Mostrando ítems 1-20 de 27

    • A design process for balanced educational video games with collaborative activities 

      Padilla-Zea, Natalia ; Medina Medina, Nuria; Gutiérrez Vela, Francisco L; López-Arcos, José R; Paderewski-Rodríguez, Patricia; González González, Carina S (Dyna, 2015)
      The efficiency of educational video games could be improved through the use of a specific development method that allows them to keep both their educational and recreational goals and maintains their playability. Accordingly, ...
    • Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators 

      Padilla-Zea, Natalia; Burgos, Daniel; García-Holgado, Alicia; García-Peñalvo, Francisco; Harquevaux, Mélanie Pauline; de-la-Higuera, Colin; Brunton, James; Tlili, Ahmed (Frontiers in Psychology, 2022)
      Open Education (OE) opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under ...
    • Designing Stories for Educational Video Games: Analysis and Evaluation 

      López-Arcos, José R; Padilla-Zea, Natalia ; Paderewski-Rodríguez, Patricia; Gutiérrez Vela, Francisco L (International Journal of Web-Based Learning and Teaching Technologies, 2017)
      The use of video games as an educational tool initially causes a higher degree of motivation in students. However, the inclusion of educational activities throughout the game can cause this initial interest to be lost. A ...
    • Empathy and virtual agents for learning applications in symbiotic systems 

      Gil Iranzo, Rosa M; Padilla-Zea, Natalia ; Paderewski-Rodríguez, Patricia; González González, Carina S (IEEE Global Engineering Education Conference, EDUCON, 2018)
      Transparency and ethics are the key issues to improve in the future generations of bots and robots. Communication between users and bots or robots must be clear and transparent to be audited. Empathy will be a valuable ...
    • Empowering Positive Behaviors: A Gamification-Based Approach 

      Garbayo-Ágreda, Iñigo; Padilla-Zea, Natalia ; Burgos, Daniel (Communications in Computer and Information Science, 2019)
      Spanish educational laws specify the percentage of a student’s grades that correspond to knowledge, skills, and behavior. In recent years, the percentage assigned to attitudes has grown due to the importance that pedagogues ...
    • Fostering the Family-School Relationship with a Web-Based Application 

      Pérez-Navarro, Jesús; Padilla-Zea, Natalia ; Sicilia, Juan Antonio ; Orcos, Lara (Communications in Computer and Information Science, 2019)
      This work describes the design of a Web application that allows not only the communication of families with schools but also their immersion in the learning process of their children, so they can contribute in its mediation. ...
    • From traditional to home-confined learning: a case study in a school involved with ICT 

      Lejarreta-Errasti, Iratxe; Corbi, Alberto; Padilla-Zea, Natalia; Burgos, Daniel (Proceedings - JICV 2022: 12th International Conference on Virtual Campus, 2022)
      The SARS-CoV-2 pandemic affected all aspects of daily life overnight, worldwide. In education, academic systems had to frantically switch to an online format. Teachers and students had to face an unknown situation, with ...
    • Game-Based Learning for Learners With Disabilities-What Is Next? A Systematic Literature Review From the Activity Theory Perspective 

      Tlili, Ahmed; Denden, Mouna; Duan, Anqi; Padilla-Zea, Natalia ; Huang, Ronghuai; Sun, Tianyue; Burgos, Daniel (Frontiers in psychology, 2022)
      The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential ...
    • Gender design methods for engineering, responsible innovation and interaction 

      González González, Carina S; Gil Iranzo, Rosa M; Paderewski-Rodríguez, Patricia; Padilla-Zea, Natalia (ACM International Conference Proceeding Series, 2018)
      Although there is a large number of studies in the literature designed to analyze the low representation of women in technology and, especially, in information technology, studies to analyze how these technologies have ...
    • Improvement in educational performance through wearable-based flow predictive models 

      Rosas, David Antonio; Burgos, Daniel; Padilla-Zea, Natalia (Proceedings - JICV 2022: 12th International Conference on Virtual Campus, 2022)
      Flow Theory has been used to study motivation in educational activities. However, few studies use physiological data to uncover unknown aspects of said data in any context, and isolated individuals are involved as well. ...
    • Initiatives and Strategies to Encourage Women Into Engineering 

      Paderewski-Rodríguez, Patricia; García-Arenas, María Isabel; Gil-Izanzo, Rosa María; González González, Carina S; Ortigosa, Eva M; Padilla-Zea, Natalia (IEEE Revista Iberoamericana de Tecnologías del Aprendizaje, 05/2017)
      This paper deals with the problem of the small number of women who enroll in technical studies or work in technological enterprises. Although we have focused on initiatives that have been launched in Spain, we have also ...
    • Interactive narrative design for geolocated experiences 

      López-Arcos, José R; Gutiérrez Vela, Francisco L; Padilla-Zea, Natalia ; Paderewski-Rodríguez, Patricia (ACM International Conference Proceeding Series Interaccion 2016, 2016)
      Current computation paradigms allow us to interact with the technology through several devices at the same time. Virtual tools and interfaces belong to the real world. This is the reason why the number of pervasive and ...
    • Introducing an interactive story in a geolocalized experience 

      López-Arcos, José R; Gutiérrez Vela, Francisco L; Padilla-Zea, Natalia ; Paderewski-Rodríguez, Patricia; Medina Medina, Nuria (ACM International Conference Proceeding Series, Interaccion 2017, 2017)
      Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. The integration of the ...
    • Living-UGR: Una aventura gráca geolocalizada para difundir el patrimonio de la Universidad de Granada 

      Medina Medina, Nuria; Mora, Antonio M; López-Arcos, Rafael; García-Sánchez, Pablo; Gutiérrez, Francisco Luis; Paderewski-Rodríguez, Patricia; Padilla-Zea, Natalia (CEUR Workshop Proceedings, 06/2016)
      El presente art´ıculo describe una aplicaci´on para dispositivos m´oviles desarrollada en el marco de un proyecto de investigaci´on cuyo objetivo es fomentar las visitas al patrimonio, tanto cultural como acad´emico y ...
    • Modelo para la integración de procesos educativos en una aventura gráfica 

      Medina Medina, Nuria; Paderewski-Rodríguez, Patricia; Padilla-Zea, Natalia ; López-Arcos, Rafael; Gutiérrez Vela, Francisco L (2018)
      La aventura gráfica es un género de videojuego que expone de forma controlada un conjunto de desafíos, requiriendo para su resolución capacidad exploratoria, de predicción y toma de decisiones. Laestructura dinámica de su ...
    • Online Digital Workshop: An Opportunity for Digital Learning in Kenya 

      Lejarreta-Errasti, Iratxe; Padilla-Zea, Natalia ; Corbi, Alberto (Communications in Computer and Information Science, 2022)
      Institutions wishing to introduce e-learning into their educational system need to consider the necessary resources and evaluate the levels of technological literacy of their teaching staff. The teachers’ preparation in ...
    • PLAGER-VG: platform for managing educational multiplayer video games 

      Padilla-Zea, Natalia ; Medina Medina, Nuria; Gutiérrez Vela, Francisco L; Paderewski-Rodríguez, Patricia; Collazos, Cesar A (Multimedia Tools and Applications, 01/2018)
      Information and communication technologies, in general, and multimedia systems, in particular, are currently incorporated into the learning processes with certain normality. Furthermore, the scientific community agrees ...
    • Preface 

      Casalino, Gabriella; Cimitile, Marta; Ducange, Pietro; Padilla-Zea, Natalia; Pecori, Riccardo; Picerno, Pietro; Raviolo, Paolo (Communications in Computer and Information Science, 2022)
      [Summary not available]
    • Promoting Open Education through Gamification in Higher Education: The OpenGame project 

      García-Holgado, Alicia; García-Peñalvo, Francisco; de la Higuera, Colin; Teixeira, Antonio; Ehlers, Ulf-Daniel; Brunton, James; Nascimbeni, Fabio ; Padilla-Zea, Natalia ; Burgos, Daniel (ACM International Conference Proceeding Series, 2020)
      Open education enables the transformation of higher education institutions to increase access to and quality of education, which is directly connected with the fourth sustainable development goal defined by UNESCO. Despite ...
    • Semiautomatic Grading of Short Texts for Open Answers in Higher Education 

      de-la-Fuente-Valentín, Luis ; Verdú, Elena ; Padilla-Zea, Natalia ; Villalonga, Claudia; Blanco Valencia, Xiomara Patricia ; Baldiris, Silvia (Communications in Computer and Information Science, 2022)
      Grading student activities in online courses is a time-expensive task, especially with a high number of students in the course. To avoid a bottleneck in the continuous evaluation process, quizzes with multiple choice ...