- Educational Games and Gamification
- Online Learning and Analytics
- Digital Games and Media
- Open Education and E-Learning
- Intelligent Tutoring Systems and Adaptive Learning
- E-Learning and Knowledge Management
- Innovative Teaching and Learning Methods
- Artificial Intelligence in Games
- Teaching and Learning Programming
- Educational Innovations and Technology
- Model-Driven Software Engineering Techniques
- Educational Technology in Learning
- Virtual Reality Applications and Impacts
- Online and Blended Learning
- Wikis in Education and Collaboration
- Mobile Learning in Education
- Augmented Reality Applications
- Tactile and Sensory Interactions
- Artificial Intelligence in Healthcare
- Video Analysis and Summarization
- Semantic Web and Ontologies
- Simulation-Based Education in Healthcare
- Impact of Technology on Adolescents
- Academic integrity and plagiarism
- Educational Tools and Methods
Universidad Internacional De La Rioja
2016-2024
Universidad Complutense de Madrid
2008-2023
Software (Spain)
2006-2023
Universidad de La Rioja
2021
Ingeniería y Soluciones Informáticas (Spain)
2016
Harvard University
2007
Massachusetts General Hospital
2007
There is a consensus that serious games have significant potential as tool for instruction. However, their effectiveness in terms of learning outcomes still understudied mainly due to the complexity involved assessing intangible measures. A systematic approach—based on established principles and guidelines—is necessary enhance design games, many studies lack rigorous assessment. An important aspect evaluation like other educational tools, user performance This an area exploration because are...
A brain tumor is an abnormal enlargement of cells if not properly diagnosed. Early detection a critical for clinical practice and survival rates. Brain tumors arise in variety shapes, sizes, features, with variable treatment options. Manual difficult, time-consuming, error-prone. Therefore, significant requirement computerized diagnostics systems accurate present. In this research, deep features are extracted from the inceptionv3 model, which score vector acquired softmax supplied to quantum...
Within the last years educational games have attracted some attention from academic community. Multiple enhancements of learning experience are usually attributed to games, although most cited is their potential improve students' motivation. In spite these expected advantages, how introduce video in process an issue that not completely clear yet, which reduces impact games. Our goal at <;e-UCM> research group identify barriers limiting integration and propose approaches tackle them. The...
This paper presents a neural network-based classifier to predict whether person is at risk of developing chronic kidney disease (CKD). The model trained with the demographic data and medical care information two population groups: on one hand, people diagnosed CKD in Colombia during 2018, other, sample without diagnosis this disease. Once evaluation metrics for classification algorithms are applied, achieves 95% accuracy test set, making its application prognosis feasible. However, despite...
In the healthcare network, Internet of Things (IoT) devices are connected to network for enabling remote monitoring patients' health. IoT Device (IoTD) security, however, is a serious concern because typical security measures might not be appropriate IoTD, making them naturally vulnerable physical and copying attacks. Therefore, device authentication very essential networks. Additionally, storage processing power these constrained. To address all requirements, physically unclonable functions...
Usability testing is a key step in the successful design of new technologies and tools, ensuring that heterogeneous populations will be able to interact easily with innovative applications. While usability methods productivity tools (e.g., text editors, spreadsheets, or management tools) are varied, widely available, valuable, analyzing games, especially educational “serious” presents unique challenges. Because games fundamentally different than general “traditional” instruments valid for...
The notion of using games in education is as old themselves. In addition, the massive market opened by digital industry has caused great interest regarding their specific potential education. However, this sometimes thwarted resistance traditional educational settings toward technology-enhanced learning and games. future, on contrary, much more promising within eLearning field. This field a process evolution reinvention, seeking new features ideas to improve experience. We believe that are...
1 Department of Naval, Electric, Electronic and Telecommunications Engineering, University Genoa, Via all’Opera Pia 11/a, 16145 Italy 2 Faculty Business Information Technology, Ontario Institute 2000 Simcoe Street North, Oshawa, Canada L1H 7K4 3Department Mechanical Aerospace Case Western Reserve University, 10900 Euclid Avenue, Cleveland, OH 44106, USA 4 Computer Science, Universidad Complutense de Madrid, Ciudad Universitaria 28040 Spain
Assessment is essential to establish the failure or success of any educational activity. To measure acquisition knowledge covered by activity and also determine effectiveness itself. The increasing adoption new technologies promoting use types activities in schools, like video games that some cases are developed teachers themselves. In this kind activity, interactivity increases compared traditional (e.g. reading a document), which can be powerful source data feed learning analytics systems...
Digital games are becoming a rising trend in e-Learning due to their potential educational benefits. However, application is hindered by issues such as high production costs and the difficulty of getting instructors involved development process, required aspect order achieve value. In this paper we propose tackle those developing new, instructor-oriented, authoring tools for videogames. These principles carried out platform: complete instructor-oriented toolkit point-and-click adventure
We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in total 12 subtasks. One benefits is anyone can apply it to develop since keeps as simple possible uses tools for modeling implementation do not require highly technical profile. has been applied creation seven games healthcare, iteratively refined after...
This article analyses three of the Sustainable Development Goals (SDGs) gathered by 2030 Agenda and adopted United Nations, how online educational models may help to reach these goals. Specifically, goals discussed through this are: (i) Ensure inclusive equitable quality education promote lifelong learning opportunities for all (Goal 4); (ii) reduce inequality within among countries 10); (iii) take urgent action combat climate change its impacts 13). work delves fundamentally into aspects...
Learning Analytics is becoming a key tool for the analysis and improvement of digital education processes, its potential benefit grows with size student cohorts generating data.In context Open Education, potentially massive global audience represent great opportunity significant analyses breakthroughs in field learning analytics.However, these huge datasets require proper techniques, different algorithms, tools approaches may perform better this specific context.In work, we compare...
This paper describes an ongoing educational innovation project focused of improving the practical education engineering students, in context a purely online model. A rich toolbox online, virtual and remote labs is described. Using this toolbox, several strategies for providing their combinations will be evaluated, set guidelines recommendations practitioners provided as main output research.