Examinando por Materia "Videojuego"
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- PublicaciónAcceso abiertoAnálisis del desempeño de empatía a un grupo de niños a través de un videojuego(Universidad de San Buenaventura. Cali, 2019) Correa Ramírez, Yennifer; Mejía Zuluaga, César AugustoThe objective of this research is to identify if there is a relationship between the empathy evaluated in two tests called empathy for pain and conflict resolution vs the Video Game 2.0. To this end, a descriptive study was established for a group of 14 randomly selected children belonging to an educational institution in the city of Cali. The research was approached from the concepts of empathy, social cognition, videogaming and conflict resolution. The conceptual reference that supports this research was taken from the theory of Caillois (1997), in relation to the concept of reality vs. fiction and different investigations for the concept of empathy. Methodologically an analytical empirical study was carried out, with descriptive scope, making use of the tool that evaluates executive functions and social interaction, called visor 2.0. SPSS, statistical software that offers data collection techniques, was used to analyze the data. The findings allow us to conclude that if there is a similarity between the subject's real life and virtual reality, there was also a significant relationship between empathy and the negative interactions evaluated in the video game visor 2.0.
- PublicaciónAcceso abiertoDesarrollo de un prototipo de audiojuego para personas con discapacidad visual(Universidad de San Buenaventura. Cali, 2019) Zúñiga Ortega, Alejandro; Bacca Maya, Álvaro FelipeThis project identifies the need for interactive material for people with visual impairment through surveys, direct observation and research at an ASOLIV institute for the visually impaired. Subsequently, the process for the development of an audio-game prototype for people with visual disability, following an adequate methodology for research and identification of user's profile aspects. Finally, user tests are carried out with people suffering from visual impairment, with the purpose of validating the effectiveness of the mechanics implemented in the audio-game and proposing improvements to the product as future works.
- PublicaciónAcceso abiertoDesarrollo de un vídeo juego con reconocimiento de voz para la selección de colores y figuras geométricas(2015-02) Parra Espinel, Luisa Fernanda; Aldana Blanco, Andrea LorenaEl objetivo principal de éste trabajo es el desarrollo de un videojuego controlado por comandos de voz, haciendo uso de un motor de programación cómo lo es Unity 3D. El videojuego se centra en una temática educativa dónde se pretende lograr un repaso de conocimientos de una manera didáctica, aprovechando la accesibilidad que tienen las personas a una variedad de dispositivos electrónicos los cuales se pueden utilizar como una herramienta pedagógica. Las personas actualmente deben estar preparados para el manejo de recursos tecnológicos así que se debe empezar a proponer una alfabetización digital la cuál le permita a los niños estar familiarizados con éstos dispositivos. Los videojuegos al generar a través de la práctica un constante reto o curiosidad, se convierte en un gran recurso para el refuerzo de conocimientos y habilidades
- PublicaciónAcceso abiertoDiseño de un videojuego que sirva de apoyo para la enseñanza de las matemáticas en niños regulares de 5 a 8 años(Universidad de San Buenaventura - Cali, 2018) González Rivera, Byron Henry; Jiménez Salazar, Juan Pablo; Cano Mazuera, Sandra PatriciaThis work of degree aims at the implementation of emerging technologies such as cell phones or tablets as teaching elements for mathematics trying to contribute to the improvement in understanding of them by children, also propose a rethinking of how it looks the technologies in the classroom and propose different ways that allow us to learn the knowledge in a more dynamic and entertaining way, in addition to showing the ludic benefits that a videogame can have. The Montessori method was used as a learning methodology since studies confirm that better results are obtained in teaching and better potentiate children's abilities to build and design a video game with which it can be used as a playful and didactic tool that can be used by the teachers as support in the classroom.
- PublicaciónAcceso abiertoImpacto de un videojuego como estrategia de intervención en las funciones ejecutivas en dos niños de la ciudad de Cali(Universidad de San Buenaventura. Cali, 2019) Lugo Echeverri, José Camilo; Zuluaga Marín, Juan Sebastián; Rodríguez Mora, ManuelaThe Video games have been one of the main innovations in technology over the years, more and more interacting with different consoles, from Play stations to Xbox, Nintendo and others. Due to the boom and technological growth in relation to these virtual platforms, it begins to generate uncertainty in different disciplines such as: sociology, medicine and psychology, against the implications of videojugar, in relation to health, behavior and cognitive aspects that entails. That said, the present study is framed in the discipline of psychology. The objective of this article is to identify the impact of a videogame have as a rehabilitation strategy in executive functions, the research is descriptive in scope, using the microgenetic method for the collection and analysis of results and as instruments the video game Visor 2.0. It was found that people execute different strategies for solving problems, mediated by verbalizations, and there is a positive impact on the self-regulation of the subjects.
- PublicaciónAcceso abiertoImplementación del prototipo de un videojuego interactivo para reforzar el aprendizaje del inglés en niños de 3 a 5 años(Universidad de San Buenaventura - Cali, 2017) Álvarez Millán, Nathaly; Borrero Cárdenas, Álvaro José; Peñeñory Beltrán, Victor ManuelThis degree project aims to reinforce English language learning in pre-school children aged 3 to 5 years, in which an idea is developed with technological tools, methods and teaching mechanisms that combine play and technology with teaching the English to Increase motivation and interest for children in learning this second language at an early age. In the project, an analysis is made of the level of English that Colombia possesses at an international level, the causes that generate this problem, it compiles the teaching methods that are used in the educational institutions today and the application of the game As a motivating tool to strengthen this area and its benefits for the teaching of this second language. Also used teaching methods, resources and materials used in the development of the project.
- PublicaciónAcceso abiertoLa influencia de las competencias comunicativas en el desempeño dentro de un videojuego. Una exploración desde los niños sordos usuarios de lengua de señas(Universidad de San Buenaventura - Cali, 2016) Cárdenas Ortiz, Alejandra; Posso Herrera, Andrés Eduardo; Rodríguez Mora, ManuelaObjective: determine the influence of the communicative competences in the performance of a video game in a group of deaf children who are users of sign language. Method: empirical, analytical, cross-cutting, quasi-experimental, with descriptive – diagnosis reach. A non-probabilistic sample of 195 deaf children and youth, 5 and 23-year-old users of sign language enrolled from first grade to fifth grade of primary school who are from Cali, Bogotá, Medellín and Cartagena. The study of case of an 8-year-old deaf deep girl, user of Colombian Signs Language, about the development of the symbolic function and role play. Results: the communicative competences of the battery SONAR, the following the instructions task is statistically meaningful in relation to the others and influential in the deaf children’s performance on the VISOR video game. The copy drawings task is an indicator of the communicative competences considered as a development predictor. In the study of the case, the deaf girl manifests the development of the symbolic function at the level of the situation and representation; she is also able to access to the role play.
- PublicaciónAcceso abiertoPrototipo de realidad virtual para la comprensión del idioma inglés(2018) Argel Suárez, Remberto Antonio; Vásquez Recio, Jorge AndrésLa realidad virtual representa una oportunidad en el ámbito de la educación, por lo que se plantea el presente proyecto con el cual a través de esta tecnología los usuarios puedan evaluar su comprensión del idioma inglés, mediante una metodología de aprendizaje por experiencias significativas. Se desarrolla una aplicación para smartphones de realidad virtual desde la concepción, diseño, modelado, programación e implementación de prueba piloto (versión beta). Dicha aplicación se basa a partir de experiencias, interacciones poniendo a prueba el vocabulario, comprensión, lectura, escucha y demás elementos importantes a la hora de interactuar en un ambiente basado en el idioma inglés. Este prototipo permitió poner a prueba la aplicación, dando resultados adecuados en cuanto a la metodología, la jugabilidad, interacción de los estudiantes con la realidad virtual y el diseño. Así mismo se pudo lograr el objetivo de evaluar el desempeño de los estudiantes que la realizaron junto con sus conocimientos del idioma, pudiendo también hacerlos analizar su nivel de conocimientos. Adicional se comprobó la falta de estimulación y dedicación al aprendizaje de este idioma tanto por parte de las instituciones donde se realizaron las pruebas como por parte de los estudiantes, dándole más valor al proyecto que generó un estímulo e interés en los profesores y alumnos
- PublicaciónAcceso abiertoVideojuego como herramienta para ayudar en el afrontamiento del miedo a la oscuridad, baja tolerancia a la frustración y miedo a la mala toma de decisiones en niños de 9 y 10 años(Universidad de San Buenaventura - Cali, 2015) García Urdinola, Manuel Alejandro; Campo Rincón, Miguel Ángel; Peñeñory Beltrán, Victor ManuelIn order to contribute to the growth of multimedia tools in the use of different disciplines, this research, about the game unfolds as a momentous tool in coping with the fears in children, since it enables an approach to infants, who are increasingly immersed in the world of technological means. Based on the fact that records multimedia tools in the area of psychology are few, it took into account the need for the development of this project. Leaving also see the broad fields of action that this program offers, from engineering Multimedia is possible to intervene and bring to a psychological process in children through a zoom tool. The purpose of this research is to integrate the Engineer Multimedia with psychology, to build a tool that serves as support material in therapies coping fears in children 9 and 10 years, using the versatility of multimedia and the theory of psychology. Because the reinforcement at home is vital for the proper coping with fear of the dark, low frustration tolerance and fear of bad decision making. It manages to create a game that promises to meet the objectives outlined in the document, based on the methodology of development for DCJ (player-centered design) video games.
- PublicaciónAcceso abiertoVideojuego inclusivo para la evaluación cognitiva de niños sordos(Universidad de San Buenaventura. Cali, 2018) Palacio Carreño, Jose Javier; López Cárdenas, Kevin; Cárdenas Cardona, Laura Isabella; Bacca Maya, Álvaro FelipeThe application of gamification to solve day to day tasks is becoming more common, thanks to the enriching way it motivates people to complete an activity that by other “normal” means they would find boring or tedious. The need to take advantage of this multimedia tool is the reason why projects like Visor are born in the first place. Visor takes the concept of videogame as a method to evaluate the kids who play it. The first project of Visor developed in the University of San Buenaventura Cali to evaluate both deaf and hearing children, gave birth to Visor 2.0, a game that keeps the original narrative and evaluative concepts of the previous version but now with more cemented concepts of production seem from the perspective of the Engineering faculty. Visor 2.0 proposes new usability approaches that focus on deaf children, improving the accessibility the game provides to this community so these children may have fun while the tool evaluates their performance, which is later analyzed by experts and professionals. This process is known as the Embedded Psychometric Tool. This degree project presents the investigation, preparation, elaboration and evaluation of a videogame for the inclusion of deaf children and how with the help of the Psychology faculty we managed to build a tool that could fit the necessities of both the children who would play the game and the Professionals who would analyze data obtained from it.
- PublicaciónAcceso abiertoVideojuego para la evaluación y rehabilitación cognitiva de las funciones ejecutivas en niños(Universidad de San Buenaventura - Cali, 2019) Ramírez Galíndez, Natalia; Zambrano Sánchez, Laura Isabel; Mejía Zuluaga, César AugustoThe main objective of this research is to evaluate the effectiveness of a video game as a tool for rehabilitation or cognitive stimulation. Currently there are some rehabilitation programs where commercial video games are used as tools to perform stimulation processes with very promising results in terms of improving skills such as working memory, attention and perception. Besides this, videogames can have an emotional and motivational component that does not possess rehabilitation or traditional cognitive training. Therefore, the research was carried out through the application of the VISOR video game designed in the Psychology Laboratory of the University of San Buenaventura Cali for the rehabilitation of the Executive Functions. The game was applied to a group of children between the ages of 7 and 11 who were enrolled in the third, fourth and fifth grades of primary school (experimental group). Additionally, the Children's Neuropsychological Evaluation battery was used to compare the results of the first group with those of the control group by means of a pre-test and post-test comparison and thus determine the viability of the tool used for the rehabilitation process
- PublicaciónAcceso abiertoLos videojuegos como objetos desarrolladores de aprendizaje.(2014-06-21) Rojas Rusinque, Claudia Victoria; Gómez Sánchez, Ligda; Guarnizo Pinto, María Isabel; Quiroga Sichacá, Luis EnriqueEl principal objetivo de este proyecto, es valorar el uso y apropiación de los videojuegos como objetos desarrolladores de aprendizaje; así como, analizar el uso de los videojuegos como medio de alfabetización; reconocer las diferente características de los videojuegos, diseñar una ruta de videojuegos que amplíe la visión del maestro en la utilización de herramientas pedagógicas.