141 research outputs found

    Social Robots in Hospitals: A Systematic Review

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    Hospital environments are facing new challenges this century. One of the most important is the quality of services to patients. Social robots are gaining prominence due to the advantages they offer; in particular, several of their main uses have proven beneficial during the pandemic. This study aims to shed light on the current status of the design of social robots and their interaction with patients. To this end, a systematic review was conducted using WoS and MEDLINE, and the results were exhaustive analyzed. The authors found that most of the initiatives and projects serve the elderly and children, and specifically, that they helped these groups fight diseases such as dementia, autism spectrum disorder (ASD), cancer, and diabetes.This work has been supported by the PERGAMEX ACTIVE project, Ref. RTI2018-096986- B-C32, funded by the Spanish Ministry of Science and Innovation

    Strategies to introduce gender perspective in Engineering studies: a proposal based on selfdiagnosis.

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    Gender inequality in STEM careers is a global problem and avoid bias in education can be a solution. This paper presents a framework for inclusion of gender perspective in engineering courses. The methodology followed in its design was divided into two phases: the developed of different educational innovation projects and a co-creation workshop. Several instruments have been created and validated, such as questionnaires, canvas model and rubrics. The framework includes elements such as the self-diagnosis and redefinition of curriculum, contents and practices, specific learning outcomes and gender and sex balanced methods and learning environments for equity

    De la enseñanza con libros de texto al aprendizaje en espacios online gamificados

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    This article raises the need for twenty-first century schools to begin transforming their teaching materials by adapting them to the new experiences and expressive forms offered by the digital society. Our study begins by analysing an idiosyncratic school means--textbooks. Text-books are underlying by an encyclopedic understanding of the curriculum made popular by twentieth century’s cultural industries and they play an important mediating role between the official curriculum and teaching practice since they scaffold what should be taught and learned. As an alternative to text-books, we present a new approach to producing educational materials basedon the logic of video games: gamification. This approach to learning involves a model based on problem solving, on a better human-machine interactivity and on ludic components. Our conclusion is that these digital gamified materials have profound implications for the restructuring of the publishing industry, as well as for the conceptions and practices of teaching and learning in schools.En este artículo se plantea la necesidad que la escuela del siglo XXI empiece a transformar sus materiales didácticos adecuándolos a las nuevas experiencias y formas expresivas de la sociedad digital. Comienza con el análisis del medio o material didáctico idiosincrático escolarcomo es el libro de texto. Se le caracteriza como un producto derivado de una concepción enciclopedista del curriculum, derivado del modelo de las industrias culturales del siglo XX y que juega un papel mediador entre el curriculum oficial y la práctica docente ya que vertebra lo que debe enseñarse y aprenderse. Frente a ello, presentamos un nuevo enfoque de producción de materiales educativos basados en la lógica de los videojuegos. Es el enfoque de gamificación del aprendizaje que implica un modelo de aprendizaje basado en situaciones problemáticas, en mayor interactividad humano-máquina y con componentes lúdicos. Concluimos que estos materiales digitales gamificados tienen profundas implicaciones para la reestructuración de las industrias editoras, así como para las concepciones y prácticas de enseñanza y aprendizaje en las escuelas

    Promoting healthy lifestyle habits through learning based on active video games

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    The overweight and obesity have been declared as a worldwide health problem. Active videogames and technologies can be used as attractive tools to support educational interventions with children. Thus, in this paper, we present an educational program to promote healthy habits in children with obesity using active videogames and motor play as main strategies. This program was developed with 46 children and their parents in collaboration with the hospital and schools. The results show positive effects in the knowledge about healthy habits and behaviors of children

    Active Game-Based Solutions for the Treatment of Childhood Obesity

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    [EN]Obesity is one of the biggest health problems globally that, together with sedentarism, requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes two solutions based on active games using the Kinect sensor and biometric sensors, designed for the outpatient treatment of childhood obesity. The solutions were applied in an intervention program based on active video games and motor games, developed with children in treatment for childhood obesity. An ad hoc questionnaire was used to assess the level of satisfaction, fun, learning, and behavior changes in the children of the experimental group that developed the intervention. The results showed a high index of satisfaction with the intervention program, as well as with the games developed. It is concluded that active video games and group games are highly motivating and can promote behavior change towards healthier life habits in children

    Agile human centered methodologies to develop educational software

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    This paper presents a methodological proposal that is based on powerful current approaches to the software development process: agile methodologies (SCRUM, Lean UX), user-centered design (UCD) and user experience design (UXD). Specifically, we have adapted some of the characteristics of the agile methodologies, which have allowed us to produce useful prototypes that are focused on the users while receiving constant feedback from them. The main goal of the proposed methodology is to identify usability problems and UX factors in the early stages of educational software development. Furthermore, we have also applied and validated the proposal during the framework development of an educational software project for users with special educational needs. A specific case taking into account key usability issues to support students with special education needs (SEN) is presented. In conclusion, we state that the proposed methodology could be a good design process philosophy to follow in the development of software projects in general, and in educational projects in particular

    Effects of a Gamified Educational Program in the Nutrition of Children with Obesity

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    [EN]Obesity is considered a global epidemic of the twenty-first century by the World Health Organization (WHO). Specifically, the Canary Islands has the highest level of this disease in Europe and 40% of children in Spain are overweight or obese. This increase is a direct result of changes in the lifestyles of the population and its nutrition. Because of this, we have designed an educational program based on motor games, active videogames and virtual learning environments to improve the long-term health of children. This article presents and analyzes the results of a study on the nutritional knowledge and adherence to the Mediterranean diet of 46 obese children aged 6 to 12 years in the Canary Islands who participated in an educational program. The study design was quasi-experimental, with two groups (experimental and control). A long-term longitudinal study (3 years) was carried out. A set of evaluation instruments was used for the different phases. The results show significant improvements between the experimental and control groups in terms of their knowledge of healthy nutrition and their adherence to the Mediterranean diet. As a main conclusion, we emphasize that a gamified educational intervention program supported by ICT helps to motivate and promote improvements in the nutrition of children

    Introduciendo la perspectiva de género en la enseñanza universitaria: co-creación de guías docentes y proyectos de innovación

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    La co-educación permite abordar de forma sistemática procesos de enseñanza-aprendizaje que tengan en cuenta el género, la igualdad y la diversidad en los centros educativos. Sin embargo, en la enseñanza universitaria son escasas las propuestas de co-ducación y su consideración en las guías docentes, así como los proyectos de innovación sobre educación para la igualdad. Por ello, en este trabajo se presenta el proceso de diseño de co-creación de guías docentes, así como la ideación de proyectos de innovación educativa con perspectiva de género para la Universidad de Salamanca

    Health Promotion for Childhood Obesity: An Approach Based on Self-Tracking of Data

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    [EN]At present, obesity and overweight are a global health epidemic. Traditional interventions for promoting healthy habits do not appear to be e ective. However, emerging technological solutions based on wearables and mobile devices can be useful in promoting healthy habits. These applications generate a considerable amount of tracked activity data. Consequently, our approach is based on the quantified-self model for recommending healthy activities. Gamification can also be used as a mechanism to enhance personalization, increasing user motivation. This paper describes the quantified-self model and its data sources, the activity recommender system, and the PROVITAO App user experience model. Furthermore, it presents the results of a gamified program applied for three years in children with obesity and the process of evaluating the quantified-self model with experts. Positive outcomes were obtained in children’s medical parameters and health habits
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