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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame

Ramos, Reinaldo Augusto de Oliveira 08 September 2016 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2016-11-18T11:34:54Z No. of bitstreams: 1 Reinaldo Augusto de Oliveira Ramos.pdf: 4385963 bytes, checksum: 2f3c319e5e8683bc29abfb9359b1a73f (MD5) / Made available in DSpace on 2016-11-18T11:34:54Z (GMT). No. of bitstreams: 1 Reinaldo Augusto de Oliveira Ramos.pdf: 4385963 bytes, checksum: 2f3c319e5e8683bc29abfb9359b1a73f (MD5) Previous issue date: 2016-09-08 / Pontifícia Universidade Católica de São Paulo / With this research, we aim to take a look on the digital games market as well as the courses related to professional training in this industry. This paper focus on showing the challenges found on courses that target the teaching and learning of entertainment computational products and that have laboratorial practices centered on the digital games industry. This research tackles technical courses, technologist level graduation courses, as well as post-graduations, university extension courses, and free courses in this area. We intend to investigate and reflect on the teaching and learning strategies and, mainly, to consider the implementation of practical tools and procedures, especially the DevKits – Digital Game Development Kits – that aim to initiate collaborative environments to develop digital games and, subsequently, their commercial viability. We touch on educational and practical aspects as teaching methods related to game production and tools used, as well as developing platforms: DevKit. We also intend to undertake studies on the technology domain involving game engines in addition to authoring, tridimensional images production, and graphic editorial tools. By means of qualitative and secondary quantitative researches (FEB Games e BNDES), and bibliographical review, the applied methodology evaluates the use and integration of alternative tools that can be matched to the ones used by the electronic game market.We intend, futhermore, to expand the knowledge base around the technology domain of said tools, reducing, that way, the educational institutions’ and game companies’ dependence in this country. We discuss matters such as: intellectual property, legal mechanisms, developing management, production processes, advertising and promotion approaches, and evaluation methods. We depart from the creative process, observe the interaction design related aspects, the technology issues and systemic compatibilities, and, finally, we discuss issues related to promotion and distribution. As a result, we suggest a teaching and learning methodology for digital electronic games / Com esta pesquisa pretendeu-se observar o mercado de jogos digitais e os cursos focados na formação de profissionais para esta área de atuação. Este trabalho acadêmico buscou revelar os desafios que são encontrados nos cursos que objetivam promover o ensino e a aprendizagem de produtos computacionais de entretenimento e que possuem práticas laboratoriais focadas em aspectos relativos à indústria dos jogos digitais. Esta pesquisa abordou os cursos técnicos e de graduação de nível tecnólogo, bem como as pós-graduações e os cursos de extensão universitários, além dos cursos livres nesta área de atuação. Pretendeu-se investigar e refletir sobre estratégias de ensino e aprendizagem e, principalmente, considerar a implementação de ferramentas e procedimentos práticos, particularmente os DevKits – Kits de Desenvolvimento de Jogos Digitais –, que visam implementar ambientes colaborativos para desenvolvimento de jogos eletrônicos digitais e, posteriormente, sua viabilização comercial. Abordaram-se aspectos educacionais e práticos como métodos de ensino relacionados à produção dos games e ferramentas que são utilizadas, bem com plataformas desenvolvimento: DevKit. Também se pretendeu realizar estudos sobre o domínio tecnológico envolvendo game engines, além de ferramentas de autoração, de produção de imagens tridimensionais e de edição gráfica. Por meio de pesquisas qualitativas e quantitativas secundárias (FEP Games e BNDES) e revisão bibliográfica, a metodologia empregada avaliou a utilização e integração de ferramentas alternativas que pudessem ser equiparadas às ferramentas do mercado de trabalho dos jogos eletrônicos. Pretendeu-se expandir a base de conhecimento em torno do domínio tecnológico das mesmas ferramentas, diminuindo, dessa maneira, a dependência das instituições de ensino e das empresas de jogos no país. Discutimos questões como: propriedade intelectual, autoria, dispositivos legais, gerenciamento do desenvolvimento, processos de produção, métodos de divulgação e disseminação do produto e métodos de avaliação. 7 Partiu-se do processo criativo, observaram-se os aspectos relativos ao design de interação, as questões tecnológicas e compatibilidades sistêmicas, por fim, discutiram-se questões relativas aos meios de divulgação e distribuição e, como resultado, propôs-se um método de ensino e aprendizagem para jogos eletrônicos digitais
2

Digital Educational Games: Methodologies for Development and Software Quality

Aslan, Serdar 02 November 2016 (has links)
Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a complex multidisciplinary development project require unifying methodologies for development and software quality evaluation and should not be performed in an ad hoc manner. This dissertation presents such methodologies named: GAMED (diGital educAtional gaMe dEvelopment methoDology) and IDEALLY (dIgital eDucational gamE softwAre quaLity evaLuation methodologY). GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. The life cycle describes a framework for organization of the phases, processes, work products, quality assurance activities, and project management activities required to develop, use, maintain, and evolve a digital educational game from birth to retirement. GAMED provides a modular structured approach for overcoming the development complexity and guides the developers throughout the entire life cycle. IDEALLY provides a hierarchy of 111 indicators consisting of 21 branch and 90 leaf indicators in the form of an acyclic graph for the measurement and evaluation of digital educational game software quality. We developed the GAMED and IDEALLY methodologies based on the experiences and knowledge we have gained in creating and publishing four digital educational games that run on the iOS (iPad, iPhone, and iPod touch) mobile devices: CandyFactory, CandySpan, CandyDepot, and CandyBot. The two methodologies provide a quality-centered structured approach for development of digital educational games and are essential for accomplishing demanding goals of game-based learning. Moreover, classifications provided in the literature are inadequate for the game designers, engineers and practitioners. To that end, we present a taxonomy of games that focuses on the characterization of games. / Ph. D. / The game development consists of a set of complex processes requiring knowledge in many disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such projects require unifying methodologies for development and software quality evaluation. This dissertation presents such methodologies named: GAMED (diGital educAtional gaMe dEvelopment methoDology) and IDEALLY (dIgital eDucational gamE softwAre quaLity evaLuation methodologY). GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. It provides a modular structured approach for overcoming the development complexity and guides the developers throughout the entire life cycle. IDEALLY provides a hierarchy of 111 indicators consisting of 21 branches and 90 leaf indicators in the form of a graph, in which there is no cycle or closed path, for the measurement and evaluation of digital educational game software quality. Moreover, classifications provided in the literature are poorly defined for the game designers, engineers, and practitioners. To that end, we present a taxonomy of games that focuses on the characterization of games.

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