Gamification and Augmented Reality (Journal)
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Notes on gamification and education
The classroom is a dynamic space where active and exploratory methodologies, such as gamification, promote cooperation, critical thinking, motivation, and meaningful learning. Gamification, which uses game elements adapted to teaching, has shown advantages such as increased creativity, autonomy, and digital skills. Its application has been notable in Primary and Secondary Education, as well as in various university disciplines. However, debates persist about its potential and the tendency to prioritize numerical assessment over learning, generating skepticism in certain areas of higher education
Bodies on screen: the impact of social networks on body image and mental health
The rise of social media transformed body perception, especially among teenagers and young adults. He argued that constant exposure to idealised bodies on platforms such as Instagram and TikTok generated body dissatisfaction, affecting self-esteem and favouring the development of eating disorders. He pointed out that concepts such as body image distortion and the ‘fitspiration’ trend intensified these problems. He also indicated that many users opted for aesthetic procedures in response to these beauty standards. However, he mentioned that movements such as body positivity emerged, promoting acceptance and emotional well-being in the face of aesthetic pressure.
Guidelines for writing software building reports
The linkage of software with various areas of knowledge has increased significantly, highlighting the importance of process automation thanks to the expansion of imaginative capabilities in this area. The concept of software now encompasses applications on different operating systems, including PWAs, websites, command line applications and APIs. This landscape demands standardized methods for the creation and dissemination of applications, although there is currently no detailed guidance for writing reports on software creation. It is crucial to adopt methodological guidelines that allow the reproducibility of software research, clearly differentiating between the creation and the evaluation-validation of these tools. Such differentiation helps to avoid confusion and ensures consistency in reporting, especially when the objective is to develop new tools. Before starting software development, it is essential to consider the objective, scope and existence of similar technologies, assessing the real need to create a new solution. The article proposes a detailed outline for writing software development reports, covering from the introduction, method, results, to the discussion and conclusions. This outline covers aspects such as the theoretical and historical framework, the importance and necessity of the product, classification of the study, details of the creation process, technologies used, and software evaluation. It highlights the importance of performing quality tests throughout the development, ensuring that the final results reflect the most recent and conclusive state of the software. The creation of software is presented as a non-linear process that requires iterations and adaptations based on functionality and quality tests, whose results directly influence the progress of the project. The suggested model is flexible, allowing adjustments according to the specific characteristics of the software under development
Influence of virtual reality and augmented reality on mental health
Introduction: When the term artificial intelligence comes to mind, most people intuitively relate it to science fiction, especially those who are older and who had access to books, comics and impactful films on these topics, especially the film based on the story by Brian Aldiss and directed by Spielberg.
Methods: A review of the literature was carried out in the month of January 2024 through access to the databases Scopus, PubMed, Dialnet, Scielo, and the search engine Google Scholar version 2022, with the strategies: ((health mental) AND (augmented reality)), ((mental health) AND (technological advances)) and ((medicine) AND (mental health) AND (augmented reality) AND (virtual reality) AND (technology)) and their translations into English language, limited the search to the last 5 years.
Results: Virtual reality has its origins in the Second World War, as a precedent for a request from the United States of America to the Massachusetts Institute of Technology, for it to create a flight simulator that would allow ground training for the navy; which gave birth to virtual reality. In 1960, the first multi-sensor simulator created by Morton Heilin was called Sensorama.
Conclusions: Virtual reality has positively influenced the restoration of mental health; Therefore, this development of technology has been a fundamental factor in many moments of scientific and technical development in the health sciences
A Brief communication on Virtual Reality (VR) in Hospitality Industry & Global Travel and Tourism
Virtual reality is now being utilised to improve the travel experience by offering extra marketing tools to destinations, attractions, and companies, altering customer experiences, and creating a new tourism paradigm. Our work was inspired by a rapidly changing world in which virtual reality is gradually becoming the norm in which we live, work, and play. These technologies are always improving, posing new problems to tourist and hospitality management. As the VR literature grows, there is an urgent need to synthesise existing information in the area. To address this difficulty, we conducted a systematic evaluation of 54 publications on virtual reality published in high-quality journals. The findings synthesise existing knowledge for research and managerial decisions. Our evaluation also identifies prospective research streams and important management consequences on a nine-step customer experience in anticipation of the increasing use of virtual reality in the field
Gamified recreational exercise focused on Markov Chains
The gamified recreational exercise focused on Markov Chains is an innovative methodology that combines learning with play to facilitate the understanding of statistical and mathematical concepts. Markov Chains are models that describe systems that transition between different states, where the probability of moving to a future state depends only on the current state and not on previous ones. By integrating game elements, such as challenges, rewards and competition, we seek to motivate students to actively engage in the learning process. This approach makes learning more engaging and gives participants a hands-on experience of how Markov Chains work in real situations. Exercises may include simulations, board games, or digital applications that represent scenarios where students must make decisions based on probabilities. Through gamification, teamwork and problem solving are encouraged, essential skills in today\u27s world. The gamified recreational exercise is a favorable tool for teaching Markov Chains, it makes learning more dynamic and effective
Digital intervention for active aging: design of a web application for older adults
Population aging is accelerating globally, with the population of people over 60 expected to double by 2050, reaching 2.1 billions. This phenomenon, together with increased longevity due to advances in salud, education and reduced fertility rates, presents unique challenges and opportunities for society. Against this backdrop, the design of digital interventions that promote active and healthy aging becomes a priority. This work proposes the initial development of a web application aimed at supporting memory in older adults, applying a holistic approach that integrates knowledge from various disciplines. The application is based on principles of accessibility, usability and user-centered design, seeking not only to improve cognition, but also to offer a tool that facilitates social inclusion and improves the quality of life of older adults. By focusing on accessibility and inclusive design, this project contributes directly to technological intervention strategies in the field of aging, marking a step forward in the development of solutions that respond effectively to the needs of a growing population
Neurodevelopment and stimuli: keys to a healthy childhood
The child neurodevelopment as a complex process sensitive to environmental stimuli, particularly in the first years of life. It pointed out that factors such as stimulation, nutrition, genetics and the quality of the environment significantly influence the cognitive, emotional and social development of children. The growing concern about excessive use of screens in childhood, especially before the age of two, due to their possible negative impact on areas such as language, attention and socialisation, was highlighted. Studies cited associated this early exposure to neurodevelopmental disorders such as ADHD and ASD. Finally, the text emphasised the need to promote environments rich in real experiences, human bonds and creative play as fundamental pillars for healthy child development.
Gamified exercise focused on marketing principles and marketing mix: Marketing Game
This article presents the creation and application of an innovative gamified activity to reinforce knowledge in marketing mix within the field of industrial engineering. The activity was designed and structured under the design thinking methodology, a user-centered approach that aims to solve problems through creativity and innovation. Deficiencies were identified in the traditional teaching and learning process, such as the lack of interactivity and dynamism in how marketing concepts were addressed, leading to a limited understanding and application of the same. The gamified activity was designed as a viable solution to address these shortcomings, allowing students to develop important skills such as decision-making, teamwork, and assertive communication. Additionally, the activity enabled students to analyze problems and develop innovative solutions, providing them with a broader and more practical view of the application of marketing concepts in the business world. It is presented as an innovative and effective tool to enhance the way marketing is taught and learned in the field of industrial engineering. Its ability to develop important skills, promote interactivity and dynamism in the learning process, and provide a broader and more practical view of the application of marketing concepts, makes it an innovative and effective educational tool
Application of gamification in work environment
Introduction: preliminary findings clearly suggest that games and gamified systems have motivational potential for workplaces. The use of gamified systems in work environments could be a positive and innovative solution to address contemporary problems in organizations such as: high levels of stress, reduced social capital, reduced loyalty and rapid changes in workforce demographics. The objective was to characterize the application of gamification in the work context.
Method: a total of 23 articles in Spanish and English, from Science, Scielo and Dialnet, were reviewed; using as keywords: gamification, game, work environment, being more than 50 % of the last five years.
Result: it is considered a technology with a potentially high impact in industries such as retail, media, consumer goods and marketing, manufacturing. Gamification in intra-organizational environments can affect employee attitudes and behaviors, make workplaces more attractive, create opportunities for productive collaboration, improve customer service, build loyalty, and increase productivity.
Conclusions: gamification in the work environment uses game-like experiences to promote organizational and personal performance; It seems to be associated with improvements in motivation, productivity, performance, immediacy and remuneration according to true effort. However, its degree of applicability is still unclear