• An Architecture for Software Engineering Gamification 

      Pedreira, Óscar; García, Félix; Piattini, Mario; Cortiñas, Alejandro; Cerdeira-Pena, Ana (Qinghua Daxue Xuebao Bianjibu,Tsinghua University, Editorial Board, 2020-05-07)
      [Abstract] Gamification has been applied in software engineering to improve quality and results by increasing people's motivation and engagement. A systematic mapping has identified research gaps in the field, one of them ...
    • Can Gamification Influence the Academic Performance of Students? 

      Arufe-Giráldez, Víctor; Sanmiguel-Rodríguez, Alberto; Ramos, Oliver; Navarro Patón, Rubén (MDPI, 2022)
      [Abstract] Gamification along with a whole range of other active methodologies are being incorporated into university classrooms due to their potential benefits for student learning. The aim of this paper was to analyse ...
    • Development of dual activities with Micro:Bit for interventions in people with cerebral palsy 

      Molinero-Rodríguez, Ainhoa; Carneiro-Medín, Rubén; Miranda-Duro, María del Carmen; Nieto-Riveiro, Laura; Castro-Castro, Paula-María; Dapena, Adriana (MDPI, 2021-10-12)
      [Abstract] Several studies have shown that video games help to motivate users in different kinds of therapies. Therefore, in this work we developed a tool that includes dual activities for therapy, as well as a data system ...
    • Development of Recreational Content with Micro:Bit for Intervention with People with Cerebral Palsy 

      López Fernández, Alejandro; Carneiro-Medín, Rubén; Pousada, Thais; Groba, Betania; Dapena, Adriana (MDPI, 2020-09-04)
      [Abstract] This paper presents a project carried out to use games in therapies for people with cerebral palsy. A Micro:bit board is used to have a friendly interaction between the user and the game. Through a simple ...
    • Diseño y usabilidad de interfaces para entornos educativos de realidad aumentada 

      Videla-Rodríguez, José-Juan; Sanjuán Pérez, Antonio; Martínez Costa, Sandra; Seoane, Antonio (Universitat de Barcelona, 2017)
      [Resumen]: El objetivo de esta investigación es la de determinar los elementos, componentes y factores que resultan clave a la hora de diseñar interfaces interactivas para entornos de realidad aumentada, centrándose de ...
    • Gamification in education: State of the art 

      Santos, Iria; Torrente-Patiño, Álvaro (Universidade do Minho, 2020)
      [Resumen] Este artículo es un viaje a través de los avances y ventajas de la gamificación en educación, basado en la investigación y los estudios científicos identificados como los más relevantes. Se centra en recopilar ...
    • Gamification in Physical Education: A Systematic Review 

      Arufe-Giráldez, Víctor; Sanmiguel-Rodríguez, Alberto; Ramos, Oliver; Navarro Patón, Rubén (MDPI, 2022)
      [Abstract] Background: In the last 10 years, gamification has entered the educational field incrementally. The subject of Physical Education has been one of the scenarios where multiple gamified learning environments were ...
    • Nuevas vías de marketing turístico. La figura del videojuego como medio de promoción turística de un destino 

      Varela Varela, Valeria; Sánchez-Amboage, Eva (2022)
      [Resumen] : Debido a la intangibilidad del producto turístico, que no puede ser experimentado antes de su consumo, los promotores de destinos han empleado a lo largo de la historia diferentes medios para comunicar las ...