Dissertation/ Thesis

Efecto de un entorno de aprendizaje de programación de computadores basado en el desarrollo de videojuegos sobre la motivación por aprender de los estudiantes ; Effect of a computer programming learning environment based on video game development on students' motivation to learn

Λεπτομέρειες βιβλιογραφικής εγγραφής
Τίτλος: Efecto de un entorno de aprendizaje de programación de computadores basado en el desarrollo de videojuegos sobre la motivación por aprender de los estudiantes ; Effect of a computer programming learning environment based on video game development on students' motivation to learn
Συγγραφείς: Peña Vargas, Manuel Alejandro
Συνεισφορές: Restrepo-Calle, Felipe, Ramírez Echeverry, Jhon Jairo, Plas Programming languages And Systems
Στοιχεία εκδότη: Universidad Nacional de Colombia
Bogotá - Ingeniería - Maestría en Ingeniería - Ingeniería de Sistemas y Computación
Facultad de Ingeniería
Bogotá, Colombia
Universidad Nacional de Colombia - Sede Bogotá
Έτος έκδοσης: 2024
Θεματικοί όροι: 000 - Ciencias de la computación, información y obras generales::004 - Procesamiento de datos Ciencia de los computadores, información y obras generales::005 - Programación, programas, datos de computación, VIDEOJUEGOS, PROCESAMIENTO ELECTRONICO DE DATOS, PROGRAMACION (COMPUTADORES ELECTRONICOS DIGITALES)-ENSEÑANZA PROGRAMADA, Video games, Electronic data processing, Electronic digital computers - Programming - Programmed instruction, Aprendizaje basado en el desarrollo de juegos, Programación de computadores, Entorno de desarrollo de juegos, Aprendizaje auto-regulado, Motivación, Game development based learning, Computer programming, Game development framework, Self-Regulated learning, Motivation
Περιγραφή: ilustraciones, diagramas, tablas ; Debido a la creciente aplicación de la programación de computadores en áreas laborales y del conocimiento, cada vez se incluyen más cursos relacionados con este campo en las carreras universitarias. La complejidad de los contenidos de materias asociadas exige nuevas estrategias y metodologías de enseñanza que resulten cómodas para los estudiantes y los motiven. En este sentido, el uso y la aplicación de videojuegos se ha convertido en una alternativa prometedora. GDBL (Game Development Based Learning) es una estrategia que utiliza la construcción o modificación de videojuegos como técnica de enseñanza. La principal herramienta que utiliza el GDBL se denomina GDF (Game Development Frameworks), y consiste en una serie de entornos, librerías o componentes de desarrollo que permiten desarrollar dichos videojuegos. Esta estrategia se basa en la teoría de aprendizaje constructivista, que se fundamenta en la construcción y refinamiento de modelos mentales basados en la experiencia y sentido de autonomía derivado de la propia motivación por aprender. En este trabajo, se abordará específicamente el modelo SRL (Self-Regulated Learning). Los resultados y la caracterización reportados en esta investigación proporcionan evidencia empírica relacionada con el uso de GDBL en cursos de programación de computadores y su efecto en la motivación de los estudiantes por aprender. Los resultados, tanto positivos como negativos, contribuirán a comprender y consolidar el uso de estrategias GDBL en el ámbito educativo (Texto tomado de la fuente). ; Due to the increasing application of computer programming in various professional and knowledge areas, more and more courses related to this field are being included in university degrees. The complexity of the content in related subjects demands new teaching strategies and methodologies that are comfortable for students and motivate them. In this regard, the use and application of video games has become a promising alternative. GDBL (Game Development Based ...
Τύπος εγγράφου: master thesis
Περιγραφή αρχείου: xiv, 91 páginas; application/pdf
Γλώσσα: Spanish; Castilian
Relation: Abidin, H., y Zaman, F. (2017). Students’ perceptions on game-based classroom response system in a computer programming course. Proceedings of the 2017 IEEE 9th International Conference on Engineering Education, IEEE ICEED 2017, 2018-Janua, 254-259. https://doi.org/10.1109/ICEED. 2017.8251203; Angarita, L., y Osorio, L. (2017). Software prototype for learning of computer programming based on digital games %7C Prototipo Software para el Aprendizaje de Programación Computacional basado en Juegos Digitales. Iberian Conference on Information Systems and Technologies, CISTI. https://doi.org/10.23919/CISTI.2017.7975867; Bewer, N., y Gladkaya, M. (2022). Game Development Based Approach for Learning to Program: A Systematic Literature Review. WIRTSCHAFTSINFORMATIK 2022 PROCEEDINGS.; Bryman, A. (2012). Social research methods. Oxford University Press Inc.; Chiazzese, G., Fulantelli, G., Pipitone, V., y Taibi, D. (2018). Engaging primary school children in computational thinking: Designing and developing videogames %7C Involucrando a los niños de educación primaria en el Pensamiento Computacional: diseñando y desarrollando videojuegos. Education in the Knowledge Society, 19, 63-81. https://doi.org/10.14201/EKS20181926381; Corvalán, B., Recabarren, M., y Echeverría, A. (2020). Evolution of students’ interaction using a gamified virtual learning environment in an engineering course. Computer Applications in Engineering Education, 28, 979-993. https://doi.org/10.1002/cae.22275; Craven, P. V. (2023, 1 de enero). Easy to use Python library for creating 2D arcade games. de A. Souza, M. R., Veado, L., Moreira, R. T., Figueiredo, E., y Costa, H. (2018). A systematic mapping study on game-related methods for software engineering education. Information and Software Technology, 95, 201-218. https://doi.org/10.1016/j.infsof.2017.09.014; Duncan, T., y Mckeachie, W. (2010). The Making of the Motivated Strategies for Learning Questionnaire. Educational Psychologist, 40, 117-128. https://doi.org/10.1207/s15326985ep4002_6; Ellis, R., Han, F., y Pardo, A. (2019). When Does Collaboration Lead to Deeper Learning? Renewed Definitions of Collaboration for Engineering Students. IEEE Transactions on Learning Technologies, 12, 123-132. https://doi.org/10.1109/TLT.2018.2836942; Garcia, I., Pacheco, C., Méndez, F., y Calvo-Manzano, J. (2020). The effects of game-based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature review. Computer Applications in Engineering Education, 28, 1327-1354. https://doi.org/10.1002/cae.22304; Gibbs, G. (2012). El análisis de datos cualitativos en investigación cualitativa. Morata.; Gomila, L. (2023). Simple and Fast Multimedia Library. 90 Bibliografía; Holkner, A. (2006). Pyglet.; Kafai, Y. (2006). Playing and Making Games for Learning. Games and Culture, 1, 36-40. https://doi.org/10.1177/1555412005281767; Kafai, Y. B., y Burke, Q. (2015). Constructionist Gaming: Understanding the Benefits of Making Games for Learning. EDUCATIONALPSYCHOLOGIST, 50, 313-334. https://doi.org/10.1080/00461520.2015.1124022; Lárez, B. (2007). Videogame motivational factors: Considerations for e-learning. CEUR Workshop Proceedings, 361.; Malik, S., Al-Emran, M., Mathew, R., Tawafak, R., y AlFarsi, G. (2020). Comparison of E-learning, M-learning and game-based learning in programming education. International Journal of Emerging Technologies in Learning, 15, 133-146. https://doi.org/10.3991/ijet.v15i15.14503; Martínez-Ortiz, I., Moreno-Ger, P., Sierra, J., y Fernández-Manjon, B. (2006). Production and deployment of educational videogames as assessable learning objects (Vol. 4227 LNCS).; Mayo, M. J. (2007). Games for Science and Engineering Education. COMMUNICATIONS- ACM, 50, 30-35.; MIT-Media-Lab. (2024). Scratch - Imagine, Program, Share. https://scratch.mit.edu; Otake, K., y Uetake, T. (2017). Collaborative learning support system for programming education using gamification (Vol. 714). https://doi.org/10.1007/978-3-319-58753-0_25; Persico, D., Passarelli, M., Dagnino, F., Manganello, F., Earp, J., y Pozzi, F. (2019). Games and learning: Potential and limitations from the players’ point of view (Vol. 11385 LNCS). https://doi.org/10.1007/978-3-030-11548-7_13; Pintrich, P., Smith, D., Duncan, T., y Mckeachie, W. (1991). A Manual for the Use of the Motivated Strategies for Learning Questionnaire (MSLQ). Ann Arbor. Michigan, 48109, 1259.; Priyadi, O., Ramadhan, I., Sensuse, D., Suryono, R., y Kautsarina. (2023). Gamification in Software Development: Systematic Literature Review (Vol. 147). https://doi.org/10.1007/978-3-031-15191-0_37; Qian, Y., y Lehman, J. (2017). Students’ misconceptions and other difficulties in introductory programming: A literature review [Cited by: 302; All Open Access, Bronze Open Access]. ACM Transactions on Computing Education, 18(1). https://doi.org/10.1145/3077618; Ramirez-Echeverry, J. J. (2017). La competencia ’aprender a aprender’ en un contexto educativo de ingeniería. http://hdl.handle.net/10803/456383; Ramirez-Echeverry, J. J., Carrillo, A. G., y Dussan, F. A. O. (2016). Adaptation and validation of the motivated strategies for learning questionnaire-MSLQ-in engineering students in Colombia. 32, 1774-1787.; Recabarren, M., Corvalán, B., y Villegas, M. (2021). Exploring the differences between gamer and non-gamer students in the effects of gamification on their motivation and learning. Interactive Learning Environments. https://doi.org/10.1080/10494820.2021.1933543; Rugelj, J., y Lapina, M. (2019). Game Design Based Learning of Programming.; Schunk, D. H., y Zimmerman, B. (1998). Self-regulated learning : from teaching to self-reflective practice. https://api.semanticscholar.org/CorpusID:141546777 Bibliografía 91; Serrano-Laguna, A., Torrente, J., Iglesias, B., y Fernandez-Manjon, B. (2015). Building a Scalable Game Engine to Teach Computer Science Languages. Revista Iberoamericana de Tecnologias del Aprendizaje, 10, 253-261. https://doi.org/10.1109/RITA.2015.2486386; Sevilla, C., Santini, S., Haya, P., Rodriguez, P., y Sacha, G. (2012). Interdisciplinary design of videogames: A highly motivating method of learning. 2012 International Symposium on Computers in Education, SIIE 2012.; Shinners, P. (2023). PyGame.; Spieler, B., y Slany, W. (2018). Game Development-Based Learning Experience: Gender Differences in Game Design. CoRR, abs/1805.04457. http://arxiv.org/abs/1805.04457; Tecnológico-Monterrey. (2016). EduTrends Gamificación. Observatorio de Innovación Educativa.; Torres-Toukoumidis, A., Guerrero, J., Peñalva, S., y Carrera, P. (2020). Global game jam in latin-america, a collaborative videogame learning experience. Social Sciences, 9. https://doi.org/10.3390/socsci9030028; Trenshaw, K., Herman, G., Greene, K., y Goldberg, D. (2014). Fostering Motivation as a Class Objective in a Large Engineering Class for Second-Year Students: A Narrative Approach. International Journal of Engineering Education, 30, 837-847.; Wang, A., y Wu, B. (2009). An Application of a Game Development Framework in Higher Education. International Journal of Computer Games Technology, 2009. https://doi.org/10.1155/2009/693267; Waweru, B., Yap, H., Phan, K., JosephNg, P., y Eaw, H. (2020). Gamesy: How Videogames Serve as a Better Replacement for School? 2020 IEEE Student Conference on Research and Development, SCOReD 2020, 10-15. https://doi.org/10.1109/SCOReD50371.2020.9250930; Werbach, K. (2014). (Re)defining gamification: A process approach (Vol. 8462 LNCS). https://doi.org/10.1007/978-3-319-07127-5_23; Woo, M., Neider, J., Davis, T., y Shreiner, D. (1999). OpenGL programming guide: the official guide to learning OpenGL, version 1.2. Addison-Wesley Longman Publishing Co., Inc.; Wu, B., y Wang, A. I. (2012). A Guideline for Game Development-Based Learning: A Literature Review. 20; 2012; International Journal of Computer Games Technology. https://doi.org/10.1155/2012/103710; Zimmerman, B. (2002). Becoming a Self-Regulated Learner: An Overview. Theory Into Practice, 41, 64-70. https://doi.org/10.1207/s15430421tip4102_2; https://repositorio.unal.edu.co/handle/unal/86898; Universidad Nacional de Colombia; Repositorio Institucional Universidad Nacional de Colombia; https://repositorio.unal.edu.co/
Διαθεσιμότητα: https://repositorio.unal.edu.co/handle/unal/86898
https://repositorio.unal.edu.co/
Rights: Atribución-NoComercial-SinDerivadas 4.0 Internacional ; http://creativecommons.org/licenses/by-nc-nd/4.0/ ; info:eu-repo/semantics/openAccess
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  Data: Efecto de un entorno de aprendizaje de programación de computadores basado en el desarrollo de videojuegos sobre la motivación por aprender de los estudiantes ; Effect of a computer programming learning environment based on video game development on students' motivation to learn
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  Data: Restrepo-Calle, Felipe<br />Ramírez Echeverry, Jhon Jairo<br />Plas Programming languages And Systems
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  Data: Universidad Nacional de Colombia<br />Bogotá - Ingeniería - Maestría en Ingeniería - Ingeniería de Sistemas y Computación<br />Facultad de Ingeniería<br />Bogotá, Colombia<br />Universidad Nacional de Colombia - Sede Bogotá
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  Data: 2024
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  Label: Description
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  Data: ilustraciones, diagramas, tablas ; Debido a la creciente aplicación de la programación de computadores en áreas laborales y del conocimiento, cada vez se incluyen más cursos relacionados con este campo en las carreras universitarias. La complejidad de los contenidos de materias asociadas exige nuevas estrategias y metodologías de enseñanza que resulten cómodas para los estudiantes y los motiven. En este sentido, el uso y la aplicación de videojuegos se ha convertido en una alternativa prometedora. GDBL (Game Development Based Learning) es una estrategia que utiliza la construcción o modificación de videojuegos como técnica de enseñanza. La principal herramienta que utiliza el GDBL se denomina GDF (Game Development Frameworks), y consiste en una serie de entornos, librerías o componentes de desarrollo que permiten desarrollar dichos videojuegos. Esta estrategia se basa en la teoría de aprendizaje constructivista, que se fundamenta en la construcción y refinamiento de modelos mentales basados en la experiencia y sentido de autonomía derivado de la propia motivación por aprender. En este trabajo, se abordará específicamente el modelo SRL (Self-Regulated Learning). Los resultados y la caracterización reportados en esta investigación proporcionan evidencia empírica relacionada con el uso de GDBL en cursos de programación de computadores y su efecto en la motivación de los estudiantes por aprender. Los resultados, tanto positivos como negativos, contribuirán a comprender y consolidar el uso de estrategias GDBL en el ámbito educativo (Texto tomado de la fuente). ; Due to the increasing application of computer programming in various professional and knowledge areas, more and more courses related to this field are being included in university degrees. The complexity of the content in related subjects demands new teaching strategies and methodologies that are comfortable for students and motivate them. In this regard, the use and application of video games has become a promising alternative. GDBL (Game Development Based ...
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  Data: xiv, 91 páginas; application/pdf
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  Data: Spanish; Castilian
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  Data: Abidin, H., y Zaman, F. (2017). Students’ perceptions on game-based classroom response system in a computer programming course. Proceedings of the 2017 IEEE 9th International Conference on Engineering Education, IEEE ICEED 2017, 2018-Janua, 254-259. https://doi.org/10.1109/ICEED. 2017.8251203; Angarita, L., y Osorio, L. (2017). Software prototype for learning of computer programming based on digital games %7C Prototipo Software para el Aprendizaje de Programación Computacional basado en Juegos Digitales. Iberian Conference on Information Systems and Technologies, CISTI. https://doi.org/10.23919/CISTI.2017.7975867; Bewer, N., y Gladkaya, M. (2022). Game Development Based Approach for Learning to Program: A Systematic Literature Review. WIRTSCHAFTSINFORMATIK 2022 PROCEEDINGS.; Bryman, A. (2012). Social research methods. Oxford University Press Inc.; Chiazzese, G., Fulantelli, G., Pipitone, V., y Taibi, D. (2018). Engaging primary school children in computational thinking: Designing and developing videogames %7C Involucrando a los niños de educación primaria en el Pensamiento Computacional: diseñando y desarrollando videojuegos. Education in the Knowledge Society, 19, 63-81. https://doi.org/10.14201/EKS20181926381; Corvalán, B., Recabarren, M., y Echeverría, A. (2020). Evolution of students’ interaction using a gamified virtual learning environment in an engineering course. Computer Applications in Engineering Education, 28, 979-993. https://doi.org/10.1002/cae.22275; Craven, P. V. (2023, 1 de enero). Easy to use Python library for creating 2D arcade games. de A. Souza, M. R., Veado, L., Moreira, R. T., Figueiredo, E., y Costa, H. (2018). A systematic mapping study on game-related methods for software engineering education. Information and Software Technology, 95, 201-218. https://doi.org/10.1016/j.infsof.2017.09.014; Duncan, T., y Mckeachie, W. (2010). The Making of the Motivated Strategies for Learning Questionnaire. Educational Psychologist, 40, 117-128. https://doi.org/10.1207/s15326985ep4002_6; Ellis, R., Han, F., y Pardo, A. (2019). When Does Collaboration Lead to Deeper Learning? Renewed Definitions of Collaboration for Engineering Students. IEEE Transactions on Learning Technologies, 12, 123-132. https://doi.org/10.1109/TLT.2018.2836942; Garcia, I., Pacheco, C., Méndez, F., y Calvo-Manzano, J. (2020). The effects of game-based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature review. Computer Applications in Engineering Education, 28, 1327-1354. https://doi.org/10.1002/cae.22304; Gibbs, G. (2012). El análisis de datos cualitativos en investigación cualitativa. Morata.; Gomila, L. (2023). Simple and Fast Multimedia Library. 90 Bibliografía; Holkner, A. (2006). Pyglet.; Kafai, Y. (2006). Playing and Making Games for Learning. Games and Culture, 1, 36-40. https://doi.org/10.1177/1555412005281767; Kafai, Y. B., y Burke, Q. (2015). Constructionist Gaming: Understanding the Benefits of Making Games for Learning. EDUCATIONALPSYCHOLOGIST, 50, 313-334. https://doi.org/10.1080/00461520.2015.1124022; Lárez, B. (2007). Videogame motivational factors: Considerations for e-learning. CEUR Workshop Proceedings, 361.; Malik, S., Al-Emran, M., Mathew, R., Tawafak, R., y AlFarsi, G. (2020). Comparison of E-learning, M-learning and game-based learning in programming education. International Journal of Emerging Technologies in Learning, 15, 133-146. https://doi.org/10.3991/ijet.v15i15.14503; Martínez-Ortiz, I., Moreno-Ger, P., Sierra, J., y Fernández-Manjon, B. (2006). Production and deployment of educational videogames as assessable learning objects (Vol. 4227 LNCS).; Mayo, M. J. (2007). Games for Science and Engineering Education. COMMUNICATIONS- ACM, 50, 30-35.; MIT-Media-Lab. (2024). Scratch - Imagine, Program, Share. https://scratch.mit.edu; Otake, K., y Uetake, T. (2017). Collaborative learning support system for programming education using gamification (Vol. 714). https://doi.org/10.1007/978-3-319-58753-0_25; Persico, D., Passarelli, M., Dagnino, F., Manganello, F., Earp, J., y Pozzi, F. (2019). Games and learning: Potential and limitations from the players’ point of view (Vol. 11385 LNCS). https://doi.org/10.1007/978-3-030-11548-7_13; Pintrich, P., Smith, D., Duncan, T., y Mckeachie, W. (1991). A Manual for the Use of the Motivated Strategies for Learning Questionnaire (MSLQ). Ann Arbor. Michigan, 48109, 1259.; Priyadi, O., Ramadhan, I., Sensuse, D., Suryono, R., y Kautsarina. (2023). Gamification in Software Development: Systematic Literature Review (Vol. 147). https://doi.org/10.1007/978-3-031-15191-0_37; Qian, Y., y Lehman, J. (2017). Students’ misconceptions and other difficulties in introductory programming: A literature review [Cited by: 302; All Open Access, Bronze Open Access]. ACM Transactions on Computing Education, 18(1). https://doi.org/10.1145/3077618; Ramirez-Echeverry, J. J. (2017). La competencia ’aprender a aprender’ en un contexto educativo de ingeniería. http://hdl.handle.net/10803/456383; Ramirez-Echeverry, J. J., Carrillo, A. G., y Dussan, F. A. O. (2016). Adaptation and validation of the motivated strategies for learning questionnaire-MSLQ-in engineering students in Colombia. 32, 1774-1787.; Recabarren, M., Corvalán, B., y Villegas, M. (2021). Exploring the differences between gamer and non-gamer students in the effects of gamification on their motivation and learning. Interactive Learning Environments. https://doi.org/10.1080/10494820.2021.1933543; Rugelj, J., y Lapina, M. (2019). Game Design Based Learning of Programming.; Schunk, D. H., y Zimmerman, B. (1998). Self-regulated learning : from teaching to self-reflective practice. https://api.semanticscholar.org/CorpusID:141546777 Bibliografía 91; Serrano-Laguna, A., Torrente, J., Iglesias, B., y Fernandez-Manjon, B. (2015). Building a Scalable Game Engine to Teach Computer Science Languages. Revista Iberoamericana de Tecnologias del Aprendizaje, 10, 253-261. https://doi.org/10.1109/RITA.2015.2486386; Sevilla, C., Santini, S., Haya, P., Rodriguez, P., y Sacha, G. (2012). Interdisciplinary design of videogames: A highly motivating method of learning. 2012 International Symposium on Computers in Education, SIIE 2012.; Shinners, P. (2023). PyGame.; Spieler, B., y Slany, W. (2018). Game Development-Based Learning Experience: Gender Differences in Game Design. CoRR, abs/1805.04457. http://arxiv.org/abs/1805.04457; Tecnológico-Monterrey. (2016). EduTrends Gamificación. Observatorio de Innovación Educativa.; Torres-Toukoumidis, A., Guerrero, J., Peñalva, S., y Carrera, P. (2020). Global game jam in latin-america, a collaborative videogame learning experience. Social Sciences, 9. https://doi.org/10.3390/socsci9030028; Trenshaw, K., Herman, G., Greene, K., y Goldberg, D. (2014). Fostering Motivation as a Class Objective in a Large Engineering Class for Second-Year Students: A Narrative Approach. International Journal of Engineering Education, 30, 837-847.; Wang, A., y Wu, B. (2009). An Application of a Game Development Framework in Higher Education. International Journal of Computer Games Technology, 2009. https://doi.org/10.1155/2009/693267; Waweru, B., Yap, H., Phan, K., JosephNg, P., y Eaw, H. (2020). Gamesy: How Videogames Serve as a Better Replacement for School? 2020 IEEE Student Conference on Research and Development, SCOReD 2020, 10-15. https://doi.org/10.1109/SCOReD50371.2020.9250930; Werbach, K. (2014). (Re)defining gamification: A process approach (Vol. 8462 LNCS). https://doi.org/10.1007/978-3-319-07127-5_23; Woo, M., Neider, J., Davis, T., y Shreiner, D. (1999). OpenGL programming guide: the official guide to learning OpenGL, version 1.2. Addison-Wesley Longman Publishing Co., Inc.; Wu, B., y Wang, A. I. (2012). A Guideline for Game Development-Based Learning: A Literature Review. 20; 2012; International Journal of Computer Games Technology. https://doi.org/10.1155/2012/103710; Zimmerman, B. (2002). Becoming a Self-Regulated Learner: An Overview. Theory Into Practice, 41, 64-70. https://doi.org/10.1207/s15430421tip4102_2; https://repositorio.unal.edu.co/handle/unal/86898; Universidad Nacional de Colombia; Repositorio Institucional Universidad Nacional de Colombia; https://repositorio.unal.edu.co/
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  Data: https://repositorio.unal.edu.co/handle/unal/86898<br />https://repositorio.unal.edu.co/
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RecordInfo BibRecord:
  BibEntity:
    Languages:
      – Text: Spanish; Castilian
    Subjects:
      – SubjectFull: 000 - Ciencias de la computación
        Type: general
      – SubjectFull: información y obras generales::004 - Procesamiento de datos Ciencia de los computadores
        Type: general
      – SubjectFull: información y obras generales::005 - Programación
        Type: general
      – SubjectFull: programas
        Type: general
      – SubjectFull: datos de computación
        Type: general
      – SubjectFull: VIDEOJUEGOS
        Type: general
      – SubjectFull: PROCESAMIENTO ELECTRONICO DE DATOS
        Type: general
      – SubjectFull: PROGRAMACION (COMPUTADORES ELECTRONICOS DIGITALES)-ENSEÑANZA PROGRAMADA
        Type: general
      – SubjectFull: Video games
        Type: general
      – SubjectFull: Electronic data processing
        Type: general
      – SubjectFull: Electronic digital computers - Programming - Programmed instruction
        Type: general
      – SubjectFull: Aprendizaje basado en el desarrollo de juegos
        Type: general
      – SubjectFull: Programación de computadores
        Type: general
      – SubjectFull: Entorno de desarrollo de juegos
        Type: general
      – SubjectFull: Aprendizaje auto-regulado
        Type: general
      – SubjectFull: Motivación
        Type: general
      – SubjectFull: Game development based learning
        Type: general
      – SubjectFull: Computer programming
        Type: general
      – SubjectFull: Game development framework
        Type: general
      – SubjectFull: Self-Regulated learning
        Type: general
      – SubjectFull: Motivation
        Type: general
    Titles:
      – TitleFull: Efecto de un entorno de aprendizaje de programación de computadores basado en el desarrollo de videojuegos sobre la motivación por aprender de los estudiantes ; Effect of a computer programming learning environment based on video game development on students' motivation to learn
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      – PersonEntity:
          Name:
            NameFull: Peña Vargas, Manuel Alejandro
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            NameFull: Restrepo-Calle, Felipe
      – PersonEntity:
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            NameFull: Ramírez Echeverry, Jhon Jairo
      – PersonEntity:
          Name:
            NameFull: Plas Programming languages And Systems
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      – BibEntity:
          Dates:
            – D: 01
              M: 01
              Type: published
              Y: 2024
          Identifiers:
            – Type: issn-locals
              Value: edsbas
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