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  1. 1
    Dissertation/ Thesis

    المؤلفون: Durán Prada, Hernando José

    المساهمون: Gamba González, Yamid Gabriel, Talero Sarmiento, Leonardo Hernán, Gamba González, Yamid Gabriel 41982, Talero Sarmiento, Leonardo Hernán 31387, Gamba González, Yamid Gabriel 0009-0000-5830-2122, Talero Sarmiento, Leonardo Hernán 0000-0002-4129-9163, Talero Sarmiento, Leonardo Hernán Leonardo_Talero, Gamba González, Yamid Gabriel yamid-gabriel-gamba-gonzález, Talero Sarmiento, Leonardo Hernán leonardo-talero

    وصف الملف: application/pdf

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EAI Endorsed Transactions on Game-Based Learning. 2. 150615. 10.4108/eai.5-11-2015.150615.; Arufe, V. & Sanmiguel-Rodríguez, A. & Ramos, O. & Navarro-Patón, R. (2022). Can Gamification Influence the Academic Performance of Students? Sustainability 2022, 14, 5115. https://doi.org/10.3390/su14095115; Awla, Hawkar. (2014). Learning Styles and Their Relation to Teaching Styles. International Journal of Language and Linguistics. 2. 241. 10.11648/j.ijll.20140203.23.; Baker, Linda. (1989). Metacognition, Comprehension Monitoring, and the Adult Reader. Educational Psychology Review. 1. 3-38. 10.1007/BF01326548.; Belias, Dimitrios & Sdrolias, Lambros & Nikolaos, Kakkos & Koutiva, Maria & Koustelios, Athanasios. (2013). Traditional Teaching Methods Vs. Teaching Through The Application Of Information And Communication Technologies In The Accounting Field: Quo Vadis?. European Scientific Journal. 9. 73-101.; Botte, B. & Matera, Claudia & Sponsiello, M. (2009). Serious games between simulation and game. A proposal of taxonomy. 5. 11-21.; Bullinaria, John (2019) Data Structures and Algorithms. School of Computer Science University of Birmingham. https://www.cs.bham.ac.uk/~jxb/DSA/dsa.pdf; Burt, Isaac & Gonzalez, Tiphanie. (2021). Flow State as an Existential Tool to Increase Optimal Experience and Life Enjoyment. The Journal of Humanistic Counseling. 60. 197-214. 10.1002/johc.12165.; Caillois, R. (1958) Los juegos y los hombres: la máscara y el vértigo. Colección Popular Fondo de Cultura Económica México. https://bibliodarq.files.wordpress.com/2014/11/caillois-r-los-juegos-y-los-hombres.pdf; Casqueiro, Luis A. & Gasiba, Tiago E. & Pinto-Albuquerque, M. & Lechner U. (2021) Automated Java challenges' security assessment for training in industry - Preliminary results. OpenAccess Series in Informatics, 91, art. no. 10. 10.4230/OASIcs.ICPEC.2021.10; Diamond, Lisa & Tondello, Gustavo & Marczewski, Andrzej & Nacke, Lennart & Tscheligi, Manfred. 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A Short and Simple Definition of What a Videogame Is.; Fernández-Manjón, Baltasar & Moreno Ger, Pablo & Martinez-Ortiz, Ivan & Freire, Manuel. (2015). Challenges of serious games. EAI Endorsed Transactions on Game-Based Learning. 2. 150611. 10.4108/eai.5-11-2015.150611.; Fleming, N., Baume, D. (2006) Learning Styles Again: VARKing up the right tree!; Georgieva-Tsaneva, Galya & Serbezova, Ivanichka. (2021). Using Serious Games and Video Materials in Clinical Training in Nursing and Midwifery Education. International Journal of Emerging Technologies in Learning (iJET). 16. 231. 10.3991/ijet.v16i16.23455.; Groh, Fabian. (2012). Gamification: State of the Art Definition and Utilization. Proceedings of the 4th Seminar on Research Trends in Media Informatics. p. 39-46. https://d-nb.info/1020022604/34; Hernández, Roberto S. & Fernández, Carlos C. & Baptista, María del Pilar L. (2014) Metodología de la investigación. Sexta Edición. McGraw Hill.; Hunicke, Robin & LeBlanc, Marc & Zubek, Robert. (2004) MDA: A formal approach to game design and game research, in: Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1, p. 1722, 2004.; Ilskens, Karina & Wrona, Kamil J. & Dockweiler, Christoph & Fischer, Florian. (2022). An Evidence Map on Serious Games in Preventing Sexually Transmitted Infections Among Adolescents: Systematic Review About Outcome Categories Investigated in Primary Studies. JMIR Serious Games, 10 (1), art. no. e30526 10.2196/30526; Kumar, Ajit & Mresa, Elfurjani. (2009). Software Engineering using Rational Unified Process.; Luis, Joyares. (2008). FUNDAMENTOS DE PROGRAMACIÓN Algoritmos, estructura de datos y objetos. Cuarta edición. McGraw Hill.; Martínez, Wilson A. & Roncancio, Claudia Y. & Espinosa, María A. (2021). Un mundo gamificado: estrategia didáctica para el desarrollo de las competencias matemáticas relacionadas con la resolución de problemas, en estudiantes de sexto grado de la Institución Educativa Nuestra Señora del Pilar Bucaramanga.; María Alexandra Espinosa, C., Román Eduardo Sarmiento, P., Uribe, N. A. O., Ortiz, A. O. B., & Casanova, P. E. N. (2019). Teaching principles of programming without ICT: Sharing experiences on the design of a board game. In Proceedings of the 22nd International Conference on Human-Computer Interaction, INTERACCION 2019 [3] (ACM International Conference Proceeding Series). Association for Computing Machinery. https://doi.org/10.1145/3335595.3335627; Mat Zin, Nor Azan & Jaafar, Azizah & Wong, Seng Yue. (2009). Digital game-based learning (DGBL) model and development methodology for teaching history. WSEAS Transactions on Computers. 8. 322-333.; Meskin, Aaron. (2018). Videogames and creativity. The Aesthetics of Videogames, pp. 95 - 111. 10.4324/9781315210377; Mnkandla, Ernest. (2009). About software engineering frameworks and methodologies. 1 - 5. 10.1109/AFRCON.2009.5308117. Othman, N., Amiruddin, M. (2010) Different Perspectives of Learning Styles from VARK Model. Procedia - Social and Behavioral Sciences, Volume 7, 652-660, https://doi.org/10.1016/j.sbspro.2010.10.088 retrieved from www.sciencedirect.com; Oliveira, W., Hamari, J., Joaquim, S. et al. (2022). The effects of personalized gamification on students’ flow experience, motivation, and enjoyment. Smart Learn. Environ. 9, 16. https://doi.org/10.1186/s40561-022-00194-x; Oxford, Rebecca. (2001). Language learning styles and strategies: An overview.; Parra, Ingrid M. & Gualdrón, Élgar. (2021). Fortalecimiento del pensamiento variacional en los estudiantes de octavo grado de la institución educativa Nuestra Señora del Pilar de Bucaramanga a través de la teoría de la objetivación y la gamificación.; Pashler, H., McDaniel, M., Rohrer, D., & Bjork, R. (2008). Learning Styles: Concepts and Evidence. Psychological Science in the Public Interest, 9(3), 105–119. https://doi.org/10.1111/j.1539-6053.2009.01038.x; Pérez, Juan C. & Nova, Carlos D. & Ortiz, Jose D. (2020). HERRAMIENTA SOFTWARE BASADA EN GAMIFICACIÓN PARA LA ENSEÑANZA DE LA LÓGICA DE PROGRAMACIÓN EN EDUCACIÓN BÁSICA PRIMARIA.; Schell, Jesse (2015) The Art of Game Design: A book of lenses. Second Edition. Taylor & Francis Inc. p. 157-193. https://iums.ac.ir/uploads/%5BJesse_Schell%5D_The_Art_of_Game_Design_A_book_of_l(BookFi).pdf; Stroustrup, Bjarne. (1988). What is “Object-oriented Programming”?. Software, IEEE. 5. 10 - 20. 10.1109/52.2020.; van der Lubbe, L.M. & Gerritsen, C. & Klein, M.C.A. & Hindriks, K.V. (2021). Empowering vulnerable target groups with serious games and gamification. Entertainment Computing, 38, art. no. 100402. 10.1016/j.entcom.2020.100402; Villamizar, Nicolás A. & Ramirez, Paulo C. & Lobo, René A. (2018). DESARROLLO DE UNA APLICACIÓN MÓVIL NATIVA MULTIPLATAFORMA COMO APOYO A LA METODOLOGÍA BASADA EN GAMIFICACIÓN DEL PROGRAMA DE INGENIERÍA DE SISTEMAS; Zichermann, Gabe & Cunningham, Christopher (2011) Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O'Reilly Media, Inc. https://books.google.com.co/books?id=zZcpuMRpAB8C&lpg=PR7&ots=UvP62Ztdaj&lr&hl=es&pg=PP1#v=onepage&q&f=false; http://hdl.handle.net/20.500.12749/21264; instname:Universidad Autónoma de Bucaramanga - UNAB; reponame:Repositorio Institucional UNAB; repourl:https://repository.unab.edu.co