Gamification and Augmented Reality (Journal)
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    78 research outputs found

    Epilepsy Web, a tool for learning content related to epilepsy in pediatrics

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    Introduction: epilepsy is a recurrent neurological disease that is part of the curriculum of Medical Sciences students in Pediatrics. It appears as a complex module even for professionals. Objective: to create a website on epilepsy in Pediatrics as a reference tool that compiles in a didactic way contents according to the syllabus of the Medicine course. Method: a development study was carried out at the University of Medical Sciences of Granma, from February 2023 to July 2023. For the evaluation of the elaborated web page, users\u27 criteria were taken into account through a survey. The data were processed in a computerized way using descriptive statistics. Results: the acceptance of the product by users and computer experts was high, rating it 98.9 %, 100 % and 90 % as very adequate. Conclusions: a web site on epilepsy in Pediatrics was created, which from the didactic requirements constitutes a useful tool for the medical student

    MeDHiME Methodology: potentiation of ova designs for learning

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    Currently, learning processes have been revolutionized through the use of information and communication technologies, which is called the multimedia generation, since they are individuals who are in a process of constant renewal, which leads to the search for the discovery of new knowledge, generated through interactivity, connectivity, and the generation of learning communities, which promote the action of leaders of their own knowledge, through the synergy with multimedia. The development of OVAS for learning requires following a logical order and a methodology that guides the educational process, facilitates the teaching work and gives positive results. This task, carried out since ancient times, has become more important with the emergence of new teaching methodologies, being ICT immersed in pedagogical activities. This paper is based on a documentary review of the different methodologies for the design of OVAS, implementing for this purpose, MeDHiME (Methodology for the Hypermedia Development of Educational Materials), created at the Educational Technology Center of the National University of San Juan, Argentina, and with impact in several countries. Its contributions to the academic community are highlighted, especially to teachers not specialized in computer science who wish to collaborate in interdisciplinary teams to create digital educational materials. This methodology represents the synthesis of multiple researches and developments. The methodology used for the achievement of the objective stated in the previous paragraph, is characterized for being of the theoretical-practical type, obtaining measurable results as a result of the implementation of the MeDHiME methodology

    Applications of augmented reality technology in design process

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    Introduction: design is a complex process that goes beyond creativity and sketch; it includes the integration of opinions, research on current technologies, evaluation of resources, and collaboration of people. Current three-dimensional effect maps do not fully express the designer\u27s intentions; instead, virtual representation with augmented reality (AR) ensures significant improvements in the process. The objective was to characterize the application of AR technology in design process. Methods: a total of 20 articles in Spanish and English were extracted from Scopus, Science and Springer; using as keywords: augmented reality, industrial design, product design, architectural design, being more than 50 % of the last five years. Results: AR is a visualization tool that combines digitally created data with the real environment. AR environments within the design have three main characteristics, intuitive observation, informative visualization and immersive interaction. They focus on product visualization, usage simulation and ergonomic analysis, hybrid/augmented prototyping, industrial design assembly. The designer can view and interact with the prototype in a way that is realistic and also able to connect the virtual prototype with materialized designs. Conclusions: augmented reality technology guarantees improvements in production time, use of resources, effectiveness and acceptance of the design; It allows you to view the model on a real scale, modify and adjust the virtual space at will, as well as great adaptability and the possibility of positive feedback

    Design and implementation of a Game-Based Activity to promote Learning of Prompt Engineering

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    Introduction: This study explores the implementation of a gamified activity focused on teaching the fundamentals of Prompt Engineering to engineering students using ChatGPT technology. The goal was to maximize learning through a gamified approach that encouraged teamwork and creative iteration. Methodology: A four-phase process was designed that involved understanding, identifying, and correcting errors in prompts, and creating and validating prompts of their own using ChatGPT. Findings: The results demonstrated an increase in understanding and effective application of Prompt Engineering principles among the participants. Conclusions: This playful method provides a new approach to teaching artificial intelligence technologies in higher engineering education, promoting student interaction and engagement

    Body image in adolescents and the impact of social networks in Argentina

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    Adolescence is a crucial stage in human development, marked by intense physical, emotional and social changes. During this period, the perception of body image plays a fundamental role in the formation of self-esteem. However, the digital age has introduced new challenges, especially in Argentina, where the massive use of social networks has exposed adolescents to unattainable beauty standards. This constant exposure caused distortions in body image, affecting their mental and physical health. Platforms such as Instagram, TikTok and Facebook spread unrealistic representations through filters and editing, generating body dissatisfaction, anxiety, depression and eating disorders. Furthermore, some young people resorted to risky behaviour to modify their appearance. In response to this problem, strategies such as digital education, the promotion of self-esteem, the regulation of the use of networks and professional intervention were proposed. The situation in Argentina highlighted the urgent need to foster a digital culture that promotes acceptance and the integral well-being of adolescents

    Effects of early screen use on child neurodevelopment in Argentina and Latin America

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    Currently, the constant presence of electronic devices has generated concern among health professionals and educators about their effects on children\u27s neurocognitive development. This study addressed the relationship between early screen use and neurodevelopment in children in Argentina, with a comparative Latin American perspective. During the first years of life, the brain goes through a critical stage of development characterised by high plasticity and synaptic expansion, where sensory experiences and human interaction play a key role. In Argentina, research revealed that 80.3% of children under the age of two watched television and 37.4% used touch screens with help. Among 2-4 year olds, 38.7% used screens without assistance. A relationship was also found between the mother\u27s educational level and the time dedicated to stimulating activities such as reading. Excessive screen use was associated with language delays, attention and executive difficulties, sleep disturbances and an increase in sedentary behaviour and obesity. The Argentine Society of Paediatrics, like the WHO and the AAP, recommended avoiding screen exposure in children under two years of age. At the Latin American level, the high penetration of electronic devices and the lack of information contributed to excessive use, even in low-resource contexts. The study concluded that it is necessary to promote active parenting practices, implement information campaigns and develop public policies that protect the integral development of children

    Students’ Attitudes and Experiences with ChatGPT as a Reference Service Tool in a Nigerian University: A Comprehensive Analysis of User Perceptions

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    The study explores the attitudes and experiences of undergraduate students towards the use of ChatGPT for reference services tool. Findings indicated that there is a growing popularity of ChatGPT on a global scale, while acknowledging its increasing adoption among understudied students. Findings reveal that ChatGPT holds potential advantages, such as time-saving capabilities and expansive knowledge, the study reveals its limitations. Issues surrounding reliability of information, inability to comprehend emotions, and currency of information stand out as constraints to the use of ChatGPT. The study recommends that library websites should be designed and incorporated with Chatbots interface

    Augmented reality as an accessory technology in surgery

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    Introduction: Augmented reality technology uses 3D reconstruction, visualization, registration and tracking techniques to create images from MRI data. It has three basic characteristics: combination of real and virtual worlds, real-time interaction and precise three-dimensional recording of virtual and real objects. The objective was to characterize AR as an accessory technology in surgery. Method: a total of 22 articles in Spanish and English were reviewed, from Pubmed, Scielo and Scopus; using as keywords: augmented reality, surgery, virtual reality, being more than 50 % of the last five years. Result: Although primarily used for training, this technique can be used for planning and navigation in the operating room; since the precision and complexity of the three-dimensional reconstructed images are crucial to providing the correct data in surgery. Its main advantage is the integration of sensations and real-time interaction of the doctor while its limitations include technological ones and those associated with the way of use by the staff. Medical education has benefited from the popularization of virtual reality as it reduces ethical conflicts and promotes self-learning. Conclusions: augmented reality systems combine the preoperative model with the intraoperative scenario to project images in real time, ensuring better results in terms of time, error rate and precision. Despite this, its use is not globalized and the available bibliography on its validity is insufficient

    Bibliometric Analysis of the Worldwide Scholarly Output on Artificial Intelligence in Scopus

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    Introduction: the use of bibliometric analyses is useful to gain insight into the development, trends, and impact of scholarly output on artificial intelligence (AI) in several fields. Objective: to characterize the worldwide scholarly output on AI in Scopus in the period 2013-2022. Method: a descriptive observational bibliometric study was carried out. The study population consisted of the 776,961 documents identified using SciVal. The following variables were studied: number of documents (Ndoc), year of publication, annual variation rate (AVR) of the scholarly output, type of document, source, number of citations (Ncit), field-weighted citation impact (FWCI), author(s), author-level h-index, institution, country, type of collaboration, and keyphrases. Results: the scholarly output showed a steady quantitative increase during the period studied, with a positive AVR. Conference papers (68,5 %) and articles (26,5 %) were the main types of documents. Neurocomputing led the list of sources in both Ndoc (12,989) and Ncit (351,837). The highest FWCI (3.02) corresponded to Proceedings – IEEE International Conference on Robotics and Automation. China, the United States and India were the countries with the highest Ndoc by year of publication. Institutional collaboration was the most common (46,7 %) type of collaboration. The most prominent keyphrases were: Robot, Artificial Intelligence, Deep Learning, Convolutional Neural Network and Robotics. Conclusions: the scholarly production analyzed is characterized by its constant quantitative growth and is mostly represented by conference papers. Productivity and impact indicators based on citations show remarkable results. The science produced was led by China, and scientific collaboration played a relevant role

    Blockchain in the health sector: a systematic literature review of success cases

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    In the context of digital transformation, Blockchain technology offers a potential solution to the problems of interoperability, data privacy, and resource optimization. This innovative technology has the ability to address these challenges and radically revolutionize health systems. This document will examine the potential of blockchain technology in the healthcare sector and how it can be the key to overcoming current obstacles. The study follows the PRISMA methodology. The review included 10 studies that were selected based on their relevance to the application of Blockchain in healthcare. The studies were primarily focused on the development and implementation of Blockchain solutions in the health sector, with a particular emphasis on areas such as data security, supply chain management, and data sharing. A comprehensive overview of the current state of Blockchain applications in the health sector is provided, including the benefits and challenges associated with its implementation

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    Gamification and Augmented Reality (Journal)
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