Desarrollando competencias personales y habilidades sociales en ingeniería informática mediante el uso de juegos serios

  1. Alejandro Calderón 1
  2. Giani Petri 2
  3. Mercedes Ruiz 1
  4. Christiane Gresse von Wangenheim 3
  1. 1 Universidad de Cádiz
    info
    Universidad de Cádiz

    Cádiz, España

    ROR https://ror.org/04mxxkb11

    Geographic location of the organization Universidad de Cádiz
  2. 2 Universidade Federal de Santa Maria
    info
    Universidade Federal de Santa Maria

    Santa Maria, Brasil

    ROR https://ror.org/01b78mz79

    Geographic location of the organization Universidade Federal de Santa Maria
  3. 3 Universidade Federal de Santa Catarina
    info
    Universidade Federal de Santa Catarina

    Florianópolis, Brasil

    ROR https://ror.org/041akq887

    Geographic location of the organization Universidade Federal de Santa Catarina
Journal:
Actas de las Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI)
  1. Marco Galindo, María Jesús (coord.)
  2. Bañeres, David (coord.)
  3. Marco Simó, Josep Maria (coord.)

ISSN: 2531-0607

Year of publication: 2018

Issue: 3

Type: Article

More publications in: Actas de las Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI)

Abstract

The development of personal and social skills of information technology students is a relevant task that can promote the employability of future computing professionals. In order to promote the importance of these skills and help students in their development and improvement, a workshop was organized based on serious games. Two serious games were applied to develop soft skills related to teamwork, innovation, and improvement of the work process. The MEEGA+ model for the evaluation of serious games was used in order to evaluate the educational effectiveness of the serious games, in terms of the player's experience and perceived learning of the serious games. Partici- pants involved in the workshop allowed achieving positive results related to the conducted experience. Our main purpose in this article is to promote the integration of serious games as training tools to encourage the development and improvement of cross-curricular and professional competencies, as well as describing and evaluating the experience conducted with computing students.