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Flexible learning intinerary vs. linear learning itinerary

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Flexible learning intinerary vs. linear learning itinerary

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dc.contributor.author Martín San José, Juan Fernando es_ES
dc.contributor.author Juan Lizandra, María Carmen es_ES
dc.contributor.author Gil Gómez, José Antonio es_ES
dc.contributor.author Rando, Noemí es_ES
dc.date.accessioned 2015-06-01T07:34:37Z
dc.date.available 2015-06-01T07:34:37Z
dc.date.issued 2014-08-01
dc.identifier.issn 0167-6423
dc.identifier.uri http://hdl.handle.net/10251/51027
dc.description.abstract The latest video game and entertainment technology and other technologies are facilitating the development of new and powerful e-Learning systems. In this paper, we present a computer-based game for learning about five historical ages. The objective of the game is to reinforce the events that mark the transition from one historical age to another and the order of the historical ages. Our game incorporates natural human-computer interaction based on video game technology, Frontal Projection, and personalized learning. For personalized learning, a Flexible Learning Itinerary has been included, where the children can decide how to direct the flow of their own learning process. For comparison, a Linear Learning Itinerary has also been included, where the children follow a determined learning flow. A study to compare the two different learning itineraries was carried out. Twenty nine children from 8 to 9 years old participated in the study. The analysis of the pre-tests and the post-tests determined that children learned the contents of a game about historical ages. The results show that there were no statistically significant differences between the two learning itineraries. Therefore, our study reveals the potential of computer-based learning games as a tool in the learning process for both flexible and linear itineraries es_ES
dc.description.sponsorship This work was funded by the Spanish APRENDRA project (TIN2009-14319-C02-01). en_EN
dc.language Inglés es_ES
dc.publisher Elsevier es_ES
dc.relation.ispartof Science of Computer Programming es_ES
dc.rights Reserva de todos los derechos es_ES
dc.subject Computer-based learning es_ES
dc.subject Flexible Learning Itinerary es_ES
dc.subject Natural User Interfaces es_ES
dc.subject Frontal Projection es_ES
dc.subject Kinect es_ES
dc.subject.classification LENGUAJES Y SISTEMAS INFORMATICOS es_ES
dc.title Flexible learning intinerary vs. linear learning itinerary es_ES
dc.type Artículo es_ES
dc.identifier.doi 10.1016/j.scico.2013.12.009
dc.relation.projectID info:eu-repo/grantAgreement/MICINN//TIN2009-14319-C02-01/ES/Desarrollo Y Validacion De Sistemas De Realidad Aumentada Para Aprendizaje-Entretenimiento/ es_ES
dc.rights.accessRights Abierto es_ES
dc.contributor.affiliation Universitat Politècnica de València. Instituto Universitario de Automática e Informática Industrial - Institut Universitari d'Automàtica i Informàtica Industrial es_ES
dc.contributor.affiliation Universitat Politècnica de València. Departamento de Sistemas Informáticos y Computación - Departament de Sistemes Informàtics i Computació es_ES
dc.description.bibliographicCitation Martín San José, JF.; Juan Lizandra, MC.; Gil Gómez, JA.; Rando, N. (2014). Flexible learning intinerary vs. linear learning itinerary. Science of Computer Programming. 88:3-21. https://doi.org/10.1016/j.scico.2013.12.009 es_ES
dc.description.accrualMethod S es_ES
dc.relation.publisherversion http://dx.doi.org/10.1016/j.scico.2013.12.009 es_ES
dc.description.upvformatpinicio 3 es_ES
dc.description.upvformatpfin 21 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 88 es_ES
dc.relation.senia 279450
dc.contributor.funder Ministerio de Ciencia e Innovación es_ES


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