2015
Guenaga, Mariluz; Eguiluz, Andoni; Jerez, Alex Rayón; Torientes, Elena Quevedo
Un juego Serio para Desarrollar y Evaluar la Competencia de Trabajo en Equipo Journal Article
In: Revista Iberoamericana de Informática Educativa, vol. 21, pp. 3-11, 2015, ISSN: 1699-4574.
Abstract | Links | BibTeX | Tags: assessment, learning analytics, Serious games, teamwork competency
@article{Guenaga2015b,
title = {Un juego Serio para Desarrollar y Evaluar la Competencia de Trabajo en Equipo},
author = {Mariluz Guenaga and Andoni Eguiluz and Alex Rayón Jerez and Elena Quevedo Torientes},
editor = {Asociación para el Desarrollo de la Informática Educativa},
url = {https://dialnet.unirioja.es/servlet/articulo?codigo=5113264},
issn = {1699-4574},
year = {2015},
date = {2015-01-01},
journal = {Revista Iberoamericana de Informática Educativa},
volume = {21},
pages = {3-11},
abstract = { In this paper we present the main basis of teamwork competency, and how we integrate its
development and assessment in a serious game. We describe the game-design process, the pedagogical decisions, the methodology used and how these factors affects the final design. The paper explains the use of Learning Analytics techniques to monitor and assess teamwork competency. The game collects, without interfering with the user, the necessary data to measure the competency, and to enable the complete analysis of the system within the company in which it is used.},
keywords = {assessment, learning analytics, Serious games, teamwork competency},
pubstate = {published},
tppubtype = {article}
}
development and assessment in a serious game. We describe the game-design process, the pedagogical decisions, the methodology used and how these factors affects the final design. The paper explains the use of Learning Analytics techniques to monitor and assess teamwork competency. The game collects, without interfering with the user, the necessary data to measure the competency, and to enable the complete analysis of the system within the company in which it is used.
2013
Iturrate, Iñigo; Martín, Gustavo; Garcia-Zubia, Javier; Angulo, Ignacio; Dziabenko, Olga; Orduña, Pablo; Alves, G. R.; Fidalgo, A.
A Mobile Robot Platform for Open Learning based on Serious Games and Remote Laboratories Conference
Engineering Education (CISPEE), IEEE, 2013, ISBN: 978-1-4799-1221-6.
Abstract | Links | BibTeX | Tags: Remote laboratories, robot, Serious games, STEM education, weblab-Deusto
@conference{Iturrate2013,
title = {A Mobile Robot Platform for Open Learning based on Serious Games and Remote Laboratories},
author = {Iñigo Iturrate and Gustavo Martín and Javier Garcia-Zubia and Ignacio Angulo and Olga Dziabenko and Pablo Orduña and G.R. Alves and A. Fidalgo},
url = {https://morelab.deusto.es/media/publications/2013/conferencepaper/a-mobile-robot-platform-for-open-learning-based-on-serious-games-and-remote-laboratories.pdf},
doi = {10.1109/CISPEE.2013.6701970},
isbn = {978-1-4799-1221-6},
year = {2013},
date = {2013-11-01},
booktitle = {Engineering Education (CISPEE)},
publisher = {IEEE},
abstract = {Within the pedagogical community, Serious Games have arisen as a viable alternative to traditional course-based learning materials. Until now, they have been based strictly on software solutions. Meanwhile, research into Remote Laboratories has shown that they are a viable, low-cost solution for experimentation in an engineering context, providing uninterrupted access, low-maintenance requirements, and a heightened sense of reality when compared to simulations. This paper will propose a solution where both approaches are combined to deliver a Remote Laboratory-based Serious Game for use in engineering and school education. The platform for this system is the WebLab-Deusto Framework, already well-tested within the remote laboratory context, and based on open standards. The laboratory allows users to control a mobile robot in a labyrinth environment and take part in an interactive game where they must locate and correctly answer several questions, the subject of which can be adapted to educators' needs. It also integrates the Google Blockly graphical programming language, allowing students to learn basic programming and logic principles without needing to understand complex syntax.
},
keywords = {Remote laboratories, robot, Serious games, STEM education, weblab-Deusto},
pubstate = {published},
tppubtype = {conference}
}
Guenaga, Mariluz; Arranz, Sonia; Rubio, Isabel; Aguilar, Eduardo; de Guinea, Alex Ortiz; Jerez, Alex Rayón; Bezanilla, Maria José; Menchaca, Iratxe
Serious Games for the Development of Employment Oriented Competences Journal Article
In: IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, vol. 8, 2013, ISSN: 1932-8540.
Abstract | Links | BibTeX | Tags: employability, entrepreneurship, generic competence, Serious games
@article{Guenaga2013b,
title = {Serious Games for the Development of Employment Oriented Competences},
author = {Mariluz Guenaga and Sonia Arranz and Isabel Rubio and Eduardo Aguilar and Alex Ortiz de Guinea and Alex Rayón Jerez and Maria José Bezanilla and Iratxe Menchaca},
doi = {10.1109/RITA.2013.2285024},
issn = {1932-8540},
year = {2013},
date = {2013-10-16},
journal = { IEEE Revista Iberoamericana de Tecnologias del Aprendizaje},
volume = {8},
abstract = {This paper presents the research work carried out by an interdisciplinary group of technologists, educators, and entertainment experts from the University of Deusto to develop a serious game to practice generic skills in job-oriented education. This innovative serious game focuses on entrepreneurship skills and problem solving competences. Technology is a facilitator for a new teaching methodology, but it also imposes certain restrictions to be considered by the entire project team.},
keywords = {employability, entrepreneurship, generic competence, Serious games},
pubstate = {published},
tppubtype = {article}
}
Guenaga, Mariluz; Menchaca, Iratxe; de Guinea, Alex Ortiz; Dziabenko, Olga; Garcia-Zubia, Javier; Salazar, Mikel
Serious Games, Remote Laboratories and Augmented Reality to Develop and Assess Programming Skills Conference
vol. 8264, 2013.
Abstract | Links | BibTeX | Tags: Augmented Reality, Programming, Remote laboratories, Serious games
@conference{Guenaga2013,
title = {Serious Games, Remote Laboratories and Augmented Reality to Develop and Assess Programming Skills},
author = {Mariluz Guenaga and Iratxe Menchaca and Alex Ortiz de Guinea and Olga Dziabenko and Javier Garcia-Zubia and Mikel Salazar},
editor = {SebastiaanA. Meijer, Riitta Smeds},
doi = {10.1007/978-3-319-04954-0_4},
year = {2013},
date = {2013-06-13},
volume = {8264},
abstract = {The project “Serious Games for Education–Programming Skills” presents an innovative technology that integrates serious games techniques with remote laboratories and augmented reality. The flexible and scalable technology is designed with a three layer structure: (1) the physical layer - ROBOT (hardware and communications) remotely manipulated; (2) AR and instruction interface middleware; and (3) end-user game application including game interface. This design enables multiple pedagogical objectives and context of use. In the first prototype we have developed a serious game, the third end-user layer, to develop and assess programming skills, algorithmic thinking and debugging.},
keywords = {Augmented Reality, Programming, Remote laboratories, Serious games},
pubstate = {published},
tppubtype = {conference}
}
Guenaga, Mariluz; Menchaca, Iratxe; de Guinea, Alex Ortiz; Dziabenko, Olga; Garcia-Zubia, Javier; Salazar, Mikel
Serious Games and Remote Laboratories to develop and assess programming skills. Conference
Frontiers in Gaming Simulation , vol. 8264, Springer, Cham, 2013, ISBN: 978-3-319-04954-0.
Abstract | Links | BibTeX | Tags: Augmented Reality, Programming, Remote laboratories, Serious games
@conference{Guenaga2013d,
title = {Serious Games and Remote Laboratories to develop and assess programming skills.},
author = {Mariluz Guenaga and Iratxe Menchaca and Alex Ortiz de Guinea and Olga Dziabenko and Javier Garcia-Zubia and Mikel Salazar},
url = {https://link.springer.com/chapter/10.1007/978-3-319-04954-0_4#citeas},
doi = {doi.org/10.1007/978-3-319-04954-0_4},
isbn = {978-3-319-04954-0},
year = {2013},
date = {2013-01-01},
booktitle = {Frontiers in Gaming Simulation },
volume = {8264},
pages = {29-36},
publisher = {Springer, Cham},
abstract = {The project “Serious Games for Education–Programming Skills” presents an innovative technology that integrates serious games techniques with remote laboratories and augmented reality. The flexible and scalable technology is designed with a three layer structure: (1) the physical layer - ROBOT (hardware and communications) remotely manipulated; (2) AR and instruction interface middleware; and (3) end-user game application including game interface. This design enables multiple pedagogical objectives and context of use. In the first prototype we have developed a serious game, the third end-user layer, to develop and assess programming skills, algorithmic thinking and debugging.
},
keywords = {Augmented Reality, Programming, Remote laboratories, Serious games},
pubstate = {published},
tppubtype = {conference}
}
Iturrate, Iñigo; Martín, Gustavo; Garcia-Zubia, Javier; Angulo, Ignacio; Dziabenko, Olga; Orduña, Pablo
A Mobile Robot Platform for Open Learning based on Serious Games and Remote Laboratories Conference
1st International Conference of the Portuguese Society for Engineering Education (CISPEE), IEEE, 2013.
Abstract | Links | BibTeX | Tags: google bockly, Remote laboratories, robot, Serious games, STEM education
@conference{Iturrate2013b,
title = {A Mobile Robot Platform for Open Learning based on Serious Games and Remote Laboratories},
author = {Iñigo Iturrate and Gustavo Martín and Javier Garcia-Zubia and Ignacio Angulo and Olga Dziabenko and Pablo Orduña},
url = {https://morelab.deusto.es/media/publications/2013/conferencepaper/a-mobile-robot-platform-for-open-learning-based-on-serious-games-and-remote-laboratories.pdf},
year = {2013},
date = {2013-01-01},
booktitle = { 1st International Conference of the Portuguese Society for Engineering Education (CISPEE)},
publisher = {IEEE},
abstract = {Within the pedagogical community, Serious Games
have arisen as a viable alternative to traditional course-based
learning materials. Until now, they have been based strictly on
software solutions. Meanwhile, research into Remote
Laboratories has shown that they are a viable, low-cost solution
for experimentation in an engineering context, providing
uninterrupted access, low-maintenance requirements, and a
heightened sense of reality when compared to simulations. This
paper will propose a solution where both approaches are
combined to deliver a Remote Laboratory-based Serious Game
for use in engineering and school education. The platform for this
system is the WebLab-Deusto Framework, already well-tested
within the remote laboratory context, and based on open
standards. The laboratory allows users to control a mobile robot
in a labyrinth environment and take part in an interactive game
where they must locate and correctly answer several questions,
the subject of which can be adapted to educators’ needs. It also
integrates the Google Blockly graphical programming language,
allowing students to learn basic programming and },
keywords = {google bockly, Remote laboratories, robot, Serious games, STEM education},
pubstate = {published},
tppubtype = {conference}
}
have arisen as a viable alternative to traditional course-based
learning materials. Until now, they have been based strictly on
software solutions. Meanwhile, research into Remote
Laboratories has shown that they are a viable, low-cost solution
for experimentation in an engineering context, providing
uninterrupted access, low-maintenance requirements, and a
heightened sense of reality when compared to simulations. This
paper will propose a solution where both approaches are
combined to deliver a Remote Laboratory-based Serious Game
for use in engineering and school education. The platform for this
system is the WebLab-Deusto Framework, already well-tested
within the remote laboratory context, and based on open
standards. The laboratory allows users to control a mobile robot
in a labyrinth environment and take part in an interactive game
where they must locate and correctly answer several questions,
the subject of which can be adapted to educators’ needs. It also
integrates the Google Blockly graphical programming language,
allowing students to learn basic programming and