Gamification and Augmented Reality (Journal)
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    78 research outputs found

    A proposal for an instructional methodological class on iterative numerical methods for Systems of Linear Equations

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    Introduction: The methodological work aimed to enhance teachers\u27 pedagogical preparation to optimize the teaching-learning process, focusing on improving Curriculum E of Computer Science, specifically in the Numerical Mathematics course.  Methods: An instructional methodological class was designed based on previous research conducted at the Faculty of Mathematics and Computing at the University of Havana, addressing the numerical solution of systems of linear equations through iterative methods. Documentary analysis, observation, and inductive-deductive methods were used, integrating theoretical foundations, efficient algorithms, and practical exercises. The class followed an introduction, development, and conclusions structure.  Results: The proposal combined a theoretical summary, practical exercises, and comparative approaches, providing a structured pedagogical resource to facilitate conceptual understanding and the application of numerical techniques.  Conclusions: The initiative offers an effective methodological guide for teachers, strengthening the teaching of Numerical Mathematics and promoting significant transformations in the educational process.

    Evidence of the usefulness of clinical simulation in building the professional competencies of medical students

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    Introduction: clinical simulation is a key tool for balancing medical skills development and patient safety.Objective: to identify possible points for improvement in the learning of medical skills in clinical simulation within the IAU as judged by students.Methods: a cross-sectional, descriptive study was conducted. UAI students who had taken the rotating internship and received simulation sessions were selected. The study setting will be exclusively university and data will be collected by means of surveys. The surveys were elaborated according to McGaghie\u27s 12 sections.Results: the survey was administered to 57 students, with a gender distribution of 33 % male and 67 % female. 57 % had previous experience in a health center outside the IAU. Seventy-five percent considered the simulation to be effective in acquiring skills, and 79 % thought that the evaluations reflected their competencies. However, 63 % thought that the transfer to clinical practice could be improved, and 47 % saw teamwork as ineffective.Conclusions: although the simulations are valued for their realism and effectiveness, areas for improvement were identified, such as curricular integration, evaluation methods, exposure time, and instructor training. It is also suggested to optimize the transfer of skills to real clinical practice and teamwork trainin

    The impact of video games on the promotion of active aging: a medical perspective

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    Introduction: currently, population aging is one of the key concerns for healthcare systems and governments, requiring new alternatives to improve quality of life. The rise of technology has made video games and virtual reality widely used in various areas of society, making their use in healthcare unsurprising.Objective: to analyze the potential of video games as a therapeutic tool to promote well-being and health in old age.Method: a search was conducted for articles published between 2000 and 2024 through PubMed, Google Scholar, and ChatGPT, focusing on the potential of video games for healthy aging. The following MESH terms were used: "Aging" AND "Cognitive function"; "Exergames" AND "Older adults"; "Video games" AND "Life quality."Development: video games in active aging programs improve physical fitness, mental health, and quality of life in older adults. Tools like Kinect and iPACES™ promote functional independence, reduce depression, improve memory and executive function, encourage self-management of health, and facilitate communication with healthcare professionals.Conclusions: the reviewed studies clearly highlight the benefits of using exergames and virtual reality systems in physical and cognitive training programs for older adults. The integration of these innovative technologies not only improves functional fitness and quality of life but also has a significant positive impact on mental health and cognitive functio

    Optimized design of digital ledger posting based on virtual reality technology

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    The study examined optimized design of digital ledger posting based on virtual reality technology. The convention of Virtual Reality (VR) and Distributed Ledger Technology (DLT) is a revolutionary change in the design and interaction of digital systems. The study finds that there are several design principles and technological considerations that were critical to the implementation of VR-enhanced digital ledger systems to succeed by a thorough examination of the existing literature and case studies. This research design is a qualitative study and will involve an exploratory approach to research the topic of Virtual Reality (VR) implementation with digital ledger posting systems. The study mainly includes a literature review and case study analysis of the existing literature and case studies in order to draw best practice and practical information. Case studies are also used as one of the main methodological instruments to provide the real-life examples of VR in financial, accounting, and the sphere of supply chains. The research is aimed at gaining insight into the way VR would maximize digital ledger posting, and not the quantification of predetermined variables. It was revealed in the study that VR provides users with many chances to perceive multidimensional datasets in a way that is not possible in a traditional 2D interface. The study concluded that the ongoing development of the digital economy, these systems will be able to increase the levels of transparency, minimize errors, and promote more efficient and cooperative and resilient organizational processes

    Body image distortion and its relationship with the frequent use of social networks. The effects they can cause to the body and mind

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    Body image distortion (BDD) is a disorder in which the person has the inability to adequately and realistically recognize the size and shape of their body. This disorder leads people to compare themselves excessively with other bodies, mainly in social networks; thus, generating low self-esteem, body dissatisfaction, eating disorders (ED): anorexia nervosa, bulimia, compulsive eating, depression, anxiety and body dysmorphic disorder (BDD) where the person has a compulsive obsession with self-image. It is also necessary to talk about the unnecessary aesthetic procedures that more and more people are undergoing due to social pressure, just to fit the beauty standards.The objective of the study was to perform an analysis of body image distortion and how social networks (Instagram, twitter, tik tok) and their easy access can influence this problem leading to other serious disorders.Materials and methods: The data collection was based on article searches in the following sites: PubMed, SCIELO, Google forms, ScienceDirect, Google Scholar

    Advancements and Challenges In Emotion Recognition Technologies

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    Introduction; Emotion recognition is a transformative technology that enhances human-computer interaction by enabling systems to interpret and respond to human emotions effectively. Objective; This paper investigates the current landscape of emotion recognition technologies, emphasizing the diverse sources of emotional data, including facial expressions, voice, physiological signals, and textual content. Method; We explore the methodologies and algorithms employed for emotion classification, ranging from traditional machine learning techniques to advanced deep learning models such as Convolutional Neural Networks (CNNs) and Recurrent Neural Networks (RNNs). Result; This study provides a comparative analysis of various emotion recognition approaches, evaluating their accuracy, robustness, and computational efficiency. Conclusion; This paper contributes to the ongoing discourse on emotion recognition by offering a comprehensive overview of current trends, challenges, and opportunities for advancing the field

    Phishing Website Detection Using Machine Learning

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    Phishing attacks continue to be a danger in our digital world, with users being manipulated via rogue websites that trick them into disclosing confidential details. This article focuses on the use of machine learning techniques in the process of identifying phishing websites. In this case, a study was undertaken on critical factors such as URL extension, age of domain, and presence of HTTPS whilst exploring the effectiveness of Random Forest, Gradient Boosting and, Support Vector Machines algorithms in allocating a status of phishing or non-phishing. In this study, a dataset containing real URLs and phishing URLs are employed to build the model using feature extraction. Following this, the various algorithms were put to the test on this dataset; out of all the models, Random Forest performed exceptionally well having achieved an accuracy of 97.6%, Gradient Boosting was also found to be extremely effective possessing strong accuracy and accuracy. In this study we also compared and discussed methods to detect a phishing site. Some features that affect detection performance include URL length, special characters and the focus on even more aspects that need further development. The new proposed method improves the detection accuracy of the phishing websites because machine learning techniques are applied, recall (true positive) increase, while false positive decrease. The results enrich the electronic security system, as they enable effective detection in real time mode. This study has demonstrated the importance of employing cutting-edge techniques to deal with phishing attacks and safeguard users against advanced cyber threats, thus laying the groundwork for innovation in phishing detection systems in the futur

    Use of screens in children under 2 years of age: its relationship in childhood neurodevelopment

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    Background: Childhood neurodevelopment is the process of development of the nervous system that results in the maturation of structures, the acquisition of skills such as attention, planning, memory, language, motor control, among others; and, finally, the formation of the individual as a unique person. For this, the presence of a stimulating and psycho-affective environment is important, in addition to essential genetic and nutritional aspects, since everything influences the production of neuronal synapses, resulting in greater integration of brain functions. In recent years, an alteration in these essential characteristics for neurodevelopment has been observed due to the use of screens at an early age, specifically before the age of 2 years. Because of this, the presence of Neurodevelopmental Disorders in boys and girls has been evident, which will be raised throughout this research work. Material and methods: Carry out a systematic review from which neurodevelopment itself and the results associated with Neurodevelopmental Disorders due to the use of screens in children under 2 years of age will be understood. All information found relevant to the research question will be searched and read, creating a synthesis and its objective. Results: It was observed that neurodevelopmental conditions are not immediate from the first moment that screens are used in children under 2 years of age, but rather manifest years later in key stages of growth, such as the beginning of kindergarten or beginning school.Conclusion: The use of screens in children under 2 years of age is not indicated since it does not provide any favorable effect on development and hinders its normal process.

    Developing Spatial Skills in Children in Early Education Using Guided Painting Techniques

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    This study addresses the insufficiency in spatial awareness development in children aged 4 to 5, identified through a diagnostic assessment conducted in an educational institution. The objective of this research was to implement a pedagogical program based on painting techniques aimed at improving children\u27s ability to visually organize objects, adjust proportions, and understand spatial relationships. A mixed methodology was used, combining guided practical activities and qualitative analysis of children\u27s skill progression. The main results show a significant improvement in organizing visual elements, adjusting proportions, and enhanced manual dexterity in handling artistic tools. Repetition-based activities and model observation effectively bridged the gap between theory and practice, confirming the importance of guided practice in learning spatial skills. This program is a valuable tool for cognitive development in early childhood, supported by theories such as Vygotsky’s and Piaget’s, which emphasize the role of active interaction with the environment for cognitive growth

    Corporate Social Responsibility (CSR) in the metaverse: enhancing community engagement for Nigerian firms

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    The study explores CSR in the Metaverse and community engage. The study acknowledged that CSR has progressed beyond traditional patronage to become a tactical tool for businesses looking for sustainable growth and community engagement. This is predicated due to the introduction of Metaverse technology, which is a virtual, immersive digital space technology. The study made use of the stakeholder theory and social contract theory. It was noted that CSR in the Metaverse for community engagement presents firms with a transformative method to community engagement, enabling the firms to foster deeper connectivity with the community, which drive social impact, and promote inclusivity in the virtual spaces. The study concluded that CSR in the Metaverse has offered opportunities and challenges for Nigerian firms. Thus, Metaverse presents an advanced digital space technology where businesses can engage with all stakeholders, to foster social impact, and drive sustainable development amongst stakeholders. However, the successful implementation of CSR in this virtual environment requires fundamental key challenges such as digital availability, ethical apprehensions, and regulatory gaps. It was recommended in the study that Nigerian firms should investment in digital inclusion, transparent data practices, and policy advocacy to serve as actionable strategies for firms that are interested in navigating the difficulties of CSR in virtual environments.

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    Gamification and Augmented Reality (Journal)
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