Projecte llegit
Títol: Módulo de avatares para una herramienta de gamificación
Estudiants que han llegit aquest projecte:
- CLEMENTE ESCOBAR, EVA (data lectura: 10-09-2019)
- Cerca aquest projecte a Bibliotècnica
Director/a: VALERO GARCÍA, MIGUEL
Departament: DAC
Títol: Módulo de avatares para una herramienta de gamificación
Data inici oferta: 24-01-2019 Data finalització oferta: 24-09-2019
Estudis d'assignació del projecte:
- DG ENG AERO/SIS TEL
- DG ENG AERO/TELEMÀT
- DG ENG SISTE/TELEMÀT
- GR ENG SIS TELECOMUN
- GR ENG SIST AEROESP
- GR ENG TELEMÀTICA
- MU AEROSPACE S&T 15
- MU DRONS
- MU MASTEAM 2015
Tipus: Individual | |
Lloc de realització: EETAC | |
Segon director/a (UPC): MESEGUER PALLARÈS, ROC | |
Paraules clau: | |
Juego de avatares para una herramienta de gamificación | |
Descripció del contingut i pla d'activitats: | |
Mejoras en las funcionalidades de una herramienta para la
gamificación. |
|
Overview (resum en anglès): | |
The development of this project is based on the contribution of a module to a gamification application for education called Classpip, which is composed of several modules. All the projects that compose Classpip have been implemented following a common software architecture, developed with different open source tools. The main objective of this project is to achieve the development of a game for avatars creation. The teacher manages the avatars game of the different classes from the mobile device, to be able to launch the game during the class. With the material selected by the teacher, the student will dispose from enough material to create the avatar with different elements, fulfilling his will. The concept base of Classpip is the gamification, a tool that uses scores, levels, rewards and other dynamics that games use for any non-recreational environment. The main areas in which it is used are at academic and at work, although the objectives differ from one environment to the other, the techniques are very similar. A survey applied to these two contexts reflects the impact of gamification and all the aspects that it enhances. To give an idea about how Classpip was born, it is explained all the architecture from which all the modules begin. A contribution of different technologies external to the application are needed in order to be able to build a complete project, since it does not extend only to a web platform, but has also been versioned for tablets and smartphones. Once Classpip has been introduced, it is necessary to introduce new notions such as avatar. Conceiving an avatar is not a simple thing, moreover if you do not have a theoretical basis of what it is, it’s even more difficult. That is the reason why it is explained where this idea comes from, which is its purpose and what applications are currently used for avatars. From the applications that are in use it today, the most attractive ones are collected to be able to develop something similar that can capture the public of Classpip. When the objectives to meet have been set is much easier to begin building the module. First we talk about the functions that we want to get implemented by establishing a design (attached to modifications) for each of them. About these functions and the design established, the real implementation is performed, giving details on all the concepts and by last the final result is presented, specifying both the design and the functions with their respective mechanics. Essentially, this document tries to analyze and explain all the features played in the avatars game. Furthermore, the complete module is evaluated in terms of design, functions and how intuitive it is to guide any user regardless of his experience with technology. |