Gamification and Augmented Reality (Journal)
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Playful exercise focused on microeconomics, applying gamification: “Rompeconomía”
Microeconomics is a branch of economics that focuses on the behavior of individual economic agents, such as consumers, businesses, and workers. Coupled with this, it analyzes how they interact in the market to determine supply and demand, prices and the allocation of resources. It is a fundamental tool to understand the economy and how it works in daily life. Based on this, the development of a recreational activity was carried out in order to strengthen theoretical knowledge, as well as the different market structures, in Industrial Engineering students from the Industrial University of Santander who are taking the subject "Economic environment”. To develop the activity, we worked in small groups through phases, which consist of identifying necessary aspects to prepare them based on a case study, focused on a market structure, which they must analyze in detail. This research was carried out using the research - participative action, (IAP) methodology; which allowed the identification of recreational activities to develop skills in students as economic agents, while they are instructed in aspects such as market studies, microeconomics and group work. Gamification as a tool for learning constitutes a teaching alternative to the challenges faced by higher education in contexts where the way of obtaining, processing and transmitting knowledge is transformed
Using Minecraft as a pedagogical tool to enhance mathematical logic and critical thinking in students of the Remedios Solano school in Barrancas-La Guajira
We want to implement the use of the Mine Craft game within the teaching of mathematics in order to enhance logic and critical thinking, using Stem tools that help create a practical methodology within the classroom. This in order to encourage the student to reason and participate in solutions to problems given within the classroom as well as in their environment, the research will be qualitative with the descriptive statistical method where the information will be obtained through interview and observation. The contents of the STEM approach will be taken into account, as well as the 21st century competencies applied to creativity, innovation, perseverance, problem solving, etc. A result is expected where practice is seen in the classroom, as an action aimed at solving problems, which allows contrasting, evaluating and validating academic proposals with the initiatives of the community and the productive sector. The research process is developed taking into account a series of stages which are described below. First stage, learn what an algorithm and a flowchart are, their application in daily life activities and how they influence decision making. Second stage: knowing and creating through blocks stories that have a difficulty within a familiar environment for the student, third stage: teaching, playing and creating with Minecraft, so that through the use of blocks they seek solutions to the difficulty created. Fourth stage: Analysis of problem solving and the use of critical thinking, when using Minecraft, Fifth stage; Results and conclusions of the activities carried out. A significant percentage increase is expected in the number of students solving problems in the area of mathematics
Impact of prolonged screen use on the visual health of young adults
Introduction: In the current digital context, prolonged screen use has become common practice among young working adults. This constant exposure has led to a significant increase in the appearance of Computer Visual Syndrome (CVS), a condition characterized by visual, ocular and extraocular symptoms such as dry eyes, blurred vision, burning, headache and neck pain. Concerns about the possible harmful effects of blue light have also led to hypotheses about its long-term impact on visual health, especially in relation to macular degeneration.Methods: The study addressed the prevalence of CVS in adults aged between 18 and 40 who were exposed to screen devices for more than six hours a day. It analyzed factors such as exposure time, ergonomic conditions in the work environment, blinking frequency and the influence of blue light. A literature review was used to compare previous findings and the use of the CVS-Q questionnaire was evaluated as a diagnostic tool.Conclusions: It was concluded that VDU work significantly affected the study population, with prolonged screen time, poor ergonomics and reduced blinking being the main associated factors. Although no conclusive evidence was found on the permanent effects of blue light, it was recommended that further research into its possible cumulative toxicity be conducted. The study highlighted the need to implement preventive measures, such as active breaks, eye lubricants and ergonomic adjustments, to preserve visual health and optimize work performance
Real-time number plate detection using AI and ML
The abstract presents a research study focusing on real-time license plate verification, a key feature of electronic systems that operate by rapidly identifying and removing identification numbers from vehicle registration in a dynamic global environment. The research leverages the combination of artificial intelligence (AI) and machine learning (ML) techniques, specifically the integration of region-based convolutional neural networks (RCNN) and advanced RCNN algorithms, to create a powerful and readily available system. In terms of methods, this research optimizes algorithm performance and deploys the system in a cloud-based environment to improve accessibility and scalability. Through careful design and optimization, the proposed system has achieved a consistent result in license recognition, as evident from the well-accounted evaluation of performance, including precision, recall, and computational efficiency. The results demonstrate the efficiency and usability of this system in a real installation and promise to revolutionize automatic vehicle identification. Finally, the integration of artificial intelligence and machine learning technology into real-time license plate recognition signifies changes in traffic management, assessment safety and smart city plans. Therefore, interdisciplinary collaboration and continuous innovation are crucial to shaping a sustainable and balanced future for intelligent transportation systems
Gamification and motivation: an analysis of its impact on corporate learning
Introduction: gamification, through its game mechanics, allows you to stimulate and motivate both competition and cooperation between people, increasing motivation for learning.
Objective: characterize the impact of gamification on corporate learning.
Method: a review of the bibliography was carried out using articles rescued from databases such as SciELO, Dialnet, Scopus, Researchgate, recovering a total of 16 reference articles from available literature related to the topic in question, included in the time frame. between 2019 and 2024.
Results: the business sector is no stranger to this boom in gamification. Companies have incorporated it in two main areas, marketing, to improve customer acquisition and loyalty, and human resources, using games in the recruitment and training processes of personnel, also incorporated into the selection processes, applied in the way that best suits your needs whether in terms of marketing or aimed at better performance of your employees.
Conclusions: Gamification in the corporate learning process has a significant impact by increasing participation, fostering knowledge and collaboration, stimulating creativity and combining learning with business objectives. Furthermore, in relation to marketing it can enhance consumer loyalty participation
Scholarly Output on Computer Networks and Communication: A Ten-Year Bibliometric Analysis in Scopus (2013-2022)
Introduction: bibliometrics measure the production and dissemination of scholarly scientific communication. It has been applied to analyze trends and research output in computer networking and communication.
Objective: to examine the global academic publications on computer networks and communications within the Scopus database during the timeframe 2013-2022.
Method: a descriptive observational bibliometric study was undertaken. Through the utilization of SciVal (Scopus), 1 260 446 documents were identified. The following variables were studied: number of documents (Ndoc), year of publication, annual variation rate (AVR) of the scholarly output, number of citations (Ncit), field-weighted citation impact (FWCI), type of document, author, institution, country, source, type of collaboration, subject area, and keyphrases. All data were sourced from SciVal.
Results: a steady increase in global scientific production was observed, with a slight decline in 2020. The five-year period 2016-2020 concentrated the highest Ncit, but the highest Ncit per document, FWCI and top 1 % most cited documents corresponded to 2013. The scholarly output studied mainly consisted of conference papers (72,9 %). Zhu Han, the French National Centre for Scientific Research (CNRS), the United States and ACM International Conference Proceeding Series were, respectively, the most active author, institution, country, and source. More than 90 % of the documents had some form of collaboration. Computer Science and Engineering were the most recurrent subject areas.
Conclusions: the study highlights a consistent global increase in scientific production, with distinct variations in citation metrics across years. The scholarly output was diverse in terms of document type. Collaboration, particularly international, played a pivotal role
Creative economy and communication. Characterization in a line of research
This paper addresses the classification of documents on the Creative Economy, its industries and its relationship with communication, consumer and digital content. It explores from the convergence of screens to the development of new interfaces and means of interaction, considering global, national and local perspectives. The text is presented as a guide for researchers interested in projects that merge creative economies and communication, whether in a local, national or international context. It offers a comprehensive approach that seeks to inspire future research in this evolving field, providing a theoretical and practical framework to better understand the intersection between creativity, economics and communication in the digital age
Social lack of communication and technological development
The development of today\u27s society imposes the challenge of incorporating information and communication technologies (ICT), which has favored the productivity and efficiency of business processes, generally leading them to have better levels of profitability. This technological development can consider the media as an instrument of collective socialization, however, the process of digital virtualization is causing a fracture between the real and virtual world, a model of coexistence typical of globalized societies, characterized by extreme individualization and the virtualization of the communicative experience, we do not face the society of lack of communication, considering it as a process that prevents a fluid and healthy two-way interpersonal relationship. The article raises the hypothesis that we live in the century of individualization, of the loss of human relationships, caused by the spell caused by new technologies and that promotes detachment between people and the excessive preference for virtual communication
Gamification in personal health management: a focus on mobile apps
This review article explores the concept and applications of gamification in personal health management, with a focus on mobile apps. Gamification is the use of game elements and techniques in non-game contexts to motivate and engage users in achieving certain goals or behaviors. Gamification has been applied to various domains of health, such as wellness, diet, exercise, chronic disease management, and mental health. The article discusses the benefits and challenges of gamification for health, as well as the theoretical frameworks and empirical evidence that support its effectiveness
Gamified Exercise for the Appropriation of Concepts in Occupational Health and Safety
This article presents an innovative educational tool called "Risks Career Game" designed to improve education in occupational health and safety in educational settings. The game focuses on recreating real workplace situations to reaffirm concepts and knowledge related to applicable regulations in occupational health and safety. The tool was developed using design thinking methodology and is structured into an initial stage of explaining the activity\u27s mechanics, followed by a gameplay stage where students must identify and solve problems related to occupational health and safety. The Risks Career Game is presented as an innovative solution to address deficiencies in the teaching and learning process of occupational health and safety, and is considered to have the potential to revolutionize the way this subject is taught and learned. The tool is adaptable to virtual and face-to-face environments and is useful for subjects such as industrial engineering, human talent, and occupational health