407 research outputs found

    Validation and Psychometric Properties of the Gameplay-Scale for Educative Video Games in Spanish Children

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    The knowledge of evaluation instruments to determine the level of gameplay of schoolchildren is very important at this time. A systematic review has been carried out in this study. The aim of this paper is to investigate the psychometric properties of a study of a sample of Spanish gamers. Two hundred and thirty-seven children (mean age: 11.2 +/- 1.17 years, range: 10-12 years, 59.5% female) completed the Gameplay-Scale to discover their opinions after a game session with a serious educational game. The final scale consisted of three factors. The fit for factor 1 (usability) was 0.712, the fit for factor 2 was 0.702 (satisfaction), the fit for factor 3 was 0.886 (empathy) and the overall fit was 0.868. A positive and direct relationship could be observed between all the dimensions of the developed scale. The greatest correlation strength is shown between satisfaction and empathy (r = 0.800; p < 0.005), followed by satisfaction and usability (r = 0.180; p < 0.05) and the association between empathy and usability (r = 0.140; p < 0.05). In summary, the results of the present study support the use of the Gameplay-Scale as a valid and reliable measure of the game experience of youth populations. These results demonstrate strong psychometric properties so that the Gameplay-Scale appears to be a valid instrument for children in different contexts where an educational video game is used, analyzing its usability/“playability” in terms of learning to use it, game satisfaction, and empathy.This research is supported by the Andalusian Research Program under the project P11-TIC-7486 co-funded by FEDER, together with TIN2014-56494-C4-3-P and TEC2015-68752 from the Spanish Ministry of Economy and Competitiveness and FEDER also

    Sistemas hiperestáticos planos

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    Sumario: - Prefacio - Bibliografía - Índice Primera parte - Capftulo I: El teorema del trabajo virtual - Capítulo II: Las leyes de elasticidad - Capítulo III: Resolucion general de los sistemas planos Segunda parte - Capítulo I. Analogía de la columna - Capítulo II: Aplicaciones de la analogía - Capítulo IIl: Viga recta con empotramientos elásticos - Capítulo IV: Sistemas rígidosFacultad de Ciencias Exacta

    UNA REFLEXIÓN SOBRE ENSEÑANZA Y APRENDIZAJE DE LA CULTURA HISPÁNICA.

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    El objetivo de este trabajo es mostrar la importancia para el alumno de lengua extranjera de conocer la cultura de los países que hablan esa lengua y la interculturalidad con la cultura propia, esto es debido a la necesidad que hay en la enseñanza de lenguas extranjeras en general, y en la española en particular, de acercar el alumno a la lengua a ser aprendida. También vamos a mostrar algunos ejemplos de cultura e interculturalidad que pueden ser utilizados en las clases, así como una base teórica que apoya esta forma de enseñar y que también se basa en los documentos oficiales de Paraná

    Síndrome de Takotsubo: complicación cardiovascular del accidente cerebrovascular

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    An 82-year-old woman, Katz A, with a history of type 2 diabetes mellitus and high blood pressure, was admitted for ischemic stroke complicated by Takotsubo ́s syndrome with subsequent readmission for atrial fibrillation after discharge. These three clinical events have criteria to be integrated as a Brain Heart Syndrome, which is a high-risk condition for mortality.Mujer adulta mayor, 82 años, Katz A, con antecedente de diabetes mellitus tipo 2 e hipertensión arterial; ingresa por accidente cerebrovascular isquémico que se complica con síndrome de Takotsubo con posterior reingreso por fibrilación auricular tras el alta médica. Estos tres eventos clínicos tienen criterios para integrarse como un síndrome cerebro-corazón, el cual es una condición de alto riesgo para mortalidad

    Design and validation of the questionnaire “GAMEPLAY” for the assessment of sports activities

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    Knowledge of play is essential in the field of education and sport, the aim of this research work is to create an instrument in order to measure in a proper and reliable way the analysis of play in people who practise sports non-professionally, based on a multidimensional and hierarchical model of play. Validation of content has been carried out with the agreement and consensus of sixteen experts with a PhD degree in Physical Activity and Sports Science using the Delphi Method and validity of understanding has been established by the application of the questionnaire to a sample of 769 non-professional athletes/players aged between 21 and 51. Some changes were made based on initial data collected using the Delphi Method. The final test named GAMEPLAY was made up of 12 items which were suitably fit regarding validity of understanding and validity of content. Confirmatory factor analysis established three dimensions (usability, satisfaction and empathy
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