Template-Type: ReDIF-Article 1.0 Author-Name: Amrita Prakash Author-Name: Md. Amir Khusru Akhtar Title: Comprehensive Evaluation & Improvement of HEMO Routing for Green Smart-City Transport Abstract: Introduction; Smart cities want smart routing to saves fuel, cuts pollution and to handles traffic in real time. This work progresses the existing HEMO algorithm by incorporating eco-friendly parameters. Objective; In this paper, we propose two major enhancements to the HEMO-Routing algorithm. First, we add real-time traffic adjustment and a detailed energy-consumption model as new objectives. Second, we improve optimization by using an Adaptive Genetic Algorithm for broad search and Simultaneous Perturbation Stochastic Approximation for fine-tuning. Method; We test on the Extended Solomon Dataset (25 road segments with realistic distances, congestion, noise, emissions, and speed limits) in MATLAB 2021 on a Windows 11 PC (Intel i5-1135G7, 8 GB RAM). Compared to the original, our enhanced method boosts Pareto hypervolume to +12 %, cuts generational distance from by –18.8 %, lowers CO₂ from 152.4 g/km to 129.8 g/km (–14.8 %), and trims energy use from 8.75 kWh to 7.87 kWh (–10.1 %). It also converges in 200 instead of 250 iterations (–20 %), with only a 5.3 % runtime overhead. Result; These results show that our extensions deliver practical, eco-friendly routes with minimal extra compute, making the approach ideal for real-time smart-city applications. Conclusions; We made HEMO smarter by adding live traffic and energy-saving goals. With AGA and SPSA, it finds better, greener routes faster. Perfect for smart cities, and ready for EVs and bigger setups in future. Journal: Gamification and Augmented Reality Pages: 266 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025266 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:266:id:266 Template-Type: ReDIF-Article 1.0 Author-Name: Mutaz Abdel Wahed Title: AI, Quantum Computing, and Beyond: Assessing Future Cybersecurity Threats and Risk Management Strategies Abstract: Introduction: The rapid evolution of disruptive technologies such as artificial intelligence (AI), quantum computing, and ubiquitous connectivity is significantly transforming the cybersecurity landscape. While these technologies offer transformative societal benefits, they also present novel and sophisticated security challenges. Objective: This study aims to explore the emerging cybersecurity threats driven by technological innovation and to assess how existing risk management frameworks can adapt to these evolving risks. Method: A systematic review of current literature, threat intelligence reports, and policy documents was conducted. The analysis focused on identifying future threat trends, evaluating technological forecasts, and uncovering gaps in existing cybersecurity strategies. Results: The findings reveal increasing vulnerabilities associated with AI-driven cyberattacks, the future impact of quantum computing on encryption, and the complexity of threat vectors in hyper-connected environments. Moreover, deficiencies in current frameworks and workforce preparedness were identified as critical barriers to effective risk mitigation. Conclusions: Proactive, interdisciplinary, and adaptive strategies are urgently needed to secure the digital future. The study highlights the importance of global collaboration, upskilling cybersecurity professionals, and deploying AI-enhanced defense mechanisms to address emerging threats. Journal: Gamification and Augmented Reality Pages: 264 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025264 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:264:id:264 Template-Type: ReDIF-Article 1.0 Author-Name: Samuel Ejiro Uwhejevwe-Togbolo Author-Name: Martins Otuedon Ajueyitse Author-Name: Annmarie Nkemejina Okoli Author-Name: Victoria Omenebele Kaizar Author-Name: Prince Efanimjor Author-Name: Festus Elugom Ubogu Title: Corporate Social Responsibility (CSR) in the metaverse: enhancing community engagement for Nigerian firms Abstract: The study explores CSR in the Metaverse and community engage. The study acknowledged that CSR has progressed beyond traditional patronage to become a tactical tool for businesses looking for sustainable growth and community engagement. This is predicated due to the introduction of Metaverse technology, which is a virtual, immersive digital space technology. The study made use of the stakeholder theory and social contract theory. It was noted that CSR in the Metaverse for community engagement presents firms with a transformative method to community engagement, enabling the firms to foster deeper connectivity with the community, which drive social impact, and promote inclusivity in the virtual spaces. The study concluded that CSR in the Metaverse has offered opportunities and challenges for Nigerian firms. Thus, Metaverse presents an advanced digital space technology where businesses can engage with all stakeholders, to foster social impact, and drive sustainable development amongst stakeholders. However, the successful implementation of CSR in this virtual environment requires fundamental key challenges such as digital availability, ethical apprehensions, and regulatory gaps. It was recommended in the study that Nigerian firms should investment in digital inclusion, transparent data practices, and policy advocacy to serve as actionable strategies for firms that are interested in navigating the difficulties of CSR in virtual environments. Journal: Gamification and Augmented Reality Pages: 263 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025263 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:263:id:263 Template-Type: ReDIF-Article 1.0 Author-Name: Damian Valdés Santiago Author-Name: Adriana Díaz Cordero Title: A proposal for an instructional methodological class on iterative numerical methods for Systems of Linear Equations Abstract: Introduction: The methodological work aimed to enhance teachers' pedagogical preparation to optimize the teaching-learning process, focusing on improving Curriculum E of Computer Science, specifically in the Numerical Mathematics course. Methods: An instructional methodological class was designed based on previous research conducted at the Faculty of Mathematics and Computing at the University of Havana, addressing the numerical solution of systems of linear equations through iterative methods. Documentary analysis, observation, and inductive-deductive methods were used, integrating theoretical foundations, efficient algorithms, and practical exercises. The class followed an introduction, development, and conclusions structure. Results: The proposal combined a theoretical summary, practical exercises, and comparative approaches, providing a structured pedagogical resource to facilitate conceptual understanding and the application of numerical techniques. Conclusions: The initiative offers an effective methodological guide for teachers, strengthening the teaching of Numerical Mathematics and promoting significant transformations in the educational process. Journal: Gamification and Augmented Reality Pages: 221 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025221 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:221:id:221 Template-Type: ReDIF-Article 1.0 Author-Name: Luís Sousa Author-Name: Maria Leonor Carvalho Author-Name: Ricardo Mestre Author-Name: João Tomás Author-Name: Sandy Severino Author-Name: Helena José Title: Artificial Intelligence in Nursing: applications, challenges and future directions Abstract: Introduction: the digital transformation, which is happening at great speed, has had an impact on all sectors of society and requires nursing to rethink its professional practices, value ongoing training and actively participate in the ethical and contextualized development of these technologies. Objective: to analyze the influence of Artificial Intelligence in Nursing, highlighting its transformative potential in the fields of education, practice and care management. Method: a search was carried out in databases and a critical-reflective analysis of the articles found was performed. Results: artificial Intelligence enables the automation of tasks, predictive data analysis and clinical decision support, contributing to more efficient and person-centered care. However, its integration raises ethical, legal and training challenges, requiring digital literacy and critical reflection. The importance of nurses' active participation in the development, implementation and evaluation of these technologies is highlighted, as well as the need for curricular reform in higher education. The creation of specific training platforms could support the continuous training of professionals. Conclusion: the healthcare institutions must define clear guidelines for the use of Artificial Intelligence, recognizing it as a complementary tool to human work. The critical discernment of nurses is essential to ensure ethical and person-centered use. Journal: Gamification and Augmented Reality Pages: 113 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025113 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:113:id:113 Template-Type: ReDIF-Article 1.0 Author-Name: Mutaz Abdel Wahed Title: AI-Enhanced Threat Intelligence for Proactive Zero-Day Attack Detection Abstract: Introduction: zero-day attacks pose a critical cybersecurity challenge by targeting vulnerabilities that are undisclosed to software vendors and security experts. Conventional threat intelligence approaches, which rely on known signatures and attack patterns, often fail to detect these stealthy threats. Methods: this study proposes a comprehensive framework that combines AI technologies, including machine learning algorithms, natural language processing (NLP), and anomaly detection, to analyze threats in real time. The framework incorporates predictive modeling to anticipate potential attack vectors and automated response mechanisms to enable rapid mitigation. Results: the findings indicate that AI-enhanced threat intelligence significantly improves the detection of zero-day attacks compared to traditional methods. The framework reduces detection time and enhances accuracy by identifying subtle anomalies indicative of zero-day exploits. Conclusion: this research highlights the transformative potential of AI in strengthening threat intelligence against zero-day attacks. By leveraging advanced machine learning and real-time analytics, the proposed framework offers a more robust and adaptive approach to cybersecurity. Journal: Gamification and Augmented Reality Pages: 112 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025112 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:112:id:112 Template-Type: ReDIF-Article 1.0 Author-Name: Daniel Barros Daniel Barros Author-Name: Ricardo Mestre Author-Name: Susana Valido Author-Name: Isabel Rabiais Author-Name: Sandy Severino Author-Name: Luís Sousa Author-Name: Helena José Title: Virtual reality versus traditional methods in nursing competency development: A Rapid Review Abstract: Introduction: The COVID-19 pandemic has required a readaptation of teaching methods. This readaptation, together with the exponential growth of technology in recent years, has brought about a possible new way of teaching nursing, using virtual reality. By analyzing this new approach, we will be able to understand whether this new methodology has advantages for being adapted to current teaching. Objective: to map the evidence on the contribution of virtual reality to the development of both clinical and instrumental skills in nursing students compared to traditional methods. Methods: A rapid review was carried out with research carried out between March 2023 and May 2023. The Business Source Complete [EBSCO], National Institutes of Health [NIH] and B-ON platforms were used to carry out the research. To assess the quality of the articles, we used the JBI guideline. Results: Six articles of quasi-experimental and systematic review typology were analyzed. The use of virtual reality allows students to develop their nursing skills in a dynamic, interactive and safe way. The results can be enhanced when combined with high-fidelity simulation. Conclusions: This Rapid Review demonstrates how Virtual Reality can be used in nursing education, understanding its benefits in terms of clinical and personal skills. However, it also recognizes the difficulties that may limit the use of Virtual Reality and the need for greater scientific evidence that is less randomized. Journal: Gamification and Augmented Reality Pages: 111 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025111 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:111:id:111 Template-Type: ReDIF-Article 1.0 Author-Name: Cláudia Ferreira Author-Name: Sónia Raposo Author-Name: Manuel Cardoso Author-Name: Vera Esteves Author-Name: Isabel Rabiais Author-Name: João Tomás Author-Name: Sandy Severino Author-Name: Helena José Author-Name: Luís Sousa Title: Use of virtual or augmented reality in informal caregivers of stroke survivors: rapid review Abstract: Introduction: The rehabilitation of a stroke survivor has an impact on activities of daily living, physical activity, social interaction and the quality of life. The use of virtual and augmented reality appears as a tool to be explored and incorporated into rehabilitation. Objective: To identify evidence of the use of virtual reality or augmented reality in informal caregivers of stroke survivors. Method: A Rapid Literature Review was carried out using the Cochrane Rapid Review Methods recommendations. Based on the PICo strategy, the following question was formulated: What is known about the use of virtual reality and augmented reality in informal caregivers of stroke survivors? The search was conducted through the EBSCOhost platform, in November 2024, with the 2017-2024 time frame being assumed. Results: 8 articles were identified and 3 were included. The use of virtual reality/augmented reality in informal caregivers of stroke survivors revealed potential for empowerment and increased motivation, in addition to generate feelings of satisfaction and acceptance. Using virtual reality/augmented reality in informal caregivers for stroke survivors, allowed to identify barriers and facilitators of this technology. Conclusions: The use of virtual reality and augmented reality in informal caregivers of stroke survivors is an emerging topic, with great potential for development. Due to the scarce evidence found, this rapid literature review does not allow generalizations, but suggests paths for future investigations, on a rising topic. Journal: Gamification and Augmented Reality Pages: 110 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025110 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:110:id:110 Template-Type: ReDIF-Article 1.0 Author-Name: Tiago Branco Author-Name: Lúcia Marques Author-Name: Marta Andrade Author-Name: Isabel Rabiais Author-Name: João Tomás Author-Name: Sandy Severino Author-Name: Helena José Author-Name: Luis Sousa Title: Effectiveness of virtual and augmented reality-based interventions in training informal carers of people with dementia: a rapid review Abstract: Introduction: To enhance the understanding of dementia, the most effective approach is to provide a direct experience of the challenges faced by individuals with the condition. Caregivers should be able to perceive and experience the difficulties associated with dementia symptoms. This can be practically achieved through technologies such as virtual and augmented reality. Objective: Map out the effectiveness of interventions based on virtual and augmented reality in training informal caregivers of people with dementia, as reported in the literature, and identify the outcomes of this training. Methods: Rapid Literature Review using the EBSCOhost platform in the following databases: CINAHL Complete, MEDLINE Complete, Nursing & Allied Health Collection: Comprehensive, Cochrane Central Register of Controlled Trials, Cochrane Database of Systematic Reviews, Cochrane Methodology Register, Library, Information Science & Technology Abstracts, MedicLatina and Cochrane Clinical. Accepting primary and secondary studies, published between January 1, 2019 and November 30, 2024. Cochrane guidelines were followed. Results: This rapid review included seven studies. Conclusions: The studies analysed provided consistent evidence that virtual reality-based interventions promote positive impacts on the attitudes, skills and empathy of informal caregivers of people with dementia. Journal: Gamification and Augmented Reality Pages: 109 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025109 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:109:id:109 Template-Type: ReDIF-Article 1.0 Author-Name: Salma Abdel Wahed Author-Name: Mutaz Abdel Wahed Title: Optimizing Antibiotics Prophylaxis in Neurosurgery through Machin Learning: Predicting Infections and Personalizing Treatment Strategies. Abstract: Introduction: Preventing postoperative infections in neurosurgery is crucial to reducing morbidity. Machine learning (ML) models have shown potential in predicting infections and optimizing antibiotic use. Methods: Patient data from neurosurgical procedures were analyzed to develop and evaluate ML models for predicting postoperative infections. Various algorithms, including logistic regression, Random Forest, Gradient Boosting Machine (GBM), SVM, and neural networks, were compared. Performance metrics such as accuracy, sensitivity, specificity, and area under the receiver operating characteristic curve (AUC-ROC) were calculated. Results: The GBM model achieved the best performance, with an accuracy of 89.1% and an AUC-ROC of 0.91. The most important predictors of infection were surgical duration (27.3%), preoperative CRP levels (21.8%), and blood loss (18.5%). Patients who developed infections had significantly longer surgeries and elevated CRP levels. Conclusions: ML models demonstrated high accuracy in predicting postoperative infections in neurosurgery. Early identification of high-risk patients may optimize antibiotic prophylaxis and reduce complications. Further validation is required for clinical implementation. Journal: Gamification and Augmented Reality Pages: 108 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025108 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:108:id:108 Template-Type: ReDIF-Article 1.0 Author-Name: Salma Abdel Wahed Author-Name: Mutaz Abdel Wahed Title: Machine learning-based prediction and classification of psychiatric symptoms induced by drug and plants toxicity Abstract: Psychiatric disorders induced by drug and plant toxicity represent a complex and underexplored area in medical research. Exposure to substances such as pharmaceuticals, illicit drugs, and environmental toxins can trigger a wide range of neuropsychiatric symptoms. This study proposes the development of a machine learning (ML) model to predict and classify these symptoms by analyzing open-access, de-identified datasets. Supervised and unsupervised learning techniques, including neural networks and algorithms like XGBoost, were applied to distinguish drug-induced psychiatric conditions from primary psychiatric disorders. The models were evaluated using metrics such as accuracy, precision, recall, and AUC-ROC. The XGBoost model demonstrated the best performance, achieving an AUC-ROC of 94.8%, making it a promising tool for clinical decision-support systems. This approach can improve early detection and intervention for psychiatric symptoms associated with drug toxicity, contributing to safer and more personalized healthcare. Journal: Gamification and Augmented Reality Pages: 107 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025107 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:107:id:107 Template-Type: ReDIF-Article 1.0 Author-Name: Ojong Elias Ojong Title: Design of Geothermal Groundwater Heating and Cooling Plant: A Trial Study in Eleme Fertilizer Company in Niger Delta Region Abstract: A geothermal groundwater heating and cooling plant consisting of a heat pump and heat exchanger has been designed. Geothermal heating and cooling systems play a crucial role in the decarbonization of the environment, helping to prevent global warming and promote energy savings due to the reduced energy required to power the plant, which in turn generates more geothermal energy for the heating and cooling needs of the fertilizer company. This study considered Eleme Fertilizer as a case study for the scaled-up and installation of the prototype designed of the geothermal groundwater heating and cooling plant. Both manual and software simulation designs were conducted based on material and energy balance principles. Error analysis and deviations were used to validate the design results. The results of the plant's unit design showed that the power drive, overall efficiency, and coefficient of performance for heating and cooling were 354.1 kW, 402%, and 2.82 & 1.05, respectively. For the heat exchanger, design type 10-E-01, the values for heat duty, overall heat transfer coefficient, exchanger area, and tube pressure drop were 309.5 kW, 0.2104 kW/m²°C, 60.32 m², and 390 MPa, respectively. Error analysis conducted on the design work showed negligible values of RMSE (0.02, 0.025, 20 and 0.656) and deviation (0.014, 0.05, 0.05, 0.002) for coefficient of performance of heating and cooling, heat pump efficiency and the drive power of the plant respectively. The values obtained from the design of the units in the geothermal plant were reasonable and are thus recommended for academic and industrial applications Journal: Gamification and Augmented Reality Pages: 106 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025106 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:106:id:106 Template-Type: ReDIF-Article 1.0 Author-Name: José Matheus Nascimento Author-Name: Karina Bustamante Galarza Title: The impact of video games on the promotion of active aging: a medical perspective Abstract: Introduction: currently, population aging is one of the key concerns for healthcare systems and governments, requiring new alternatives to improve quality of life. The rise of technology has made video games and virtual reality widely used in various areas of society, making their use in healthcare unsurprising. Objective: to analyze the potential of video games as a therapeutic tool to promote well-being and health in old age. Method: a search was conducted for articles published between 2000 and 2024 through PubMed, Google Scholar, and ChatGPT, focusing on the potential of video games for healthy aging. The following MESH terms were used: "Aging" AND "Cognitive function"; "Exergames" AND "Older adults"; "Video games" AND "Life quality." Development: video games in active aging programs improve physical fitness, mental health, and quality of life in older adults. Tools like Kinect and iPACES™ promote functional independence, reduce depression, improve memory and executive function, encourage self-management of health, and facilitate communication with healthcare professionals. Conclusions: the reviewed studies clearly highlight the benefits of using exergames and virtual reality systems in physical and cognitive training programs for older adults. The integration of these innovative technologies not only improves functional fitness and quality of life but also has a significant positive impact on mental health and cognitive function Journal: Gamification and Augmented Reality Pages: 105 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025105 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:105:id:105 Template-Type: ReDIF-Article 1.0 Author-Name: Miguel Ángel Ordoñez Guar Title: 3D Modeling from the Graphic Design of the FHP Headquarters of the Unified National Corporation of Higher Education. Perspectives for Virtual Tours and Visual Communication Abstract: Higher education faces challenges in enhancing students' learning experiences and increasing their understanding and retention of information. Virtual tours with 3D modeling are presented as an innovative tool to address these challenges. The aim of this article is to examine the role of virtual tours with 3D modeling in higher education, highlighting their advantages, challenges, and key aspects for effective implementation. To implement virtual tours with 3D modeling effectively, several key aspects need to be considered. Firstly, navigation should be smooth and user-friendly to allow students to explore and learn effectively. Secondly, relevant information should be integrated effectively into the virtual tour so that students can access the information they need. Finally, interactivity is crucial for the success of a virtual tour as it enables students to interact with the environment and learn actively. Virtual tours with 3D modeling can be a valuable tool to enhance education and student learning in higher education. However, it is important to consider the challenges and key aspects for their effective implementation. By addressing these challenges and considering the key aspects, educational institutions can create virtual tours that improve education and student learning Journal: Gamification and Augmented Reality Pages: 104 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025104 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:104:id:104 Template-Type: ReDIF-Article 1.0 Author-Name: Darcy Walter Palacios Baldoceda Author-Name: Eduardo Teragni Title: Evidence of the usefulness of clinical simulation in building the professional competencies of medical students Abstract: Introduction: clinical simulation is a key tool for balancing medical skills development and patient safety. Objective: to identify possible points for improvement in the learning of medical skills in clinical simulation within the IAU as judged by students. Methods: a cross-sectional, descriptive study was conducted. UAI students who had taken the rotating internship and received simulation sessions were selected. The study setting will be exclusively university and data will be collected by means of surveys. The surveys were elaborated according to McGaghie's 12 sections. Results: the survey was administered to 57 students, with a gender distribution of 33 % male and 67 % female. 57 % had previous experience in a health center outside the IAU. Seventy-five percent considered the simulation to be effective in acquiring skills, and 79 % thought that the evaluations reflected their competencies. However, 63 % thought that the transfer to clinical practice could be improved, and 47 % saw teamwork as ineffective. Conclusions: although the simulations are valued for their realism and effectiveness, areas for improvement were identified, such as curricular integration, evaluation methods, exposure time, and instructor training. It is also suggested to optimize the transfer of skills to real clinical practice and teamwork training Journal: Gamification and Augmented Reality Pages: 103 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025103 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:103:id:103 Template-Type: ReDIF-Article 1.0 Author-Name: Khushwant Singh Author-Name: Mohit Yadav Title: Responsive e-learning dynamic assessment structure using intelligent learning design Abstract: A previously created e-learning model and learning system research have been conducted based on the 'one size fits all' idea. This approach ignores the distinctions between learners and pupils, delivering the same educational content to each one. With the advent of a new R&D style, researchers' and students' demands and preferences will shift. These days, quick e-learning courses come with online videos, audios, and desktop recording capabilities that used to need separate software. In contrast to printed textual lectures, students learn more effectively and enhance their abilities using onscreen instructional materials. As a consequence, there is a need for more adaptable learning and knowledge-based e-learning model assessment. This article focusses mostly on the learner modelling module and illustrates an adaptable model for an e-learning system. Students who are modelling are accountable for meeting this criteria in order to assess the degree of performance of learners in an online learning environment and satisfy specific needs. Journal: Gamification and Augmented Reality Pages: 102 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025102 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:102:id:102 Template-Type: ReDIF-Article 1.0 Author-Name: Farheen Islam Author-Name: Aprajita Krishna Author-Name: Sangeeta Kumari Title: The Impact of Gamification in Research and Education: A Communication Review Abstract: Introduction: Traditional educational studies often focus on standard teaching methods and textbook-based learning. However, to enhance the effectiveness of learning and make it more engaging, it is widely recognized that classroom instruction should incorporate interactive activities. These interactive methods can be introduced by integrating playful classroom games, utilizing modern teaching techniques, and engaging students through methods that spark interest and motivation Objective: Gamification offers a simple yet powerful approach to motivate students, encourage learning, and promote the development of essential life skills. By fostering creativity and imagination, gamification helps boost student engagement and makes the learning process more dynamic and enjoyable. Gamification, the incorporation of game-design elements in non-game contexts, has emerged as a potent tool in both research and education Journal: Gamification and Augmented Reality Pages: 101 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025101 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:101:id:101 Template-Type: ReDIF-Article 1.0 Author-Name: Rubén Martínez Sánchez Title: Classcraft: The Impact of Gamification in Higher Education Abstract: In response to the challenges faced by educators regarding the lack of interest among university students, especially in online contexts, a study was conducted to implement gamification using the Classcraft platform. The research compared two groups: a control group (N=118) that used a more traditional method and a study group (N=125) that employed gamification. The results revealed that gamification led to increased student engagement and improved retention of content and the development of basic competencies related to their degree programs. These findings support the hypothesis that gamification is a motivating approach in higher education Journal: Gamification and Augmented Reality Pages: 100 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr2025100 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:100:id:100 Template-Type: ReDIF-Article 1.0 Author-Name: Ernesto Martínez-Pérez Author-Name: Bárbara Zenaida Pérez-Pérez Author-Name: Rosa María Montano-Silva Author-Name: Yoneisy Abraham-Millán Author-Name: Douglas Crispin-Castellanos Title: Psychopedagogical actions to prevent technological addictions in primary school students Abstract: Technology addiction is a worldwide problem that brings with it negative biopsychosocial consequences. The appropriate use of information and communication technologies from primary education would enable students to develop digital competence, which implies being an autonomous, effective, responsible, critical and reflective person when selecting, processing and using information and its sources, as well as its technological tools. The objective was to elaborate psycho-pedagogical actions for the prevention of technological addictions in elementary school students. For the development of the research, the dialectical-materialistic method was used, as well as theoretical and empirical methods. Twenty-two updated bibliographies related to the topic were used. The proposed psycho-pedagogical actions constitute a theoretical contribution to the prevention of technological addictions in elementary school students, contributing to the improvement of the educational act by taking into account the potentialities and difficulties of learning, as well as the individual characteristics of the students Journal: Gamification and Augmented Reality Pages: 99 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202599 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:99:id:99 Template-Type: ReDIF-Article 1.0 Author-Name: Rubén Martínez Sánchez Title: Classcraft: The Impact of Gamification in Higher Education Abstract: In response to the challenges faced by educators regarding the lack of interest among university students, especially in online contexts, a study was conducted to implement gamification using the Classcraft platform. The research compared two groups: a control group (N=118) that used a more traditional method and a study group (N=125) that employed gamification. The results revealed that gamification led to increased student engagement and improved retention of content and the development of basic competencies related to their degree programs. These findings support the hypothesis that gamification is a motivating approach in higher education Journal: Gamification and Augmented Reality Pages: 98 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202598 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:98:id:98 Template-Type: ReDIF-Article 1.0 Author-Name: Kateryna Tiazhkorob Title: Virtual simulations as an innovative technology for the modernization of medical education Abstract: The study is focused on highlighting the features of virtual simulations as an innovative technology of modern medical education. The study used economic and statistical analysis, systematization, secondary data analysis, and comparative analysis to assess the development of the virtual reality market in education and to classify virtual simulations in medical education and evaluate their advantages and limitations. It has been found that virtual reality in education is becoming increasingly popular due to its potential to transform the educational process, and it has been determined that predictions until 2028 indicate a significant growth of this market due to increased investment and demand for innovative educational solutions. The main types of virtual simulations for teaching healthcare specialties are systematized and graphically presented, in particular: virtual patients for training clinical skills, clinical procedure simulators, virtual laboratories for online experiments, specialized programs for diseases, and an interactive table for learning to work with medical equipment. The advantages of virtual simulations, such as safe experimentation, simulation of complex situations, and the possibility of individualizing learning, are thoroughly identified. The influence of virtual simulations on the development of critical thinking, communication skills and the ability to adapt to changes in the professional environment is investigated. This study has made important conclusions about the effectiveness of virtual simulations as a useful tool for preparing future medical professionals for the challenges of the modern labor market. Journal: Gamification and Augmented Reality Pages: 97 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202597 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:97:id:97 Template-Type: ReDIF-Article 1.0 Author-Name: Grecia Yareny Pérez Mar Author-Name: Armando Cervantes Sandoval Author-Name: Patricia Rivera García Author-Name: Alejandro Josué Perales Avila Title: Edublog for teaching mathematical modeling in ecology Abstract: Given the limited number of interactive educational resources for learning dynamic modelling in ecology, we seek to promote the use of Vensim software in the Quantitative Ecology course taught in the Biology degree program at FES Zaragoza. The objective was to develop an educational blog containing practical exercises solved step by step, covering from simple models to more complex ones, such as predator-prey models, management of aquatic systems and environmental processes. The exercises were addressed in a sequence that helps students understand ecological processes and strengthen their skills in mathematical modelling. The implementation of the edublog seeks, through step-by-step activities and simulations, to reinforce in students their ability to use modelling and simulation software tools, essential for their training in the area of ​​quantitative ecology. The impact of the edublog was reviewed by applying a questionnaire to measure the clarity, relevance and usefulness of the content. Generating an academic support resource accessible at any time and from any place with an Internet connection, so that the student understands and applies the concepts of mathematical modeling from the perspective of technology-mediated self-learning. Journal: Gamification and Augmented Reality Pages: 96 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202596 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:96:id:96 Template-Type: ReDIF-Article 1.0 Author-Name: Wendy Jaqueline García Reyes Author-Name: Armando Cervantes Sandoval Author-Name: Patricia Rivera García Author-Name: Alejandro J. Perales Ávila Title: Edublog for applications of linear differential equations, in Biology Abstract: Considering the need for accessible and focused educational material in the ecological-biological area, the development of an edublog is presented to assist in the understanding and application of first-order linear differential equations (LDEs) in the mathematical modeling of ecological processes. It provides detailed explanations of concepts such as exponential growth and decay, logistic growth, Newton’s law of cooling, and the mixing model, with step-by-step solutions to examples focused on biology, both typed and handwritten. The edublog is now available to students and is presented to a group of Mathematics II students from the Biology program at FES Zaragoza, who provide feedback after exploring each option on the menu. Subsequently, these students have used screenshots from the blog’s examples in some of their presentations, indicating that the resource is proving useful. This blog is complemented by another one on integration techniques, with the same focus on showing step-by-step solutions to exercises, aiming to create a virtual learning environment on integral calculus and the applications. Journal: Gamification and Augmented Reality Pages: 95 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202595 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:95:id:95 Template-Type: ReDIF-Article 1.0 Author-Name: Sara María Gálvez Mancilla Title: Xochimilco Virtual Museum: art and community in the face of environmental challenges Abstract: The aim of this work is to explore the potential of art as a strategy for the dissemination and conservation of the Xochimilco territorial demarcation, which is located to the south of Mexico City and which, since pre-Hispanic times, has been of utmost environmental and cultural importance for the development of the Valley of Mexico. The starting point is the self-managed and transdisciplinary initiative Museo Virtual Xochimilco (MUVIXO) whose main objective is to contribute to the conservation of the area. In this context, it is essential to outline some of the socio-environmental problems of the area, such as the urban pressure that has increased in recent years, threatening the mixed heritage of the municipality. Likewise, it delves into the different types of relationships that have historically been established between art and nature, emphasizing the artistic processes through which individuals and their communities generate an appropriation of the environment. Along the same lines, it considers some of the social functions of art, underlining its potential to encourage community participation in conservation. The current context, academics, artists, institutions and the community in general are called upon to design comprehensive and transdisciplinary proposals that promote the conservation of socio-ecosystems such as Xochimilco, a territory that, before the arrival of the Spanish, established human activity in balance with nature using sustainable technologies that are now at risk of disappearing. The use of new technologies, such as virtual reality, broadens the possibilities of promoting and integrating community participation through art, promoting the creation of local narratives that contribute to the construction of a living memory of the communities that inhabit the territory. Journal: Gamification and Augmented Reality Pages: 94 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202594 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:94:id:94 Template-Type: ReDIF-Article 1.0 Author-Name: José Porfirio Bravo Moreno Author-Name: Rosalía López Paniagua Title: The use of social networks and cell phones in the context of the reading and writing workshop subject Abstract: Even though the use of social networks is a social phenomenon that has been studied in recent decades, in the situation caused by the lockdown during the Covid-19 pandemic, distance learning emerged and the use of social networks became widespread in the fields of educational planning and teaching strategies at all levels and in all educational institutions in Mexico. The challenge was great and today we can talk about assertive digital communication, that is to say, a before and after in the use and administration of this digital resource as a didactic strategy, to the point that in the specific case of the subject Reading and Writing Workshop, educational innovations were implemented that are still being applied today. Journal: Gamification and Augmented Reality Pages: 93 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202593 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:93:id:93 Template-Type: ReDIF-Article 1.0 Author-Name: María Concepción Valentina Facio Ortega Title: The ABCs of using the Internet.” A techno-pedagogical proposal for digital inclusion, for people aged 45 to 54 Abstract: Introduction: The article analyzed the widening of the digital divide in terms of age, geographical context, educational level and economic occupation. It focused on the 45-54 age group, who faced greater challenges in accessing and using digital technologies. Lack of infrastructure, affordability and digital literacy were identified as the main factors hindering their digital inclusion. Development: During the COVID-19 pandemic, inequality in Internet access became more evident, especially affecting vulnerable sectors such as people without formal education or with low incomes. The government implemented strategies focused on infrastructure, but neglected digital literacy, which limited the real use of ICT. According to INEGI (2023), 33.3% of people without mobile devices mentioned economic problems as the main cause, while 15.7% indicated lack of knowledge in their use. Generation X, being at an intermediate stage of technology adoption, needed specific strategies to bridge the digital divide. An intervention model based on workshops called “The ABCs of Using the Internet” was proposed to facilitate the acquisition of digital skills. Conclusion: The study concluded that the digital divide was not only related to infrastructure, but also to training and affordability. Digital literacy was presented as a necessity and not as a choice. The importance of creating adequate training spaces to guarantee the inclusion of all people was highlighted, preventing the lack of access to technology from deepening social inequality. Journal: Gamification and Augmented Reality Pages: 92 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202592 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:92:id:92 Template-Type: ReDIF-Article 1.0 Author-Name: Mowafaq Salem Alzboon Author-Name: Mohammad Subhi Al-Batah Author-Name: Muhyeeddin Alqaraleh Author-Name: Faisal Alzboon Author-Name: Lujin Alzboon Title: Guardians of the Web: Harnessing Machine Learning to Combat Phishing Attacks Abstract: Phishing remains one of the most dangerous threats to internet users and organizations today since it utilizes spoofed websites to coax users into revealing their data. This paper focuses on the effectiveness of algorithms in detecting such abusive websites. It goes on to analyze the dataset of phishing and non- phishing URLs providing explanatory attributes such as domain registration date, URL length or the existence of HTTPS. The models studied include Decision Tree, Random Forest, and Support Vector Machines. The results found that the Random Forest algorithm had the best performance of 97% in terms of classification accuracy, and Support Vector Machines performed the best in terms of generalization accuracy with precision and recall values of 0.92 and 0.95, respectively. The study investigates feature selection and determinants of URL structural features which are crucial in determining the efficiency of detection. Also, to enhance model assessment the stratified 10-fold cross-validation technique was performed to reduce bias and variance. These Results show the prospect of One Layer Neural Networks as a tool to improve Phishing Detection Systems and help to provide low-cost and fast solutions for current or future cyberspace struggles. This work aims to increase confidence in online security applications against modern phishing methods.The proposed modifications will help strengthen counter measures against phishing attacks in a shifting technological context while also working towards sustaining the organizations and thus require further inquiry into the facets such as the applicability of sophisticated artificial intelligence techniques the use of useful yet diverse sets of data and the incorporation of explainable intelligent systems Journal: Gamification and Augmented Reality Pages: 91 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202591 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:91:id:91 Template-Type: ReDIF-Article 1.0 Author-Name: Olha Lapka Author-Name: Anna Shcherbak Title: Innovative approaches to learning foreign languages: the impact of virtual reality on overcoming the language barrier Abstract: The study is aimed at highlighting the peculiarities of using virtual reality in the educational practice of learning foreign languages. The study uses an economic and statistical method to assess the dynamics of the virtual reality market in education and forecast its development until 2029, as well as graphical display methods to visualize changes in interest in VR and market trends. The content analysis was used to systematize the advantages and disadvantages of VR in language learning, the comparative analysis method to correlate different VR platforms, the logical generalization method to summarize information about the functionality of the platforms, and the systematization method to formulate the advantages and disadvantages of using virtual reality in the process of learning foreign languages. The study found that the use of virtual reality in education has been growing rapidly over the past ten years, and the COVID-19 pandemic has spurred this active development Journal: Gamification and Augmented Reality Pages: 90 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202590 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:90:id:90 Template-Type: ReDIF-Article 1.0 Author-Name: Alexandra Cecilia Astudillo Cobos Author-Name: Pamela Stephania Ramos Ramos Author-Name: Jenny Adriana Monge Doicela Author-Name: Evelyn Carolina Cruz Morales Author-Name: Lorena Elizabeth Loján Heredia Author-Name: Enma Virginia Unaucho Bonilla Title: Developing Spatial Skills in Children in Early Education Using Guided Painting Techniques Abstract: This study addresses the insufficiency in spatial awareness development in children aged 4 to 5, identified through a diagnostic assessment conducted in an educational institution. The objective of this research was to implement a pedagogical program based on painting techniques aimed at improving children's ability to visually organize objects, adjust proportions, and understand spatial relationships. A mixed methodology was used, combining guided practical activities and qualitative analysis of children's skill progression. The main results show a significant improvement in organizing visual elements, adjusting proportions, and enhanced manual dexterity in handling artistic tools. Repetition-based activities and model observation effectively bridged the gap between theory and practice, confirming the importance of guided practice in learning spatial skills. This program is a valuable tool for cognitive development in early childhood, supported by theories such as Vygotsky’s and Piaget’s, which emphasize the role of active interaction with the environment for cognitive growth. Journal: Gamification and Augmented Reality Pages: 89 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202589 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:89:id:89 Template-Type: ReDIF-Article 1.0 Author-Name: Anamika Kumari Author-Name: Smita Pallavi Title: Advancements and Challenges In Emotion Recognition Technologies Abstract: Introduction; Emotion recognition is a transformative technology that enhances human-computer interaction by enabling systems to interpret and respond to human emotions effectively. Objective; This paper investigates the current landscape of emotion recognition technologies, emphasizing the diverse sources of emotional data, including facial expressions, voice, physiological signals, and textual content. Method; We explore the methodologies and algorithms employed for emotion classification, ranging from traditional machine learning techniques to advanced deep learning models such as Convolutional Neural Networks (CNNs) and Recurrent Neural Networks (RNNs). Result; This study provides a comparative analysis of various emotion recognition approaches, evaluating their accuracy, robustness, and computational efficiency. Conclusion; This paper contributes to the ongoing discourse on emotion recognition by offering a comprehensive overview of current trends, challenges, and opportunities for advancing the field. Journal: Gamification and Augmented Reality Pages: 88 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202588 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:88:id:88 Template-Type: ReDIF-Article 1.0 Author-Name: Lorrayne Kathleen Silva de Paula Author-Name: Maria Romina Leardi Title: Body image distortion and its relationship with the frequent use of social networks. The effects they can cause to the body and mind Abstract: Body image distortion (BDD) is a disorder in which the person has the inability to adequately and realistically recognize the size and shape of their body. This disorder leads people to compare themselves excessively with other bodies, mainly in social networks; thus, generating low self-esteem, body dissatisfaction, eating disorders (ED): anorexia nervosa, bulimia, compulsive eating, depression, anxiety and body dysmorphic disorder (BDD) where the person has a compulsive obsession with self-image. It is also necessary to talk about the unnecessary aesthetic procedures that more and more people are undergoing due to social pressure, just to fit the beauty standards. The objective of the study was to perform an analysis of body image distortion and how social networks (Instagram, twitter, tik tok) and their easy access can influence this problem leading to other serious disorders. Materials and methods: The data collection was based on article searches in the following sites: PubMed, SCIELO, Google forms, ScienceDirect, Google Scholar. Journal: Gamification and Augmented Reality Pages: 87 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202587 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:87:id:87 Template-Type: ReDIF-Article 1.0 Author-Name: Sofía Veneziano Author-Name: Patricia Salguero Title: Use of screens in children under 2 years of age: its relationship in childhood neurodevelopment Abstract: Background: Childhood neurodevelopment is the process of development of the nervous system that results in the maturation of structures, the acquisition of skills such as attention, planning, memory, language, motor control, among others; and, finally, the formation of the individual as a unique person. For this, the presence of a stimulating and psycho-affective environment is important, in addition to essential genetic and nutritional aspects, since everything influences the production of neuronal synapses, resulting in greater integration of brain functions. In recent years, an alteration in these essential characteristics for neurodevelopment has been observed due to the use of screens at an early age, specifically before the age of 2 years. Because of this, the presence of Neurodevelopmental Disorders in boys and girls has been evident, which will be raised throughout this research work. Material and methods: Carry out a systematic review from which neurodevelopment itself and the results associated with Neurodevelopmental Disorders due to the use of screens in children under 2 years of age will be understood. All information found relevant to the research question will be searched and read, creating a synthesis and its objective. Results: It was observed that neurodevelopmental conditions are not immediate from the first moment that screens are used in children under 2 years of age, but rather manifest years later in key stages of growth, such as the beginning of kindergarten or beginning school. Conclusion: The use of screens in children under 2 years of age is not indicated since it does not provide any favorable effect on development and hinders its normal process. Journal: Gamification and Augmented Reality Pages: 86 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202586 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:86:id:86 Template-Type: ReDIF-Article 1.0 Author-Name: Valentin Blasioli Author-Name: Mariela Baleiron Title: Visual health and prolonged use of screens in working-age adults Abstract: Introduction: Display screens/visual display terminals are a constant presence in people's daily lives, both in the workplace and at home. Prolonged use of these devices generates symptoms of discomfort, grouped under what is called Computer Vision Syndrome, which affects both work and academic productivity. In addition, they emit blue light, which still plays an enigmatic role in future visual health. For these reasons, it is important to address this issue in order to implement favorable ergonomic conditions that allow for better productivity and reduce the incidence of symptoms. Objectives: the primary objective of this study is analyzing ophthalmological conditions associated with prolonged screen use in working-age adults, and secondary objectives of describing the most common ophthalmological alterations caused by prolonged screen use, describing the mechanisms by which these alterations occur, analyzing the potential for a long-term negative effect, determining how computer vision syndrome impacts work and school productivity, and presenting prevention methods. Materials and Methods: A descriptive, retrospective, cross-sectional systematic review was conducted based on published studies from the period 2020-2023 on the effects of prolonged use of visual display terminals in working-age adults, and a comparative analysis was also performed among different studies. Results: The search resulted in the selection of 14 studies, where the comparison between them showed an average prevalence of CVS of 65.6% among the working-age adult population, an average exposure of 6.75 hours per day, and partial presence of ergonomic conditions. Conclusion: The prevalence of CVS in working-age adults is considerably high. The associated symptoms are mainly linked to alterations in ocular lubrication and the lack of ergonomic conditions. The blue light emitted by visual display terminals is not enough to cause permanent damage; however, further analysis is necessary due to the unknown potential cumulative toxic effect. Journal: Gamification and Augmented Reality Pages: 85 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202585 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:85:id:85 Template-Type: ReDIF-Article 1.0 Author-Name: Luis Guillermo Caro Pineda Author-Name: Yolima Chica Roa Title: Statistics with emphasis on formative research as a desirable transversal requirement at IDEAD Universidad del Tolima Abstract: The purpose of this review article was to describe the characteristics and principles of the implementation of a virtual learning object to recognize the importance of statistics as a desirable transversal requirement in the students (and teachers) of the IDEAD of the University of Tolima in the scenario of formative research. To locate bibliographic documents, different databases and academic search engines, electronic books and journal portals were used, which were prioritized according to those documents that highlighted the theoretical foundations of formative research, virtual learning objects, the importance of statistics in the scenario of administrative and financial programs, virtual training in the distance education modality and research seedbed. At the beginning of writing the article, the documentary analysis and evaluation of the quality of the articles found were carried out. It was concluded that the review of the pedagogical, didactic and disciplinary references related to the construction of a virtual learning object, as well as the knowledge of the principles and characteristics for its implementation, allows the integration of virtual training in the university context of the distance education modality. Likewise, the generation of research seedbeds invites the strengthening of formative research with the purpose of recognizing the importance of statistics in the context of programs related to administration and finance in the exercise of learning by researching, and not learning by repeating. Journal: Gamification and Augmented Reality Pages: 84 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202584 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:84:id:84 Template-Type: ReDIF-Article 1.0 Author-Name: Mowafaq Salem Alzboon Author-Name: Mohammad Subhi Al-Batah Author-Name: Muhyeeddin Alqaraleh Author-Name: Faisal Alzboon Author-Name: Lujin Alzboon Title: Phishing Website Detection Using Machine Learning Abstract: Phishing attacks continue to be a danger in our digital world, with users being manipulated via rogue websites that trick them into disclosing confidential details. This article focuses on the use of machine learning techniques in the process of identifying phishing websites. In this case, a study was undertaken on critical factors such as URL extension, age of domain, and presence of HTTPS whilst exploring the effectiveness of Random Forest, Gradient Boosting and, Support Vector Machines algorithms in allocating a status of phishing or non-phishing. In this study, a dataset containing real URLs and phishing URLs are employed to build the model using feature extraction. Following this, the various algorithms were put to the test on this dataset; out of all the models, Random Forest performed exceptionally well having achieved an accuracy of 97.6%, Gradient Boosting was also found to be extremely effective possessing strong accuracy and accuracy. In this study we also compared and discussed methods to detect a phishing site. Some features that affect detection performance include URL length, special characters and the focus on even more aspects that need further development. The new proposed method improves the detection accuracy of the phishing websites because machine learning techniques are applied, recall (true positive) increase, while false positive decrease. The results enrich the electronic security system, as they enable effective detection in real time mode. This study has demonstrated the importance of employing cutting-edge techniques to deal with phishing attacks and safeguard users against advanced cyber threats, thus laying the groundwork for innovation in phishing detection systems in the future Journal: Gamification and Augmented Reality Pages: 81 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202581 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:81:id:81 Template-Type: ReDIF-Article 1.0 Author-Name: Carlos Felipe Ardila Otero Author-Name: Cristian Lozano Pineda Author-Name: Juan Camilo González García Author-Name: Andrhey Daniel Rincón Jerez Author-Name: Martha L. Torres-Barreto Title: Design and implementation of a Game-Based Activity to promote Learning of Prompt Engineering Abstract: Introduction: This study explores the implementation of a gamified activity focused on teaching the fundamentals of Prompt Engineering to engineering students using ChatGPT technology. The goal was to maximize learning through a gamified approach that encouraged teamwork and creative iteration. Methodology: A four-phase process was designed that involved understanding, identifying, and correcting errors in prompts, and creating and validating prompts of their own using ChatGPT. Findings: The results demonstrated an increase in understanding and effective application of Prompt Engineering principles among the participants. Conclusions: This playful method provides a new approach to teaching artificial intelligence technologies in higher engineering education, promoting student interaction and engagement. Journal: Gamification and Augmented Reality Pages: .75 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr2024.75 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:.75:id:.75 Template-Type: ReDIF-Article 1.0 Author-Name: Juan Camilo González García Author-Name: Paula Andrea León Cárdenas Author-Name: Margarita María Castellanos Flórez Author-Name: Martha Liliana Torres-Barreto Title: Gamified Exercise for the Appropriation of Concepts in Occupational Health and Safety Abstract: This article presents an innovative educational tool called "Risks Career Game" designed to improve education in occupational health and safety in educational settings. The game focuses on recreating real workplace situations to reaffirm concepts and knowledge related to applicable regulations in occupational health and safety. The tool was developed using design thinking methodology and is structured into an initial stage of explaining the activity's mechanics, followed by a gameplay stage where students must identify and solve problems related to occupational health and safety. The Risks Career Game is presented as an innovative solution to address deficiencies in the teaching and learning process of occupational health and safety, and is considered to have the potential to revolutionize the way this subject is taught and learned. The tool is adaptable to virtual and face-to-face environments and is useful for subjects such as industrial engineering, human talent, and occupational health. Journal: Gamification and Augmented Reality Pages: .74 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr2024.74 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:.74:id:.74 Template-Type: ReDIF-Article 1.0 Author-Name: Margarita María Castellanos Flórez Author-Name: Danna Valentina Aparicio Muñoz Author-Name: Ana Carolina Martínez Sicachá Author-Name: Martha Liliana Torres-Barreto Title: Gamified exercise focused on marketing principles and marketing mix: Marketing Game Abstract: This article presents the creation and application of an innovative gamified activity to reinforce knowledge in marketing mix within the field of industrial engineering. The activity was designed and structured under the design thinking methodology, a user-centered approach that aims to solve problems through creativity and innovation. Deficiencies were identified in the traditional teaching and learning process, such as the lack of interactivity and dynamism in how marketing concepts were addressed, leading to a limited understanding and application of the same. The gamified activity was designed as a viable solution to address these shortcomings, allowing students to develop important skills such as decision-making, teamwork, and assertive communication. Additionally, the activity enabled students to analyze problems and develop innovative solutions, providing them with a broader and more practical view of the application of marketing concepts in the business world. It is presented as an innovative and effective tool to enhance the way marketing is taught and learned in the field of industrial engineering. Its ability to develop important skills, promote interactivity and dynamism in the learning process, and provide a broader and more practical view of the application of marketing concepts, makes it an innovative and effective educational tool. Journal: Gamification and Augmented Reality Pages: .73 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr2024.73 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:.73:id:.73 Template-Type: ReDIF-Article 1.0 Author-Name: Margarita Castellanos Flórez Author-Name: Paula Andrea Duarte Amado Author-Name: Luisa Fernanda Moreno Galvis Title: Gamified recreational exercise focused on Markov Chains Abstract: The gamified recreational exercise focused on Markov Chains is an innovative methodology that combines learning with play to facilitate the understanding of statistical and mathematical concepts. Markov Chains are models that describe systems that transition between different states, where the probability of moving to a future state depends only on the current state and not on previous ones. By integrating game elements, such as challenges, rewards and competition, we seek to motivate students to actively engage in the learning process. This approach makes learning more engaging and gives participants a hands-on experience of how Markov Chains work in real situations. Exercises may include simulations, board games, or digital applications that represent scenarios where students must make decisions based on probabilities. Through gamification, teamwork and problem solving are encouraged, essential skills in today's world. The gamified recreational exercise is a favorable tool for teaching Markov Chains, it makes learning more dynamic and effective. Journal: Gamification and Augmented Reality Pages: .72 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr2024.72 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:.72:id:.72 Template-Type: ReDIF-Article 1.0 Author-Name: Nathalia Carolina Gómez Sanguino Author-Name: Silvia Alejandra Rivera Salamanca Author-Name: Martha Liliana Torres Barreto Title: Playful exercise focused on microeconomics, applying gamification: “Rompeconomía” Abstract: Microeconomics is a branch of economics that focuses on the behavior of individual economic agents, such as consumers, businesses, and workers. Coupled with this, it analyzes how they interact in the market to determine supply and demand, prices and the allocation of resources. It is a fundamental tool to understand the economy and how it works in daily life. Based on this, the development of a recreational activity was carried out in order to strengthen theoretical knowledge, as well as the different market structures, in Industrial Engineering students from the Industrial University of Santander who are taking the subject "Economic environment”. To develop the activity, we worked in small groups through phases, which consist of identifying necessary aspects to prepare them based on a case study, focused on a market structure, which they must analyze in detail. This research was carried out using the research - participative action, (IAP) methodology; which allowed the identification of recreational activities to develop skills in students as economic agents, while they are instructed in aspects such as market studies, microeconomics and group work. Gamification as a tool for learning constitutes a teaching alternative to the challenges faced by higher education in contexts where the way of obtaining, processing and transmitting knowledge is transformed. Journal: Gamification and Augmented Reality Pages: .71 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr2024.71 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:.71:id:.71 Template-Type: ReDIF-Article 1.0 Author-Name: Muhyeeddin Alqaraleh Author-Name: Mowafaq Salem Alzboon Author-Name: Mohammad Subhi Al-Batah Title: Real-Time UAV Recognition Through Advanced Machine Learning for Enhanced Military Surveillance Abstract: In an era where the military utilization of Unmanned Aerial Vehicles (UAVs) has become essential for surveillance and operational operations, our study tackles the growing demand for real-time, accurate UAV recognition. The rise of UAVs presents numerous safety hazards, requiring systems that distinguish UAVs from non-threatening phenomena, such as birds. This research study conducts a comparative examination of advanced machine learning models, aiming to address the challenge of real-time aerial classification in diverse environmental conditions without model retraining. This research employs extensive datasets to train and validate models such as Neural Networks, Support Vector Machines, ensemble methods, and Gradient Boosting Machines. The fashions are evaluated based on accuracy, forgetfulness, and processing efficiency—criteria determining the viability of real-time operational scenarios. The findings indicate that Neural Networks exhibit enhanced performance, demonstrating exceptional accuracy in distinguishing UAVs from birds. This culminates in our primary assertion: Neural Networks possess vital operational security ramifications and can markedly enhance the allocation of defense resources. The findings significantly improve surveillance systems, highlighting the effectiveness of machine-learning methods in real-time UAV identification. Moreover, incorporating Neural Network systems into military defenses is recommended to enhance decision-making capabilities and security operations. Foresee forthcoming UAV developments and advocate for regular model updates to keep up with increasingly nimble and perhaps stealthier drone designs. Journal: Gamification and Augmented Reality Pages: 63 Volume: 3 Issue: Year: 2025 Subtitle : DOI: 10.56294/gr202563 Handle: RePEc:dbk:gammif:v:3:y:2025:i::p:63:id:63 Template-Type: ReDIF-Article 1.0 Author-Name: Valentin Blasioli Author-Name: Mariela Baleiron Title: Impact of prolonged screen use on the visual health of young adults Abstract: Introduction: In the current digital context, prolonged screen use has become common practice among young working adults. This constant exposure has led to a significant increase in the appearance of Computer Visual Syndrome (CVS), a condition characterized by visual, ocular and extraocular symptoms such as dry eyes, blurred vision, burning, headache and neck pain. Concerns about the possible harmful effects of blue light have also led to hypotheses about its long-term impact on visual health, especially in relation to macular degeneration. Methods: The study addressed the prevalence of CVS in adults aged between 18 and 40 who were exposed to screen devices for more than six hours a day. It analyzed factors such as exposure time, ergonomic conditions in the work environment, blinking frequency and the influence of blue light. A literature review was used to compare previous findings and the use of the CVS-Q questionnaire was evaluated as a diagnostic tool. Conclusions: It was concluded that VDU work significantly affected the study population, with prolonged screen time, poor ergonomics and reduced blinking being the main associated factors. Although no conclusive evidence was found on the permanent effects of blue light, it was recommended that further research into its possible cumulative toxicity be conducted. The study highlighted the need to implement preventive measures, such as active breaks, eye lubricants and ergonomic adjustments, to preserve visual health and optimize work performance. Journal: Gamification and Augmented Reality Pages: 24 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202424 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:24:id:24 Template-Type: ReDIF-Article 1.0 Author-Name: Lorrayne Kathleen Silva de Paula Author-Name: Maria Romina Leardi Title: Body image in adolescents and the impact of social networks in Argentina Abstract: Adolescence is a crucial stage in human development, marked by intense physical, emotional and social changes. During this period, the perception of body image plays a fundamental role in the formation of self-esteem. However, the digital age has introduced new challenges, especially in Argentina, where the massive use of social networks has exposed adolescents to unattainable beauty standards. This constant exposure caused distortions in body image, affecting their mental and physical health. Platforms such as Instagram, TikTok and Facebook spread unrealistic representations through filters and editing, generating body dissatisfaction, anxiety, depression and eating disorders. Furthermore, some young people resorted to risky behaviour to modify their appearance. In response to this problem, strategies such as digital education, the promotion of self-esteem, the regulation of the use of networks and professional intervention were proposed. The situation in Argentina highlighted the urgent need to foster a digital culture that promotes acceptance and the integral well-being of adolescents. Journal: Gamification and Augmented Reality Pages: 16 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202416 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:16:id:16 Template-Type: ReDIF-Article 1.0 Author-Name: Lorrayne Kathleen Silva de Paula Author-Name: Maria Romina Leardi Title: Bodies on screen: the impact of social networks on body image and mental health Abstract: The rise of social media transformed body perception, especially among teenagers and young adults. He argued that constant exposure to idealised bodies on platforms such as Instagram and TikTok generated body dissatisfaction, affecting self-esteem and favouring the development of eating disorders. He pointed out that concepts such as body image distortion and the ‘fitspiration’ trend intensified these problems. He also indicated that many users opted for aesthetic procedures in response to these beauty standards. However, he mentioned that movements such as body positivity emerged, promoting acceptance and emotional well-being in the face of aesthetic pressure. Journal: Gamification and Augmented Reality Pages: 22 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202422 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:22:id:22 Template-Type: ReDIF-Article 1.0 Author-Name: Sofía Veneziano Author-Name: Patricia Salguero Title: Effects of early screen use on child neurodevelopment in Argentina and Latin America Abstract: Currently, the constant presence of electronic devices has generated concern among health professionals and educators about their effects on children's neurocognitive development. This study addressed the relationship between early screen use and neurodevelopment in children in Argentina, with a comparative Latin American perspective. During the first years of life, the brain goes through a critical stage of development characterised by high plasticity and synaptic expansion, where sensory experiences and human interaction play a key role. In Argentina, research revealed that 80.3% of children under the age of two watched television and 37.4% used touch screens with help. Among 2-4 year olds, 38.7% used screens without assistance. A relationship was also found between the mother's educational level and the time dedicated to stimulating activities such as reading. Excessive screen use was associated with language delays, attention and executive difficulties, sleep disturbances and an increase in sedentary behaviour and obesity. The Argentine Society of Paediatrics, like the WHO and the AAP, recommended avoiding screen exposure in children under two years of age. At the Latin American level, the high penetration of electronic devices and the lack of information contributed to excessive use, even in low-resource contexts. The study concluded that it is necessary to promote active parenting practices, implement information campaigns and develop public policies that protect the integral development of children. Journal: Gamification and Augmented Reality Pages: 20 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202420 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:20:id:20 Template-Type: ReDIF-Article 1.0 Author-Name: Sofía Veneziano Author-Name: Patricia Salguero Title: Neurodevelopment and stimuli: keys to a healthy childhood Abstract: The child neurodevelopment as a complex process sensitive to environmental stimuli, particularly in the first years of life. It pointed out that factors such as stimulation, nutrition, genetics and the quality of the environment significantly influence the cognitive, emotional and social development of children. The growing concern about excessive use of screens in childhood, especially before the age of two, due to their possible negative impact on areas such as language, attention and socialisation, was highlighted. Studies cited associated this early exposure to neurodevelopmental disorders such as ADHD and ASD. Finally, the text emphasised the need to promote environments rich in real experiences, human bonds and creative play as fundamental pillars for healthy child development. Journal: Gamification and Augmented Reality Pages: 18 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202418 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:18:id:18 Template-Type: ReDIF-Article 1.0 Author-Name: Rubén Baena-Navarro Author-Name: Mario Macea-Anaya Author-Name: Ober Primera-Correa Author-Name: Juan Pérez-Díaz Title: Digital intervention for active aging: design of a web application for older adults Abstract: Population aging is accelerating globally, with the population of people over 60 expected to double by 2050, reaching 2.1 billions. This phenomenon, together with increased longevity due to advances in salud, education and reduced fertility rates, presents unique challenges and opportunities for society. Against this backdrop, the design of digital interventions that promote active and healthy aging becomes a priority. This work proposes the initial development of a web application aimed at supporting memory in older adults, applying a holistic approach that integrates knowledge from various disciplines. The application is based on principles of accessibility, usability and user-centered design, seeking not only to improve cognition, but also to offer a tool that facilitates social inclusion and improves the quality of life of older adults. By focusing on accessibility and inclusive design, this project contributes directly to technological intervention strategies in the field of aging, marking a step forward in the development of solutions that respond effectively to the needs of a growing population. Journal: Gamification and Augmented Reality Pages: 46 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202446 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:46:id:46 Template-Type: ReDIF-Article 1.0 Author-Name: Omilcia María Medina Corzo Author-Name: Esther Socorro Zarate Author-Name: Rosiris María Vergara Chinchia Title: Using Minecraft as a pedagogical tool to enhance mathematical logic and critical thinking in students of the Remedios Solano school in Barrancas-La Guajira Abstract: We want to implement the use of the Mine Craft game within the teaching of mathematics in order to enhance logic and critical thinking, using Stem tools that help create a practical methodology within the classroom. This in order to encourage the student to reason and participate in solutions to problems given within the classroom as well as in their environment, the research will be qualitative with the descriptive statistical method where the information will be obtained through interview and observation. The contents of the STEM approach will be taken into account, as well as the 21st century competencies applied to creativity, innovation, perseverance, problem solving, etc. A result is expected where practice is seen in the classroom, as an action aimed at solving problems, which allows contrasting, evaluating and validating academic proposals with the initiatives of the community and the productive sector. The research process is developed taking into account a series of stages which are described below. First stage, learn what an algorithm and a flowchart are, their application in daily life activities and how they influence decision making. Second stage: knowing and creating through blocks stories that have a difficulty within a familiar environment for the student, third stage: teaching, playing and creating with Minecraft, so that through the use of blocks they seek solutions to the difficulty created. Fourth stage: Analysis of problem solving and the use of critical thinking, when using Minecraft, Fifth stage; Results and conclusions of the activities carried out. A significant percentage increase is expected in the number of students solving problems in the area of mathematics. Journal: Gamification and Augmented Reality Pages: 45 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202445 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:45:id:45 Template-Type: ReDIF-Article 1.0 Author-Name: Rubén González Vallejo Title: Notes on gamification and education Abstract: The classroom is a dynamic space where active and exploratory methodologies, such as gamification, promote cooperation, critical thinking, motivation, and meaningful learning. Gamification, which uses game elements adapted to teaching, has shown advantages such as increased creativity, autonomy, and digital skills. Its application has been notable in Primary and Secondary Education, as well as in various university disciplines. However, debates persist about its potential and the tendency to prioritize numerical assessment over learning, generating skepticism in certain areas of higher education. Journal: Gamification and Augmented Reality Pages: 44 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202444 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:44:id:44 Template-Type: ReDIF-Article 1.0 Author-Name: Américo Sirvente Author-Name: Edgar Carmona Suarez Author-Name: Iris Jiménez Pitre Title: MeDHiME Methodology: potentiation of ova designs for learning Abstract: Currently, learning processes have been revolutionized through the use of information and communication technologies, which is called the multimedia generation, since they are individuals who are in a process of constant renewal, which leads to the search for the discovery of new knowledge, generated through interactivity, connectivity, and the generation of learning communities, which promote the action of leaders of their own knowledge, through the synergy with multimedia. The development of OVAS for learning requires following a logical order and a methodology that guides the educational process, facilitates the teaching work and gives positive results. This task, carried out since ancient times, has become more important with the emergence of new teaching methodologies, being ICT immersed in pedagogical activities. This paper is based on a documentary review of the different methodologies for the design of OVAS, implementing for this purpose, MeDHiME (Methodology for the Hypermedia Development of Educational Materials), created at the Educational Technology Center of the National University of San Juan, Argentina, and with impact in several countries. Its contributions to the academic community are highlighted, especially to teachers not specialized in computer science who wish to collaborate in interdisciplinary teams to create digital educational materials. This methodology represents the synthesis of multiple researches and developments. The methodology used for the achievement of the objective stated in the previous paragraph, is characterized for being of the theoretical-practical type, obtaining measurable results as a result of the implementation of the MeDHiME methodology. Journal: Gamification and Augmented Reality Pages: 43 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202443 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:43:id:43 Template-Type: ReDIF-Article 1.0 Author-Name: Veloz Montano María de las Nieves Title: Social lack of communication and technological development Abstract: The development of today's society imposes the challenge of incorporating information and communication technologies (ICT), which has favored the productivity and efficiency of business processes, generally leading them to have better levels of profitability. This technological development can consider the media as an instrument of collective socialization, however, the process of digital virtualization is causing a fracture between the real and virtual world, a model of coexistence typical of globalized societies, characterized by extreme individualization and the virtualization of the communicative experience, we do not face the society of lack of communication, considering it as a process that prevents a fluid and healthy two-way interpersonal relationship. The article raises the hypothesis that we live in the century of individualization, of the loss of human relationships, caused by the spell caused by new technologies and that promotes detachment between people and the excessive preference for virtual communication. Journal: Gamification and Augmented Reality Pages: 42 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202442 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:42:id:42 Template-Type: ReDIF-Article 1.0 Author-Name: M. Srividya Iyengar Author-Name: R. Venkatesh Title: A Brief communication on Virtual Reality (VR) in Hospitality Industry & Global Travel and Tourism Abstract: Virtual reality is now being utilised to improve the travel experience by offering extra marketing tools to destinations, attractions, and companies, altering customer experiences, and creating a new tourism paradigm. Our work was inspired by a rapidly changing world in which virtual reality is gradually becoming the norm in which we live, work, and play. These technologies are always improving, posing new problems to tourist and hospitality management. As the VR literature grows, there is an urgent need to synthesise existing information in the area. To address this difficulty, we conducted a systematic evaluation of 54 publications on virtual reality published in high-quality journals. The findings synthesise existing knowledge for research and managerial decisions. Our evaluation also identifies prospective research streams and important management consequences on a nine-step customer experience in anticipation of the increasing use of virtual reality in the field. Journal: Gamification and Augmented Reality Pages: 40 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202440 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:40:id:40 Template-Type: ReDIF-Article 1.0 Author-Name: Annier Jesús Fajardo Quesada Author-Name: René Herrero Pacheco Title: Guidelines for writing software building reports Abstract: The linkage of software with various areas of knowledge has increased significantly, highlighting the importance of process automation thanks to the expansion of imaginative capabilities in this area. The concept of software now encompasses applications on different operating systems, including PWAs, websites, command line applications and APIs. This landscape demands standardized methods for the creation and dissemination of applications, although there is currently no detailed guidance for writing reports on software creation. It is crucial to adopt methodological guidelines that allow the reproducibility of software research, clearly differentiating between the creation and the evaluation-validation of these tools. Such differentiation helps to avoid confusion and ensures consistency in reporting, especially when the objective is to develop new tools. Before starting software development, it is essential to consider the objective, scope and existence of similar technologies, assessing the real need to create a new solution. The article proposes a detailed outline for writing software development reports, covering from the introduction, method, results, to the discussion and conclusions. This outline covers aspects such as the theoretical and historical framework, the importance and necessity of the product, classification of the study, details of the creation process, technologies used, and software evaluation. It highlights the importance of performing quality tests throughout the development, ensuring that the final results reflect the most recent and conclusive state of the software. The creation of software is presented as a non-linear process that requires iterations and adaptations based on functionality and quality tests, whose results directly influence the progress of the project. The suggested model is flexible, allowing adjustments according to the specific characteristics of the software under development. Journal: Gamification and Augmented Reality Pages: 39 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202439 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:39:id:39 Template-Type: ReDIF-Article 1.0 Author-Name: Patakamudi Swathi Author-Name: Dara Sai Tejaswi Author-Name: Mohammad Amanulla Khan Author-Name: Miriyala Saishree Author-Name: Venu Babu Rachapudi Author-Name: Dinesh Kumar Anguraj Title: A research on a music recommendation system based on facial expressions through deep learning mechanisms Abstract: In this study, we propose a new music recommendation system (MRS) that combines facial expression recognition technology and deep learning algorithms to respond to the changing music industry environment and provide personalized music recommendations based on the user's emotional state. Our approach includes a thorough study of facial expression recognition, emotion-based music recommendation systems, and deep learning engines, as well as a detailed presentation of the MRS design, system architecture, and deep learning engines used. Through extensive experiments, we evaluate MRS's ability to accurately recognize facial expressions, filter music based on emotional states, and effectively recommend music to users. We analyze the results of follow-up experiments to identify the strengths and limitations of MRS compared to existing approaches, and conduct a comparative study with the latest music recommendation systems based on deep learning and emotion. This comparison highlights the originality and potential of the proposed MRS system to improve user experience and promote the development of artificial intelligence-based music recommendation systems. This study demonstrates the problem of accurately determining a user's emotional state from facial expressions, which requires the integration of facial expression recognition systems, deep learning, and music recommendation systems. Using advanced deep learning techniques and a comprehensive experimental setup, the proposed MRS provides a solution to this problem by facilitating accurate emotional state identification and personalized music recommendations. Overall, MRS represents a powerful and innovative response to the growing demand for accurate and reliable music recommendations and shows significant potential for future collaboration and development of AI-based music recommendation systems. Journal: Gamification and Augmented Reality Pages: 38 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202438 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:38:id:38 Template-Type: ReDIF-Article 1.0 Author-Name: Patakamudi Swathi Author-Name: Dara Sai Tejaswi Author-Name: Mohammad Amanulla Khan Author-Name: Miriyala Saishree Author-Name: Venu Babu Rachapudi Author-Name: Dinesh Kumar Anguraj Title: Real-time number plate detection using AI and ML Abstract: The abstract presents a research study focusing on real-time license plate verification, a key feature of electronic systems that operate by rapidly identifying and removing identification numbers from vehicle registration in a dynamic global environment. The research leverages the combination of artificial intelligence (AI) and machine learning (ML) techniques, specifically the integration of region-based convolutional neural networks (RCNN) and advanced RCNN algorithms, to create a powerful and readily available system. In terms of methods, this research optimizes algorithm performance and deploys the system in a cloud-based environment to improve accessibility and scalability. Through careful design and optimization, the proposed system has achieved a consistent result in license recognition, as evident from the well-accounted evaluation of performance, including precision, recall, and computational efficiency. The results demonstrate the efficiency and usability of this system in a real installation and promise to revolutionize automatic vehicle identification. Finally, the integration of artificial intelligence and machine learning technology into real-time license plate recognition signifies changes in traffic management, assessment safety and smart city plans. Therefore, interdisciplinary collaboration and continuous innovation are crucial to shaping a sustainable and balanced future for intelligent transportation systems. Journal: Gamification and Augmented Reality Pages: 37 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202437 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:37:id:37 Template-Type: ReDIF-Article 1.0 Author-Name: Bolaji David Oladokun Author-Name: Kudu Dogara Author-Name: Muhammed Yusuf Title: Students’ Attitudes and Experiences with ChatGPT as a Reference Service Tool in a Nigerian University: A Comprehensive Analysis of User Perceptions Abstract: The study explores the attitudes and experiences of undergraduate students towards the use of ChatGPT for reference services tool. Findings indicated that there is a growing popularity of ChatGPT on a global scale, while acknowledging its increasing adoption among understudied students. Findings reveal that ChatGPT holds potential advantages, such as time-saving capabilities and expansive knowledge, the study reveals its limitations. Issues surrounding reliability of information, inability to comprehend emotions, and currency of information stand out as constraints to the use of ChatGPT. The study recommends that library websites should be designed and incorporated with Chatbots interface. Journal: Gamification and Augmented Reality Pages: 36 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202436 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:36:id:36 Template-Type: ReDIF-Article 1.0 Author-Name: Fidel Jesús Moreno Cubela Author-Name: Niurka María Escalona Zaldivar Author-Name: Yordanis R. Figueredo Torres Author-Name: Katherine de la Caridad Garrido Benítez Author-Name: Arnaldo Marzo Torres Author-Name: Nabia Isabel Vegas Torres Title: Epilepsy Web, a tool for learning content related to epilepsy in pediatrics Abstract: Introduction: epilepsy is a recurrent neurological disease that is part of the curriculum of Medical Sciences students in Pediatrics. It appears as a complex module even for professionals. Objective: to create a website on epilepsy in Pediatrics as a reference tool that compiles in a didactic way contents according to the syllabus of the Medicine course. Method: a development study was carried out at the University of Medical Sciences of Granma, from February 2023 to July 2023. For the evaluation of the elaborated web page, users' criteria were taken into account through a survey. The data were processed in a computerized way using descriptive statistics. Results: the acceptance of the product by users and computer experts was high, rating it 98.9 %, 100 % and 90 % as very adequate. Conclusions: a web site on epilepsy in Pediatrics was created, which from the didactic requirements constitutes a useful tool for the medical student. Journal: Gamification and Augmented Reality Pages: 35 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202435 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:35:id:35 Template-Type: ReDIF-Article 1.0 Author-Name: Aaron Samuel Bracho Mosquera Title: Applications of augmented reality in museums, impact on cultural heritage Abstract: Introduction: the museum is a site that collects, exhibits, researches and classifies material objects that represent nature and human cultural heritage. They are one of the sources of knowledge about history and culture. To face the current digital revolution they have used technologies such as augmented reality. The objective was to characterize the application of augmented reality (AR) technology in museums. Methods: a total of 20 articles in Spanish and English were reviewed, from Science, Scielo and Dialnet; using as keywords: augmented reality, museum, museum exhibits, interactive exhibits, immersive technologies, being more than 50 % of the last five years. Results: the vast majority of museums as institutions try to find various methods to excite and involve their audiences. The technology behind AR improves visitor perception, as historical and cultural relics can be displayed through augmented reality and virtual compositions. The AR also ensures accessories and applications to improve the experience at the center, resulting in greater educational, historical and social impact. Conclusions: augmented reality technology in museums makes it possible to captivate diverse audiences, adapt to the personal interests of the visitor, remodel the design of exhibitions, the combination of art and technology, improve understanding and ensure positivity of the museum experience. This is guaranteed through mobile applications, accessories and websites. Journal: Gamification and Augmented Reality Pages: 34 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202434 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:34:id:34 Template-Type: ReDIF-Article 1.0 Author-Name: Cynthia Michel Olguín-Martínez Author-Name: Rene Isaac Bracho Rivera Author-Name: Rita Liss Ramos Perez Author-Name: Juan Richar Villacorta Guzmán Author-Name: Rafael Romero-Carazas Author-Name: Nancy Rosillo Suárez Author-Name: Aaron Samuel Bracho Mosquera Author-Name: José Gregorio Mora-Barajas Author-Name: Amarelys Román-Mireles Author-Name: Aida Maygualida Rodríguez-Álvarez Author-Name: César Carbache Mora Author-Name: Elizabeth del Carmen Ormaza Esmeraldas Author-Name: Bertha Silvana Vera Barrios Author-Name: Mario Pedro Rodríguez Vásquez Author-Name: Rogelio Buelna-Sánchez Author-Name: María Teresa De Jesús De La Paz Rosales Author-Name: Daniel Omar Nieves-Lizárraga Author-Name: Denisse Viridiana Velarde-Osuna Author-Name: Milagros Andrea Bracho Rivera Title: Applications of augmented reality technology in design process Abstract: Introduction: design is a complex process that goes beyond creativity and sketch; it includes the integration of opinions, research on current technologies, evaluation of resources, and collaboration of people. Current three-dimensional effect maps do not fully express the designer's intentions; instead, virtual representation with augmented reality (AR) ensures significant improvements in the process. The objective was to characterize the application of AR technology in design process. Methods: a total of 20 articles in Spanish and English were extracted from Scopus, Science and Springer; using as keywords: augmented reality, industrial design, product design, architectural design, being more than 50 % of the last five years. Results: AR is a visualization tool that combines digitally created data with the real environment. AR environments within the design have three main characteristics, intuitive observation, informative visualization and immersive interaction. They focus on product visualization, usage simulation and ergonomic analysis, hybrid/augmented prototyping, industrial design assembly. The designer can view and interact with the prototype in a way that is realistic and also able to connect the virtual prototype with materialized designs. Conclusions: augmented reality technology guarantees improvements in production time, use of resources, effectiveness and acceptance of the design; It allows you to view the model on a real scale, modify and adjust the virtual space at will, as well as great adaptability and the possibility of positive feedback. Journal: Gamification and Augmented Reality Pages: 33 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202433 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:33:id:33 Template-Type: ReDIF-Article 1.0 Author-Name: Maribel Garcia Rojas Author-Name: Nelson Giovanni Agudelo Title: Creative economy and communication. Characterization in a line of research Abstract: This paper addresses the classification of documents on the Creative Economy, its industries and its relationship with communication, consumer and digital content. It explores from the convergence of screens to the development of new interfaces and means of interaction, considering global, national and local perspectives. The text is presented as a guide for researchers interested in projects that merge creative economies and communication, whether in a local, national or international context. It offers a comprehensive approach that seeks to inspire future research in this evolving field, providing a theoretical and practical framework to better understand the intersection between creativity, economics and communication in the digital age. Journal: Gamification and Augmented Reality Pages: 32 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202432 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:32:id:32 Template-Type: ReDIF-Article 1.0 Author-Name: Jhossmar Cristians Auza-Santiváñez Author-Name: José Alejandro Carías Díaz Author-Name: Oscar Angel Vedia Cruz Author-Name: Sara Milca Robles-Nina Author-Name: Carlos Sánchez Escalante Author-Name: Blas Apaza Huanca Title: Gamification in personal health management: a focus on mobile apps Abstract: This review article explores the concept and applications of gamification in personal health management, with a focus on mobile apps. Gamification is the use of game elements and techniques in non-game contexts to motivate and engage users in achieving certain goals or behaviors. Gamification has been applied to various domains of health, such as wellness, diet, exercise, chronic disease management, and mental health. The article discusses the benefits and challenges of gamification for health, as well as the theoretical frameworks and empirical evidence that support its effectiveness. Journal: Gamification and Augmented Reality Pages: 31 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202431 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:31:id:31 Template-Type: ReDIF-Article 1.0 Author-Name: Carlos Alberto Gómez Cano Author-Name: Verenice Sánchez Castillo Title: Scholarly Output on Computer Networks and Communication: A Ten-Year Bibliometric Analysis in Scopus (2013-2022) Abstract: Introduction: bibliometrics measure the production and dissemination of scholarly scientific communication. It has been applied to analyze trends and research output in computer networking and communication. Objective: to examine the global academic publications on computer networks and communications within the Scopus database during the timeframe 2013-2022. Method: a descriptive observational bibliometric study was undertaken. Through the utilization of SciVal (Scopus), 1 260 446 documents were identified. The following variables were studied: number of documents (Ndoc), year of publication, annual variation rate (AVR) of the scholarly output, number of citations (Ncit), field-weighted citation impact (FWCI), type of document, author, institution, country, source, type of collaboration, subject area, and keyphrases. All data were sourced from SciVal. Results: a steady increase in global scientific production was observed, with a slight decline in 2020. The five-year period 2016-2020 concentrated the highest Ncit, but the highest Ncit per document, FWCI and top 1 % most cited documents corresponded to 2013. The scholarly output studied mainly consisted of conference papers (72,9 %). Zhu Han, the French National Centre for Scientific Research (CNRS), the United States and ACM International Conference Proceeding Series were, respectively, the most active author, institution, country, and source. More than 90 % of the documents had some form of collaboration. Computer Science and Engineering were the most recurrent subject areas. Conclusions: the study highlights a consistent global increase in scientific production, with distinct variations in citation metrics across years. The scholarly output was diverse in terms of document type. Collaboration, particularly international, played a pivotal role. Journal: Gamification and Augmented Reality Pages: 29 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202429 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:29:id:29 Template-Type: ReDIF-Article 1.0 Author-Name: Verenice Sánchez Castillo Author-Name: Carlos Alberto Gómez Cano Title: Gamification and motivation: an analysis of its impact on corporate learning Abstract: Introduction: gamification, through its game mechanics, allows you to stimulate and motivate both competition and cooperation between people, increasing motivation for learning. Objective: characterize the impact of gamification on corporate learning. Method: a review of the bibliography was carried out using articles rescued from databases such as SciELO, Dialnet, Scopus, Researchgate, recovering a total of 16 reference articles from available literature related to the topic in question, included in the time frame. between 2019 and 2024. Results: the business sector is no stranger to this boom in gamification. Companies have incorporated it in two main areas, marketing, to improve customer acquisition and loyalty, and human resources, using games in the recruitment and training processes of personnel, also incorporated into the selection processes, applied in the way that best suits your needs whether in terms of marketing or aimed at better performance of your employees. Conclusions: Gamification in the corporate learning process has a significant impact by increasing participation, fostering knowledge and collaboration, stimulating creativity and combining learning with business objectives. Furthermore, in relation to marketing it can enhance consumer loyalty participation. Journal: Gamification and Augmented Reality Pages: 26 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202426 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:26:id:26 Template-Type: ReDIF-Article 1.0 Author-Name: Felipe Machuca-Contreras Author-Name: Carlos Oscar Lepez Author-Name: Carlos Canova-Barrios Title: Influence of virtual reality and augmented reality on mental health Abstract: Introduction: When the term artificial intelligence comes to mind, most people intuitively relate it to science fiction, especially those who are older and who had access to books, comics and impactful films on these topics, especially the film based on the story by Brian Aldiss and directed by Spielberg. Methods: A review of the literature was carried out in the month of January 2024 through access to the databases Scopus, PubMed, Dialnet, Scielo, and the search engine Google Scholar version 2022, with the strategies: ((health mental) AND (augmented reality)), ((mental health) AND (technological advances)) and ((medicine) AND (mental health) AND (augmented reality) AND (virtual reality) AND (technology)) and their translations into English language, limited the search to the last 5 years. Results: Virtual reality has its origins in the Second World War, as a precedent for a request from the United States of America to the Massachusetts Institute of Technology, for it to create a flight simulator that would allow ground training for the navy; which gave birth to virtual reality. In 1960, the first multi-sensor simulator created by Morton Heilin was called Sensorama. Conclusions: Virtual reality has positively influenced the restoration of mental health; Therefore, this development of technology has been a fundamental factor in many moments of scientific and technical development in the health sciences. Journal: Gamification and Augmented Reality Pages: 25 Volume: 2 Issue: Year: 2024 Subtitle : DOI: 10.56294/gr202425 Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:25:id:25 Template-Type: ReDIF-Article 1.0 Author-Name: Martin Ezequiel Randazzo Author-Name: Eduardo Teragni Title: Practice in simulators as a means of acquiring skills Abstract: Background: although Simulation applied to teaching in health sciences can date back to the mid-18th century, "The traditional teaching method is gradually being put aside and new modalities such as realistic simulation come to add qualities to the teaching processes and learning in important areas of the health sciences, “During the last decade, in Argentina, the use of simulation-based methodology for the teaching of specific and generic skills has generated a lot of enthusiasm and is increasingly used in a variety of disciplines and specialties within medical education, While there is increasing evidence to support its efficacy, only a few studies have provided a solid foundation for change in clinical practice; The objective of this work is to collect data from students such as graduates who have used or not medical simulators and demonstrate the differences in technical skills and their perception in terms of psychological safety when performing procedures on a real patient. Material and methods: a cross-sectional observational study of a retrospective, descriptive and correlational nature was carried out, based on a closed survey of students and doctors who have been trained in simulators or not, and to demonstrate their results when facing a real patient. 100 people and the results of the same were reflected in dynamic tables in Excel format and word cloud based on Mentimeter. Results: the research results indicate that public university students (55 % of the sample) and private university (73,3 % of the sample) have access to simulator training in multiple areas, although in both cases they report having little activity. with them, being the percentage of 65,6 % and 66 % respectively, the respondents state that they feel unsafe when performing the procedure on the patient regardless of the degree of activity with which they were trained with them, the most prevalent emotion is fear, if well the use of simulation is perceived as very satisfactory. Conclusion: in objective terms, the sample analyzed does not show statistically significant differences between those trained in activity with simulators in comparison with those who did carry out simulated practices, in both groups feelings of insecurity and fear are manifested when performing procedures on the patient, although the perception of the respondents shows adherence to the use of simulation in their learning process, we believe that the activity in the simulator can be beneficial for learning by being able to put into practice any procedure while safeguarding patient safety. Journal: Gamification and Augmented Reality Pages: 9 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr20239 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:9:id:9 Template-Type: ReDIF-Article 1.0 Author-Name: Carlos Alberto Gómez Cano Author-Name: Verenice Sánchez Castillo Title: Systematic review on Augmented Reality in health education Abstract: Introduction: Augmented Reality is an innovative and promising tool for health education, which can improve the teaching-learning process and facilitate the development of professional competencies. Objective: to describe the findings on the applicability of AR in health education. Method: a systematic review was carried out using the PRISMA method, based on the search in databases related to health sciences, PubMed, Science Direct and Scopus, as well as Google Scholar. The aim was to answer the question: What results has the application of AR had in health education? Results: 15 articles that met the inclusion criteria were identified. Most of the studies were conducted in the context of medical education. The results showed that AR has a positive effect on learning, motivation, satisfaction, self-efficacy, confidence and transfer of knowledge and skills to practice. However, some limitations and challenges were also found, such as cost, availability, quality, safety and evaluation of the effectiveness of AR. Conclusions: the use of AR in health education reveals a diverse and promising scenario, but also poses important challenges and limitations that must be overcome to exploit the full potential of these emerging technologies. Journal: Gamification and Augmented Reality Pages: 28 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr202328 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:28:id:28 Template-Type: ReDIF-Article 1.0 Author-Name: José Alejandro Rodríguez-Pérez Title: Augmented reality as an accessory technology in surgery Abstract: Introduction: Augmented reality technology uses 3D reconstruction, visualization, registration and tracking techniques to create images from MRI data. It has three basic characteristics: combination of real and virtual worlds, real-time interaction and precise three-dimensional recording of virtual and real objects. The objective was to characterize AR as an accessory technology in surgery. Method: a total of 22 articles in Spanish and English were reviewed, from Pubmed, Scielo and Scopus; using as keywords: augmented reality, surgery, virtual reality, being more than 50 % of the last five years. Result: Although primarily used for training, this technique can be used for planning and navigation in the operating room; since the precision and complexity of the three-dimensional reconstructed images are crucial to providing the correct data in surgery. Its main advantage is the integration of sensations and real-time interaction of the doctor while its limitations include technological ones and those associated with the way of use by the staff. Medical education has benefited from the popularization of virtual reality as it reduces ethical conflicts and promotes self-learning. Conclusions: augmented reality systems combine the preoperative model with the intraoperative scenario to project images in real time, ensuring better results in terms of time, error rate and precision. Despite this, its use is not globalized and the available bibliography on its validity is insufficient. Journal: Gamification and Augmented Reality Pages: 27 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr202327 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:27:id:27 Template-Type: ReDIF-Article 1.0 Author-Name: Telmo Raul Aveiro-Róbalo Author-Name: Vanessa Pérez-Del-Vallín Title: Gamification for well-being: applications for health and fitness Abstract: Introduction: gamification is incorporating the elements and dynamics of the game into an educational experience, the aim is to encourage people to be more active in terms of health and physical fitness Objective: determine the influence of gamification on people's health. Method: a review of the bibliography was carried out using articles rescued from databases such as SciELO, Dialnet, Scopus, Researchgate, recovering a total of 16 reference articles from available literature related to the topic in question, included in the time frame. between 2018 and 2024. Results: gamification is positively related to the self-efficacy of users in participating in physical activity and improving healthy habits through the implementation of a didactic strategy, gamification is revealed as a tool with great potential to stimulate motivation and enhance abilities, promote the improvement of conditional physical abilities, including aspects such as resistance, strength, agility and flexibility, influences a decrease in anxiety and overwhelm in the face of failure, greater control over social stress and the Depression. Conclusions: gamification manages to generally reduce the effects of anxiety due to the feeling of failure, motivates the passing of individual and group tests, teamwork, promotes the improvement of conditional physical abilities, allows the overcoming of personal challenges Furthermore, it enhances people's willingness to practice a healthier lifestyle. Journal: Gamification and Augmented Reality Pages: 16 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr202316 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:16:id:16 Template-Type: ReDIF-Article 1.0 Author-Name: Jose Ignacio Robaina Castillo Title: Augmented reality in surgery: improving precision and reducing risk Abstract: Introduction: augmented reality is applied in different spheres and provides broad possibilities as educational technology, it is a way to interact with physical reality in real time, having multiple applications in the field of medicine. Objective: characterize the application of augmented reality in the field of surgery. Method: a review of the available literature was carried out using synthetic and historical-logical analytical methods using articles recovered from databases such as SciELO, Dialnet, Scopus, Researchgate, recovering a total of 15 reference articles from available literature related to the topic. in question, included in the time frame between 2018 and 2024. Results: augmented reality can be used as a tool to facilitate the visual positioning of surgeons in the intervention of minimally invasive surgeries given the continuous evolution of medicine towards minimally invasive treatments, computing is increasingly present. Augmented reality (AR) in medicine facilitates the preparation and development of surgical operations, plays a very significant educational role, is characterized by being a cognitive process with which one learns at the same time as performing the activity, improves training surgical and effectiveness. Conclusions: currently and in the future, augmented reality constitutes a necessary tool for preclinical training, due to its application in different fields of medicine, including surgery, guiding this technology to improve clinical and surgical capabilities of professionals. Journal: Gamification and Augmented Reality Pages: 15 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr202315 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:15:id:15 Template-Type: ReDIF-Article 1.0 Author-Name: Jhossmar Cristians Auza-Santiváñez Author-Name: José Alejandro Carías Díaz Author-Name: Oscar Angel Vedia Cruz Author-Name: Sara Milca Robles-Nina Author-Name: Carlos Sánchez Escalante Author-Name: Blas Apaza Huanca Title: Bibliometric Analysis of the Worldwide Scholarly Output on Artificial Intelligence in Scopus Abstract: Introduction: the use of bibliometric analyses is useful to gain insight into the development, trends, and impact of scholarly output on artificial intelligence (AI) in several fields. Objective: to characterize the worldwide scholarly output on AI in Scopus in the period 2013-2022. Method: a descriptive observational bibliometric study was carried out. The study population consisted of the 776,961 documents identified using SciVal. The following variables were studied: number of documents (Ndoc), year of publication, annual variation rate (AVR) of the scholarly output, type of document, source, number of citations (Ncit), field-weighted citation impact (FWCI), author(s), author-level h-index, institution, country, type of collaboration, and keyphrases. Results: the scholarly output showed a steady quantitative increase during the period studied, with a positive AVR. Conference papers (68,5 %) and articles (26,5 %) were the main types of documents. Neurocomputing led the list of sources in both Ndoc (12,989) and Ncit (351,837). The highest FWCI (3.02) corresponded to Proceedings – IEEE International Conference on Robotics and Automation. China, the United States and India were the countries with the highest Ndoc by year of publication. Institutional collaboration was the most common (46,7 %) type of collaboration. The most prominent keyphrases were: Robot, Artificial Intelligence, Deep Learning, Convolutional Neural Network and Robotics. Conclusions: the scholarly production analyzed is characterized by its constant quantitative growth and is mostly represented by conference papers. Productivity and impact indicators based on citations show remarkable results. The science produced was led by China, and scientific collaboration played a relevant role. Journal: Gamification and Augmented Reality Pages: 11 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr202311 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:11:id:11 Template-Type: ReDIF-Article 1.0 Author-Name: William Castillo-Gonzalez Author-Name: Carlos Oscar Lepez Author-Name: Mabel Cecilia Bonardi Title: Augmented reality and environmental education: strategy for greater awareness Abstract: Introduction: augmented reality offers broad possibilities as educational technology, it is a way to interact with physical reality in real time, improving people's perspective on dissimilar topics. Objective: characterize the impact of augmented reality for the improvement of environmental health. Method: a review of the available literature was carried out using synthetic and historical-logical analytical methods using articles recovered from databases such as SciELO, Dialnet, Scopus, Researchgate, recovering a total of 16 reference articles from available literature related to the topic. in question, included in the time frame between 2019 and 2024. Results: the ecological crisis is currently the greatest challenge that human beings face, the integration of emerging technologies, such as augmented reality (AR), to the teaching and learning process facilitates, favors and motivates learning, thus having a strong educational impact of technology and specifically AR towards raising awareness of the population about environmental problems, a healthier ecosystem can be achieved, many people have the wrong idea about technology and the environment, pitting one against the other most of the times. Conclusions: augmented reality constitutes a powerful tool with a strong impact on the teaching and learning process that allows different population groups to become aware of a primary issue such as environmental health, influencing in turn the behavior of people in care. of the ecosystem. Journal: Gamification and Augmented Reality Pages: 10 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr202310 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:10:id:10 Template-Type: ReDIF-Article 1.0 Author-Name: Carlos Jesús Canova Barrios Author-Name: Mariana Pilar Hereñú Author-Name: Sabrina Macarena Francisco Title: Augmented reality for surgical skills training, update on the topic Abstract: Augmented reality (AR) combines digital information with physical reality, allowing users to interact with virtual data in their real environment. In medical education, this technology is attractive because it allows access to information without taking your eyes off the surgical field. The integration of surgical simulators in resident training offers flexible practice without direct supervision, with benefits such as objective performance evaluation, practice of unusual procedures, and the development of non-technical skills. In addition, simulators are useful for teaching new techniques to experts. In summary, AR and simulators offer valuable opportunities to improve surgical training. The objective of this review is to update the current state of augmented reality in surgical training. The use of augmented reality as an assessment tool in surgical training presents interesting perspectives that deserve consideration. AR can provide objective performance metrics by measuring the technical competency of surgical trainees, whether in a simulated operating environment or in real-world situations. This offers the opportunity to address subjective variability and potential bias in current assessment methods, which often rely on supervisor observation and rating. However, despite these advantages, there has not yet been a comprehensive review to evaluate the use of AR in surgical training. The cost-benefit and implications for data management have not yet been addressed. Journal: Gamification and Augmented Reality Pages: 8 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr20238 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:8:id:8 Template-Type: ReDIF-Article 1.0 Author-Name: Rafael Romero-Carazas Title: Prompt lawyer: a challenge in the face of the integration of artificial intelligence and law Abstract: Introduction: The implication of artificial intelligence in the framework of the exercise of law is framed in new forms or conceptual areas of its own professional actions. Objective: to characterize the research published in Scopus regarding Prompt lawyer Method: a bibliometric study was carried out. 41 documents located in the Scopus database referring to the research topic were studied as a universe, located through a search strategy. Bibliometric indicators were analyzed. Descriptive statistics were applied. Results: The year 2020 stood out with the highest number of investigations (5 articles for 12,19 %). Original articles predominated with 26 investigations equivalent to 63,41 %. Research related to the social sciences stood out (26 works; 48 %). Among the institutions with the greatest scientific contribution, the University of Cambridge (United Kingdom), McGuireWoods LLP (United States) and Stevens and Lee Health Law Department (United States) stood out with two investigations respectively (4,87 %). The articles from the United States stood out with 17 investigations equivalent to 41,46 %. Conclusions: the use and use of Prompt lawyer shows constant and gradual growth, based on research with results. At the same time, it diversifies into different thematic areas, with representation from the main centers and countries with the greatest research trends. Journal: Gamification and Augmented Reality Pages: 7 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr20237 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:7:id:7 Template-Type: ReDIF-Article 1.0 Author-Name: Denis Gonzalez-Argote Author-Name: Javier Gonzalez-Argote Author-Name: Felipe Machuca-Contreras Title: Blockchain in the health sector: a systematic literature review of success cases Abstract: In the context of digital transformation, Blockchain technology offers a potential solution to the problems of interoperability, data privacy, and resource optimization. This innovative technology has the ability to address these challenges and radically revolutionize health systems. This document will examine the potential of blockchain technology in the healthcare sector and how it can be the key to overcoming current obstacles. The study follows the PRISMA methodology. The review included 10 studies that were selected based on their relevance to the application of Blockchain in healthcare. The studies were primarily focused on the development and implementation of Blockchain solutions in the health sector, with a particular emphasis on areas such as data security, supply chain management, and data sharing. A comprehensive overview of the current state of Blockchain applications in the health sector is provided, including the benefits and challenges associated with its implementation. Journal: Gamification and Augmented Reality Pages: 6 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr20236 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:6:id:6 Template-Type: ReDIF-Article 1.0 Author-Name: Vivian Rodrigues Neves Author-Name: Lorena Djament Title: Benefits of the use of telemedicine in patients with obesity: A systematic review Abstract: Background: obesity is a multifactorial disease with high growth rates currently being considered an epidemic of the 21st century. The health area has adapted to the use of technology, using different applications focused on changing habits in patients with the intention of achieving weight reduction in them. Method: a systematic review was carried out in different online engines such as PubMed, Cochrane Library and Google Scholar. Results: were selected 8 randomized clinical trials after applying the inclusion and exclusion criteria that sought to demonstrate the benefits of using new techniques such as telemedicine in people with obesity to provide a better quality of life. Conclusion: in obese patients who used telemedicine as part of the treatment, a greater weight reduction was observed compared to patients who did not use it. Journal: Gamification and Augmented Reality Pages: 4 Volume: 1 Issue: Year: 2023 Subtitle : DOI: 10.56294/gr20234 Handle: RePEc:dbk:gammif:v:1:y:2023:i::p:4:id:4