Browsing by Author "Rosas, R"
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- ItemBeyond Nintendo: design and assessment of educational video games for first and second grade students(PERGAMON-ELSEVIER SCIENCE LTD, 2003) Rosas, R; Nussbaum, M; Cumsille, P; Marianov, V; Correa, M; Flores, P; Grau, V; Lagos, F; Lopez, X; Lopez, V; Rodriguez, P; Salinas, MThe main objective of this study was to evaluate the effects of the introduction of educational videogames into the classroom, on, learning, motivation, and classroom dynamics. These effects were studied using a sample of 1274 students from economically disadvantaged schools in Chile. The videogames were specifically designed to address the educational goals of the first and second years of school, for basic mathematics and reading comprehension. The sample was divided into experimental groups (EG), internal control groups (IC) and external control groups (EC). Students in the EG groups, used the experimental video games during an average of 30 h over a 3-month period. They were evaluated on their acquisition of reading comprehension, spelling, and mathematical skills, and on their motivation to use video games. Teachers' expectations of change due to the use of video games, their technological transfer, and handling of classroom dynamics, were assessed through ad hoc tests and classroom observations. The results show significant differences between the EG and IC groups in relation to the EC group in Math, Reading Comprehension and Spelling, but no significant differences in these aspects were found between the EG and the IC groups. Teacher reports and classroom observations confirm an improvement in motivation to learn, and a positive technological transfer of the experimental tool. Although further studies regarding the effects of learning through videogame use are imperative, positive effects on motivation and classroom dynamics, indicate that the introduction of educational video games can be a useful tool in promoting learning within the classroom. (C) 2002 Elsevier Science Ltd. All rights reserved.
- ItemDecision support system for conflict diagnosis in personnel selection(ELSEVIER SCIENCE BV, 1999) Nussbaum, M; Singer, M; Rosas, R; Castillo, M; Flies, E; Lara, R; Sommers, RA decision support system (DSS) is discussed here. It was developed to analyze the interpersonal behavior of members of a work team; they are tested while interacting in a set of situations simulating a daily working session. By comparing the reactions of each member, it is possible to assess the members' working style compatibility. The system can, therefore, be configured to test specific features of interpersonal behavior, such as potential conflict factors; these can then be used to assess the effect of adding a member to a team during personnel selection, Field tests have showed that the system can satisfactorily predict potential conflicts within a group. (C) 1999 Elsevier Science B.V. All rights reserved.
- ItemDevelopment of intelligent tutoring systems using knowledge structures(PERGAMON-ELSEVIER SCIENCE LTD, 2001) Nussbaum, M; Rosas, R; Peirano, I; Cardenas, FThe aim of this work is to develop a tool for teachers, without necessarily software development experience, to elaborate tutoring applications on a given domain. The teacher makes use of stored knowledge to choose the required contents so that the system automatically generates exercises. These exercises are completed and evaluated in real time, according to the student's reality, being able to mediate with the pupil to achieve the maximum session utilization. Control of the learning process is distributed among the student, the teacher, and the system, The student may choose the activities he/she likes to carry out, within a sub-group specified by the teacher, whereas the system specifies the exercise complexity, on the basis of the pupils performance. This work is grounded on knowledge re-utilization that makes use of pre-defined knowledge structures. These structures can be edited by a teacher to generate activities. These are carried out by a simulator, controlled by an expert system, that interacts with the student adjusting to the pupil's needs. Elements From both the instructionist and constructivist model were used, It was implemented for the practice of certain skills related to math in pre-school children. (C) 2001 Elsevier Science Ltd. All rights reserved.
- ItemMethodology for evaluating a novel education technology: a case study of handheld video games in Chile(PERGAMON-ELSEVIER SCIENCE LTD, 2006) Margolis, JL; Nussbaum, M; Rodriguez, P; Rosas, RMany school systems, in both the developed and developing world, are implementing educational technology to assist in student learning. However, there is no clear consensus on how to evaluate these new technologies. This paper proposes a comprehensive methodology for estimating the value of a new educational technology in three steps: benefit analysis, through the administration of a well-designed experiment; cost analysis, which incorporates costs to weigh against the benefits; and feasibility analysis, which introduces real-world concerns that may affect the ability to actually implement the technology. To illustrate the methodology, a case study from Chile is used where portable educational video games were introduced into first and second grade classrooms with the aim of improving learning in mathematics and language. This paper demonstrates the importance of all three steps in the evaluation process and provides a framework for future analyses. (c) 2004 Elsevier Ltd. All rights reserved.
- ItemPlayability in action videogames: A qualitative design model(LAWRENCE ERLBAUM ASSOC INC, 2002) Fabricatore, C; Nussbaum, M; Rosas, RIn the 1990s, the videogame industry has managed to become the fastest growing segment of the entertainment industry in America. However, only a very low number of videogame products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, players' preferences are a core issue in creating successful products, and the game design process is crucial for guaranteeing players' satisfaction.