Patricia Paderewski
University of Granada
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Featured researches published by Patricia Paderewski.
computer aided systems theory | 1993
José Parets-Llorca; Aana Anaya; María José Rodríguez; Patricia Paderewski
The more commonly used software development methods assign the activities and results of the process of modification and evolution of software systems to maintenance. In this paper we present an approach to the representation of the evolution of these systems, based on Le Moignes theory of the General System, and a prototype developed in an object-oriented programming language which implements the concepts used.
computer aided systems theory | 1999
María José Rodríguez; José Parets-Llorca; Patricia Paderewski; Ana Anaya; María Visitación Hurtado
Software systems evolve over time. Traditional software development methods and tools support partial aspects of this evolving process. Over the last few years we have researched into theoretical evolution search models which might be applied to the development of software systems. The Theory of Systems and biology have interesting views on the evolution process, very different from genetic algorithms, which may aid in the development of software systems and CASE tools. Our aim in this paper is to present a first version of a tool (HEDES) which includes these models and implements them in an object-oriented language (VisualWorks 3.0), using first-order temporal logic as support. In addition, some lessons learnt in the development of these complex and changing tools will be outlined, especially the importance of an iterative lifecycle in object-oriented development, a high degree of cohesion of the develop- ment team and the need for flexible and rapid ways of communicating new ideas using discussion meetings, Internet facilities and development support tools.
Technology-Enhanced Systems and Tools for Collaborative Learning Scaffolding | 2011
N. Padilla Zea; N. Medina Medina; F. L. Gutiérrez Vela; Patricia Paderewski
Several studies support the benefits that collaborative learning offers to students’ overall development. It has also been shown that introducing new technologies into the educational field as motivational tools improves learning. Based on the strong evidence that CSCL (Computer-Supported Collaborative Learning) is an effective way of learning, analysis of the quality of collaboration occurring in these kinds of processes has become an important research field. Starting from these two realities and with the aim of assessing the collaboration that occurs during an educational process involving educational video games with group activities, this paper presents a model of a Video Game Supported Collaborative Learning (VGSCL) system. By means of various models related to the learning and game processes, the quality of collaboration occurring during this process can be analyzed, and the game can be adapted to make both the play and learning experiences more enjoyable and effective.
international conference on human computer interaction | 2014
José Rafael López-Arcos; Francisco L. Gutiérrez; Natalia Padilla-Zea; N. Medina Medina; Patricia Paderewski
Evaluating competency-based learning requires a continuous assessment process which enables the skills and capabilities that students develop to be detected. Using video games allows a great deal of information to be recorded and merged effectively, which makes them an advantageous option in assessing this kind of learning. Consequently, in this paper we present a design process for educational video games to enable learning and assessment on the basis of competencies. In addition, a mechanism to assess education and games is presented, which allows feedback to be given to students in a similar way to role-playing games, as well as informing the teacher about the learning progress of players. Both proposals have been applied to a video adventure game designed to foster the competency of reading comprehension.
international conference on human computer interaction | 2017
José Rafael López-Arcos; Francisco Luis Gutiérrez Vela; Natalia Padilla-Zea; Patricia Paderewski; Nuria Medina-Medina
Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. The integration of the narrative with the interactivity and the geolocalization of these games requires a model that represents and structures the story and its integration with the rest of the elements of the game. In addition, this model should allow us to analyze the effectiveness of the story and how it helps to create a good user experience. In this paper, we propose a strong structuring of the narrative that includes geolocalization support. Through an example of the design of an interactive geolocalized story, we explain several characteristics of the model that make possible the creation of a good interactive narrative.
Entertainment Computing | 2017
Rafael Prieto de Lope; José Rafael López Arcos; Nuria Medina-Medina; Patricia Paderewski; Francisco Luis Gutiérrez-Vela
Abstract Serious games, especially educational games, have proliferated in the last decade, with many proven benefits. However, there are very few methodological proposals for educational video game development, and the proposals analyzed in this paper display certain drawbacks that limit their application. This article therefore presents a new methodology for developing educational games based on graphical notations and divided in six phases: design of chapters, design of scenes (scenarios, characters, actions and dialogues), design of educational challenges in the game, design of the adaptation, design of the emotional experience and design of collaboration. This methodology seeks a balance between the overall and the detailed view required to create the game. In order to achieve this, the methodology moves between different levels of abstraction and deconstructs the process into phases and steps that structure this complex task and which can be understood by non-technical members of the multidisciplinary team. The methodology is applied to a video game that is currently in development and serves to illustrate the proposal. Furthermore, important concepts when designing the narrative of the story of the game and to evaluate it, including the expected emotional reactions, are discussed in this article.
learning and intelligent optimization | 2013
Natalia Padilla-Zea; José Rafael López-Arcos; Francisco Luis Gutiérrez-Vela; Patricia Paderewski; Nuria Medina-Medina
PLAGER-VG is an architecture used to design, execute, analyze and adapt educational processes supported by video games, especially those that include collaborative activities and which use collaborative learning techniques. In this paper, we have focused on the monitoring and adaptive processes in order to customize activities both within the game and the learning process to improve the results obtained from using these collaborative video games. To perform these processes we propose a mechanism based on the use of a set of specialized agents included in this architecture to collect relevant information and to process it in order to obtain the necessary adaptation actions.
mexican international conference on computer science | 2009
Mario Anzures-García; Luz A. Sánchez-Gálvez; Miguel J. Hornos; Patricia Paderewski
The development of collaborative applications should take into account static and dynamic issues, as well as different technological aspects that allow adapting them to either several working groups’ needs or new collaborative scenarios, since these applications have to be continuously running its correct functionality. For this reason, this paper presents a service-based layered architectural model which provides the appropriate infrastructure to support the inherent complexity of the development of long-time, scalable, complex and adaptable collaborative applications in heterogeneous environments, so that these applications allow carrying out effectively group work. Every model layer is briefly explained and an example of a collaborative application built with our architectural model is shown. The application we have chosen for this purpose is a Conference Management System.
Archive | 2009
M. Sánchez; B. Jiménez; Francisco L. Gutiérrez; Patricia Paderewski; J. L. Isla
One of the most important characteristics of current enterprise systems is the existence of collaborative processes where different users/subsystems communicate and cooperate in order to carry out common activities. In these processes, shared resources are often used and there are complex relationships between activities and users, so the definition and administration of different security levels (tasks, users, resources, etc.) is necessary. In this article, we shall focus on an important dimension related to the security aspect of collaborative systems: access control. We shall use an organization model that considers the necessary elements to represent authorization and access control aspects in enterprise systems. This model is used in a service-oriented architecture (SOA) in order to facilitate the implementation of a service which is responsible for these important functions.
international conference on human computer interaction | 2018
Beatriz Eugenia Grass; Mayela Coto; César A. Collazos; Patricia Paderewski
Emotions in the context of education have been referred to by a representative group of authors as academic emotions, which have been studied from different perspectives, taking into account their impact on the learning process. This article proposes a reflection based on a systematic review of the issues related to academic emotions that are most often taken into account when students take initial or introductory programming courses. We intend that these academic emotions can be taken into account in order to generate a greater probability of reducing the dropout rates in women who decide to train in the areas related to computer science and software engineering.