

Hemos sustentado nuestra investigación en teorías correspondientes a interfaces afectivas, aprendizaje colaborativo apoyado con ordenadores (CSCL) y videojuegos mientras que en el planteamiento metodológico del diseño y validación, hemos utilizado los fundamentos de la disciplina IPO (Interfaz Persona-Ordenador), en concreto, los principios del diseño centrado en el usuario (DCU). fin de estudiar cómo las emociones despertadas por los videojuegos pueden influir positiva o negativamente en la motivación hacia el aprendizaje. Por ello, en este artículo se presenta el diseño y experimentación de un prototipo de videojuego 3D integrado en un aula virtual con alumnos universitarios, con el. Lograr que un alumno se sienta o no motivado a aprender "algo" es una de las claves del aprendizaje autónomo. Resumen: Las emociones pueden influir positiva o negativamente en el aprendizaje y sobre todo en la motivación para aprender. The findings suggest that exposure to video games as a recreational technology help inform players' abilities with nonrecreational technology and build an interest in technology in general.

In comparison to the other predictors in the model, the strength of the effect from playing video games is relatively very strong. The results indicate that game play is statistically significant as a predictor of confidence and interest. These potential relationships are examined using data from over 1,000 undergraduate students to empirically assess the relationship between video game play and: 1) confidence with computers, and 2) interest in computer science. The type of scientific thinking encouraged by video games and the technological abilities needed to play video games is suggested to result in an increase in players' confidence with computers and interest in computer science. to support theoretical arguments about the relationship between playing video games and computers. The existing body of research, however, has largely ignored the more computer-related aspects of video game play and its effects. Nevertheless, research has shown that video games can have positive effects on young players' social lives. Research on the effects of playing video games has been limited by a preoccupation with possible negative repercussions.
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Utilizing Wiimote’s hardware modules and some additional software modules. On the basis of examples from e-Teaching, how easily everyday gestures can be interpreted in regular computer applications In this paper, we present results gained from the investigation of the potential of WiimoteĪs both a standard input device – such as mouse or presenter – and as a gesture and finger tracking sensor. As a collection of many sensors, also includingīluetooth technology, accelerometers and IR sensors, Wiimote is of great interest for HCI experiments, especially in the area Than standard Tablet PCs and is the most used computer input device worldwide. According to recent market surveys the Wii remote controller or Wiimote is currently more wide spread Solid research in HCI must support improvement in learningĪbility and creativity for both teachers and students. On Human–Computer Interaction and Usability Engineering (HCI&UE). The wide availability of game based technologies and sophisticated e-Learning possibilities creates new demands and challenges
