Serious Games (SG) have a particular ability to motivate and engage in the therapeutic and learning process. There are multiple approaches based on methodologies, frameworks, and models for SG design, which have been proposed based on a specific domain. However, the relationship between the Software Engineering methodologies, with the requirement described in the Game Design Document, and the Instructional Design have not been discussed together. This paper proposes a conceptual model and discusses their relations among those domains, that aims to fill this gap. In order to define the model, those approaches available were analyzed and compared, then suggests several components needed for game design. It describes the primary structure focus on four phases Analysis, Design, Development, and Evaluation, which identifies and validates the roles of all components to achieve the desired educational goals. SG maned ''ATHYNOS'' was developed to help children with learning disabilities. Finally, a case study with three units of analysis points out that ATYHNOS aided participants in the level of concentration, hand-eye coordination, motor skills, and cognitive reinforcement. INDEX TERMS Serious games, conceptual model for design, game-based learning, ATHYNOS.
Los estudios de las redes de transporte urbano en muchas ciudades no están bien enfocados, pues no contemplan herramientas para su planificación y control, haciendo que las decisiones para solucionar los múltiples problemas respecto a la congestión vehicular sean caros y no adecuadas, generando malestar en los usuarios, y muchas veces agrava los problemas, pues no se evalúa su impacto. Una alternativa a ello son los simuladores de tráfico, que en la actualidad existen en variedad, sin embargo, no son de fácil acceso, se requiere un estudio formal y una relación con el centro de investigación que lo provee, sus reportes personalizados son limitados y obedecen a otra realidad. En el presente trabajo se modela, simula seis casos frecuentes de redes de transporte urbano en Lima: Intersección, Ovalo, Unión, By-Pass, Trébol y T; mediante el uso de Arena (simulador de propósito general), técnicas estadísticas y de simulación conocidas. Se validó el modelo T con un nivel de confianza promedio del 95%, además, se pudo obtener información personalizada para la toma de decisión.
The teaching–learning process, at each educational level, is often an open problem for educators and researchers related to the stated topic. Researchers combine emerging technologies to formulate learning tools in order to understand the abstract contents of the subjects; however, the problem still persists. A technological learning tool would be effective when projected into an educational model that looks at motivation, usability, engagement, and technological acceptability. Some of these aspects could be attributed through the use of augmented reality and games. The aim of this work is to analyze, in the literature, the trends of learning models based on computer technologies for an effective and enjoyable learning activity. The analysis of the literature in that context—emphasizing acceptability, categories, entertainment, educational models—shows that it is still not well explored.
In this article the History of Peruvian Society of Operations Research and Systems (Sociedad Peruana de Investigación Operativa y de Sistemas (SOPIOS)) is presented. It details the antecedents and the creation of SOPIOS, as well as its objectives, the activities it realizes, and the achievements reached to date and the perspectives of society.
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