Publications (39)

2021

  1. Study on student motivation and teaching-learning strategies in the Degree of Computer Engineering

    Proceedings - 11th International Conference on Virtual Campus, JICV 2021

  2. Active game-based solutions for the treatment of childhood obesity

    Sensors (Switzerland), Vol. 21, Núm. 4, pp. 1-23

2018

  1. Virtual laboratory for automation combining inventor 3D models and Simulink control models: Virtual laboratory for automation

    IEEE Global Engineering Education Conference, EDUCON

  2. Motivation for students in computer science and design

    IEEE Global Engineering Education Conference, EDUCON

  3. Gamified educational programme for childhood obesity

    IEEE Global Engineering Education Conference, EDUCON

2016

  1. Gamified platform for physical and cognitive rehabilitation

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

  2. Enhancing the engagement of intelligent tutorial systems through personalization of gamification

    International Journal of Engineering Education

  3. Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities

    Computers in Human Behavior, Vol. 55, pp. 529-551

2015

  1. Gamified platform to support children with obesity

    Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2015, IHCI 2015, Game and Entertainment Technologies 2015, GET 2015 and Computer Graphics, Visualization, Computer Vision and Image Processing 2015, CGVCVIP 2015 - Part of the Multi Conference on Computer Science and Information Systems 2015

  2. Agile human centered methodologies to develop educational software

    DYNA: revista de la Facultad de Minas. Universidad Nacional de Colombia. Sede Medellín, Vol. 82, Núm. 193, pp. 187-194

2014

  1. EMATIC: An inclusive educational application for tablets

    ACM International Conference Proceeding Series

  2. Design and analysis of collaborative interactions in social educational videogames

    Computers in Human Behavior, Vol. 31, Núm. 1, pp. 602-611