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Published January 1, 2024

Gamification and Augmented Reality

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Editorial Salud, Ciencia y Tecnología

Title:

Gamification and Augmented Reality

ISSN-L: 3008-9093

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2024-03-31 Original
Applications of augmented reality in museums, impact on cultural heritage.

By Aaron Samuel Bracho Mosquera

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.

2024-02-27 Reviews
Application of gamification in work environment

By Esteban Rodríguez Torres, Carlos Alberto Gómez Cano, Verenice Sánchez Castillo

Introduction: preliminary findings clearly suggest that games and gamified systems have motivational potential for workplaces. The use of gamified systems in work environments could be a positive and innovative solution to address contemporary problems in organizations such as: high levels of stress, reduced social capital, reduced loyalty and rapid changes in workforce demographics. The objective was to characterize the application of gamification in the work context.
Method: a total of 23 articles in Spanish and English, from Science, Scielo and Dialnet, were reviewed; using as keywords: gamification, game, work environment, being more than 50% of the last five years.
Result: it is considered a technology with a potentially high impact in industries such as retail, media, consumer goods and marketing, manufacturing. Gamification in intra-organizational environments can affect employee attitudes and behaviors, make workplaces more attractive, create opportunities for productive collaboration, improve customer service, build loyalty, and increase productivity.
Conclusions: gamification in the work environment uses game-like experiences to promote organizational and personal performance; It seems to be associated with improvements in motivation, productivity, performance, immediacy and remuneration according to true effort. However, its degree of applicability is still unclear.

2024-06-23 Systematic reviews or meta-analyses
Benefits of the use of telemedicine in patients with obesity: A systematic review

By Vivian Rodrigues Neves, Lorena Djament

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. Material and methods: 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.

2024-07-11 Short communications
Notes on gamification and education

By Rubén González Vallejo

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

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