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Gamification and Augmented Reality
2023 - 2025
From AG Editor Bibliographic data for series maintained by Javier Gonzalez-Argote (). Access Statistics for this journal.
Is something missing from the series or not right? See the RePEc data check for the archive and series.
2025, volume 3
- Real-Time UAV Recognition Through Advanced Machine Learning for Enhanced Military Surveillance pp. 63
- Muhyeeddin Alqaraleh, Mowafaq Salem Alzboon and Mohammad Subhi Al-Batah
- Phishing Website Detection Using Machine Learning pp. 81
- Mowafaq Salem Alzboon, Mohammad Subhi Al-Batah, Muhyeeddin Alqaraleh, Faisal Alzboon and Lujin Alzboon
- Statistics with emphasis on formative research as a desirable transversal requirement at IDEAD Universidad del Tolima pp. 84
- Luis Guillermo Caro Pineda and Yolima Chica Roa
- Visual health and prolonged use of screens in working-age adults pp. 85
- Valentin Blasioli and Mariela Baleiron
- Use of screens in children under 2 years of age: its relationship in childhood neurodevelopment pp. 86
- Sofía Veneziano and Patricia Salguero
- Body image distortion and its relationship with the frequent use of social networks. The effects they can cause to the body and mind pp. 87
- Lorrayne Kathleen Silva de Paula and Maria Romina Leardi
- Advancements and Challenges In Emotion Recognition Technologies pp. 88
- Anamika Kumari and Smita Pallavi
- Developing Spatial Skills in Children in Early Education Using Guided Painting Techniques pp. 89
- Alexandra Cecilia Astudillo Cobos, Pamela Stephania Ramos Ramos, Jenny Adriana Monge Doicela, Evelyn Carolina Cruz Morales, Lorena Elizabeth Loján Heredia and Enma Virginia Unaucho Bonilla
- Innovative approaches to learning foreign languages: the impact of virtual reality on overcoming the language barrier pp. 90
- Olha Lapka and Anna Shcherbak
- Guardians of the Web: Harnessing Machine Learning to Combat Phishing Attacks pp. 91
- Mowafaq Salem Alzboon, Mohammad Subhi Al-Batah, Muhyeeddin Alqaraleh, Faisal Alzboon and Lujin Alzboon
- The ABCs of using the Internet.” A techno-pedagogical proposal for digital inclusion, for people aged 45 to 54 pp. 92
- María Concepción Valentina Facio Ortega
- The use of social networks and cell phones in the context of the reading and writing workshop subject pp. 93
- José Porfirio Bravo Moreno and Rosalía López Paniagua
- Xochimilco Virtual Museum: art and community in the face of environmental challenges pp. 94
- Sara María Gálvez Mancilla
- Edublog for applications of linear differential equations, in Biology pp. 95
- Wendy Jaqueline García Reyes, Armando Cervantes Sandoval, Patricia Rivera García and Alejandro J. Perales Ávila
- Edublog for teaching mathematical modeling in ecology pp. 96
- Grecia Yareny Pérez Mar, Armando Cervantes Sandoval, Patricia Rivera García and Alejandro Josué Perales Avila
- Virtual simulations as an innovative technology for the modernization of medical education pp. 97
- Kateryna Tiazhkorob
- Classcraft: The Impact of Gamification in Higher Education pp. 98
- Rubén Martínez Sánchez
- Psychopedagogical actions to prevent technological addictions in primary school students pp. 99
- Ernesto Martínez-Pérez, Bárbara Zenaida Pérez-Pérez, Rosa María Montano-Silva, Yoneisy Abraham-Millán and Douglas Crispin-Castellanos
- Classcraft: The Impact of Gamification in Higher Education pp. 100
- Rubén Martínez Sánchez
- The Impact of Gamification in Research and Education: A Communication Review pp. 101
- Farheen Islam, Aprajita Krishna and Sangeeta Kumari
- Responsive e-learning dynamic assessment structure using intelligent learning design pp. 102
- Khushwant Singh and Mohit Yadav
- Evidence of the usefulness of clinical simulation in building the professional competencies of medical students pp. 103
- Darcy Walter Palacios Baldoceda and Eduardo Teragni
- 3D Modeling from the Graphic Design of the FHP Headquarters of the Unified National Corporation of Higher Education. Perspectives for Virtual Tours and Visual Communication pp. 104
- Miguel Ángel Ordoñez Guar
- The impact of video games on the promotion of active aging: a medical perspective pp. 105
- José Matheus Nascimento and Karina Bustamante Galarza
- Design of Geothermal Groundwater Heating and Cooling Plant: A Trial Study in Eleme Fertilizer Company in Niger Delta Region pp. 106
- Ojong Elias Ojong
- Machine learning-based prediction and classification of psychiatric symptoms induced by drug and plants toxicity pp. 107
- Salma Abdel Wahed and Mutaz Abdel Wahed
- Optimizing Antibiotics Prophylaxis in Neurosurgery through Machin Learning: Predicting Infections and Personalizing Treatment Strategies pp. 108
- Salma Abdel Wahed and Mutaz Abdel Wahed
- Effectiveness of virtual and augmented reality-based interventions in training informal carers of people with dementia: a rapid review pp. 109
- Tiago Branco, Lúcia Marques, Marta Andrade, Isabel Rabiais, João Tomás, Sandy Severino, Helena José and Luis Sousa
- Use of virtual or augmented reality in informal caregivers of stroke survivors: rapid review pp. 110
- Cláudia Ferreira, Sónia Raposo, Manuel Cardoso, Vera Esteves, Isabel Rabiais, João Tomás, Sandy Severino, Helena José and Luís Sousa
- Virtual reality versus traditional methods in nursing competency development: A Rapid Review pp. 111
- Daniel Barros Daniel Barros, Ricardo Mestre, Susana Valido, Isabel Rabiais, Sandy Severino, Luís Sousa and Helena José
- AI-Enhanced Threat Intelligence for Proactive Zero-Day Attack Detection pp. 112
- Mutaz Abdel Wahed
- Artificial Intelligence in Nursing: applications, challenges and future directions pp. 113
- Luís Sousa, Maria Leonor Carvalho, Ricardo Mestre, João Tomás, Sandy Severino and Helena José
- A proposal for an instructional methodological class on iterative numerical methods for Systems of Linear Equations pp. 221
- Damian Valdés Santiago and Adriana Díaz Cordero
- Corporate Social Responsibility (CSR) in the metaverse: enhancing community engagement for Nigerian firms pp. 263
- Samuel Ejiro Uwhejevwe-Togbolo, Martins Otuedon Ajueyitse, Annmarie Nkemejina Okoli, Victoria Omenebele Kaizar, Prince Efanimjor and Festus Elugom Ubogu
- AI, Quantum Computing, and Beyond: Assessing Future Cybersecurity Threats and Risk Management Strategies pp. 264
- Mutaz Abdel Wahed
- Comprehensive Evaluation & Improvement of HEMO Routing for Green Smart-City Transport pp. 266
- Amrita Prakash and Md. Amir Khusru Akhtar
2024, volume 2
- Playful exercise focused on microeconomics, applying gamification: “Rompeconomía” pp. .71
- Nathalia Carolina Gómez Sanguino, Silvia Alejandra Rivera Salamanca and Martha Liliana Torres Barreto
- Gamified recreational exercise focused on Markov Chains pp. .72
- Margarita Castellanos Flórez, Paula Andrea Duarte Amado and Luisa Fernanda Moreno Galvis
- Gamified exercise focused on marketing principles and marketing mix: Marketing Game pp. .73
- Margarita María Castellanos Flórez, Danna Valentina Aparicio Muñoz, Ana Carolina Martínez Sicachá and Martha Liliana Torres-Barreto
- Gamified Exercise for the Appropriation of Concepts in Occupational Health and Safety pp. .74
- Juan Camilo González García, Paula Andrea León Cárdenas, Margarita María Castellanos Flórez and Martha Liliana Torres-Barreto
- Design and implementation of a Game-Based Activity to promote Learning of Prompt Engineering pp. .75
- Carlos Felipe Ardila Otero, Cristian Lozano Pineda, Juan Camilo González García, Andrhey Daniel Rincón Jerez and Martha L. Torres-Barreto
- Body image in adolescents and the impact of social networks in Argentina pp. 16
- Lorrayne Kathleen Silva de Paula and Maria Romina Leardi
- Neurodevelopment and stimuli: keys to a healthy childhood pp. 18
- Sofía Veneziano and Patricia Salguero
- Effects of early screen use on child neurodevelopment in Argentina and Latin America pp. 20
- Sofía Veneziano and Patricia Salguero
- Bodies on screen: the impact of social networks on body image and mental health pp. 22
- Lorrayne Kathleen Silva de Paula and Maria Romina Leardi
- Impact of prolonged screen use on the visual health of young adults pp. 24
- Valentin Blasioli and Mariela Baleiron
- Influence of virtual reality and augmented reality on mental health pp. 25
- Felipe Machuca-Contreras, Carlos Oscar Lepez and Carlos Canova-Barrios
- Gamification and motivation: an analysis of its impact on corporate learning pp. 26
- Verenice Sánchez Castillo and Carlos Alberto Gómez Cano
- Scholarly Output on Computer Networks and Communication: A Ten-Year Bibliometric Analysis in Scopus (2013-2022) pp. 29
- Carlos Alberto Gómez Cano and Verenice Sánchez Castillo
- Gamification in personal health management: a focus on mobile apps pp. 31
- Jhossmar Cristians Auza-Santiváñez, José Alejandro Carías Díaz, Oscar Angel Vedia Cruz, Sara Milca Robles-Nina, Carlos Sánchez Escalante and Blas Apaza Huanca
- Creative economy and communication. Characterization in a line of research pp. 32
- Maribel Garcia Rojas and Nelson Giovanni Agudelo
- Applications of augmented reality technology in design process pp. 33
- Cynthia Michel Olguín-Martínez, Rene Isaac Bracho Rivera, Rita Liss Ramos Perez, Juan Richar Villacorta Guzmán, Rafael Romero-Carazas, Nancy Rosillo Suárez, Aaron Samuel Bracho Mosquera, José Gregorio Mora-Barajas, Amarelys Román-Mireles, Aida Maygualida Rodríguez-Álvarez, César Carbache Mora, Elizabeth del Carmen Ormaza Esmeraldas, Bertha Silvana Vera Barrios, Mario Pedro Rodríguez Vásquez, Rogelio Buelna-Sánchez, María Teresa De Jesús De La Paz Rosales, Daniel Omar Nieves-Lizárraga, Denisse Viridiana Velarde-Osuna and Milagros Andrea Bracho Rivera
- Applications of augmented reality in museums, impact on cultural heritage pp. 34
- Aaron Samuel Bracho Mosquera
- Epilepsy Web, a tool for learning content related to epilepsy in pediatrics pp. 35
- Fidel Jesús Moreno Cubela, Niurka María Escalona Zaldivar, Yordanis R. Figueredo Torres, Katherine de la Caridad Garrido Benítez, Arnaldo Marzo Torres and Nabia Isabel Vegas Torres
- Students’ Attitudes and Experiences with ChatGPT as a Reference Service Tool in a Nigerian University: A Comprehensive Analysis of User Perceptions pp. 36
- Bolaji David Oladokun, Kudu Dogara and Muhammed Yusuf
- Real-time number plate detection using AI and ML pp. 37
- Patakamudi Swathi, Dara Sai Tejaswi, Mohammad Amanulla Khan, Miriyala Saishree, Venu Babu Rachapudi and Dinesh Kumar Anguraj
- A research on a music recommendation system based on facial expressions through deep learning mechanisms pp. 38
- Patakamudi Swathi, Dara Sai Tejaswi, Mohammad Amanulla Khan, Miriyala Saishree, Venu Babu Rachapudi and Dinesh Kumar Anguraj
- Guidelines for writing software building reports pp. 39
- Annier Jesús Fajardo Quesada and René Herrero Pacheco
- A Brief communication on Virtual Reality (VR) in Hospitality Industry & Global Travel and Tourism pp. 40
- M. Srividya Iyengar and R. Venkatesh
- Social lack of communication and technological development pp. 42
- Veloz Montano María de las Nieves
- MeDHiME Methodology: potentiation of ova designs for learning pp. 43
- Américo Sirvente, Edgar Carmona Suarez and Iris Jiménez Pitre
- Notes on gamification and education pp. 44
- Rubén González Vallejo
- Using Minecraft as a pedagogical tool to enhance mathematical logic and critical thinking in students of the Remedios Solano school in Barrancas-La Guajira pp. 45
- Omilcia María Medina Corzo, Esther Socorro Zarate and Rosiris María Vergara Chinchia
- Digital intervention for active aging: design of a web application for older adults pp. 46
- Rubén Baena-Navarro, Mario Macea-Anaya, Ober Primera-Correa and Juan Pérez-Díaz
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