[HTML][HTML] Moving towards the end of gender differences in the habits of use and consumption of mobile video games

E Rodriguez-Barcenilla, F Ortega-Mohedano - Information, 2022 - mdpi.com
The world of video games has become one of the most important entertainment niches for
society. In the last decade it has surpassed in turnover audio-visual markets such as cinema …

JomFacial Recognition Attendance Systems

FK Tee, GX Loh, K Sumaiya, ZY Cha… - … and Intelligent Systems …, 2022 - Springer
Nowadays, most universities as well as offices need to keep the attendance of their students
and employees. As technology is growing rapidly, machines are designed to reduce the …

[HTML][HTML] Serious Games to Enhance Education. Play, Technology and Archaeology in a Spanish museum

MJ Merchán, P Merchán, E Pérez - Revista Colombiana de Educación, 2023 - scielo.org.co
Serious games are a powerful resource in the teaching-learning process in formal and
informal learning settings since this kind of activity motivates participants to take part actively …

JomLinerapy: Therapist on your palm

YY Tan, PS JosephNg, HC Eaw… - 2020 IEEE International …, 2020 - ieeexplore.ieee.org
The awareness of mental health issues has arisen currently with the concern of their mental
state situation. People are attending therapist consultation to help to reduce the feeling of …

Jom eLearning Unavoidable Acceptance

SY AliciaLim, PS JosephNg - … Intelligent Systems: ICETIS 2021 (Volume 1), 2022 - Springer
Technology is an important component in higher education institutions in the form of LMS
and e-learning to enhance the learning experience of students. The goal of the …

Análisis del uso de la gamificación en educación física para la obtención de aprendizaje significativo

VH Beltrán, LG Calvo, VAG Coto… - Campo Abierto …, 2023 - revista-campoabierto.unex.es
El objetivo del presente documento de investigación fue el objetivo del presente trabajo es
llevar a cabo una búsqueda de los documentos relacionados con el uso de la gamificación …

Use of 2D/3D Video Games in Digital Platforms for Basic Education: A Technological and Systematic Review

JO Verastegui-Santiago… - 2023 IEEE …, 2023 - ieeexplore.ieee.org
The use of 2D and 3D video games has increased and continues to grow in the market;
moreover, some schools are already using video games as a method for students' learning …

Feasibility of Using Serious MIDI-AM Videogames as Resources in Early Childhood Education

N Solórzano Alcívar, LI Sornoza Quijije… - … on Information and …, 2023 - Springer
Several studies on educational videogames or serious games applied to early childhood
education have been identified. However, there is little research on their use in a controlled …

JomAugmented Reality Effect Towards Online Shopping Platforms

WJ Liew, PS JosephNg, HC Eaw… - 2020 IEEE International …, 2020 - ieeexplore.ieee.org
The research aims to introduce Augmented Reality features into online shopping platforms
to enhance consumer purchase behaviour in online shopping platforms. Online shopping …

A gamified study application

BW Waweru, K Subaramaniam… - AIP Conference …, 2023 - pubs.aip.org
The goal of this project is to research about gamification and how to gamify studying among
students in university. This is by the implementation of simple yet interesting and intriguing …