Technologies 2016, CompSysTech ’16, page 361–368, New York, NY, USA. Association for Computing Machinery.

Wassila, D. and Tahar, B. (2012). Using serious game to simplify algorithm learning. In International Conference on Education and e-Learning Innovations, pages 1–5.

Wu, W.-H., Chiou, W.-B., Kao, H.-Y., Alex Hu, C.-H., and Huang, S.-H. (2012). Reexploring game-assisted learning research: The perspective of learning theoretical bases. Computers & Education, 59(4):1153–1161.
Publicado
06/11/2023
LUCCAS, Matheus dos Santos; CASTELO BRANCO, Kalinka. Star Owners: um modelo construtivista de desenvolvimento de Serious Games para jogo de ensino de Teoria da Computação. In: TRILHA DE EDUCAÇÃO – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 22. , 2023, Rio Grande/RS. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2023 . p. 947-956. DOI: https://doi.org/10.5753/sbgames_estendido.2023.233987.