TY - GEN
T1 - Teaching principles of programming without ICT
T2 - 22nd International Conference on Human-Computer Interaction, INTERACCION 2019
AU - María Alexandra Espinosa, C.
AU - Román Eduardo Sarmiento, P.
AU - Uribe, Nitae A.O.
AU - Ortiz, Ariel O.B.
AU - Casanova, Pedro E.N.
N1 - Publisher Copyright:
© 2019 ACM.
PY - 2019/6/25
Y1 - 2019/6/25
N2 - This article shows the results of a board game prototype development. The game aimed to enhance player's skills such as teamwork, creativity, problem-solving, and development of basic programming skills required in engineering careers. The prototype used the MDA framework (Mechanics, Dynamics, and Aesthetics) to create games and it was constantly tested to improve the interaction between the game and its participants. It was established that "between-shift" times represent a relevant factor for the maintenance of immersion flow and interest. The prototype was validated by the professors of the Systems Engineering program and by a focus group. Playability factors in the development of the prototype were evaluated. User experience was also evaluated in relation to the gameplay and entertainment level in different contexts. The participants experienced the four characteristic phases of board games: Unboxing, Setup, Initial Play, and Disassembly. OOBE (Out-Of-Box-Experience) was used to evaluate the game experience. Acceptance was expressed for the first module developed, and the feedback received will serve as design recommendations and future improvements for the first module and the development of the second one. Emphasis was placed on the need to implement strategies of this type to replace ICT used as support methodology when students do not possess enough or underdeveloped technological skills.
AB - This article shows the results of a board game prototype development. The game aimed to enhance player's skills such as teamwork, creativity, problem-solving, and development of basic programming skills required in engineering careers. The prototype used the MDA framework (Mechanics, Dynamics, and Aesthetics) to create games and it was constantly tested to improve the interaction between the game and its participants. It was established that "between-shift" times represent a relevant factor for the maintenance of immersion flow and interest. The prototype was validated by the professors of the Systems Engineering program and by a focus group. Playability factors in the development of the prototype were evaluated. User experience was also evaluated in relation to the gameplay and entertainment level in different contexts. The participants experienced the four characteristic phases of board games: Unboxing, Setup, Initial Play, and Disassembly. OOBE (Out-Of-Box-Experience) was used to evaluate the game experience. Acceptance was expressed for the first module developed, and the feedback received will serve as design recommendations and future improvements for the first module and the development of the second one. Emphasis was placed on the need to implement strategies of this type to replace ICT used as support methodology when students do not possess enough or underdeveloped technological skills.
KW - Board games
KW - Edutainment
KW - Enjoyability
KW - Learn to code
KW - Motivation
KW - Multiplayer
KW - Playtesting
KW - UX
KW - User experience
UR - http://www.scopus.com/inward/record.url?scp=85068821261&partnerID=8YFLogxK
U2 - 10.1145/3335595.3335627
DO - 10.1145/3335595.3335627
M3 - Libros de Investigación
AN - SCOPUS:85068821261
T3 - ACM International Conference Proceeding Series
BT - Proceedings of the 22nd International Conference on Human-Computer Interaction, INTERACCION 2019
PB - Association for Computing Machinery
Y2 - 25 June 2019 through 28 June 2019
ER -