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Gamification and Augmented Reality

2023 - 2025

From AG Editor
Bibliographic data for series maintained by Javier Gonzalez-Argote ().

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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
Page updated 2025-09-21