Skip to main navigation menu Skip to main content Skip to site footer
English | Español

Published January 1, 2024

Gamification and Augmented Reality

Publishing collaboration


Edited By:

Editorial Salud, Ciencia y Tecnologia


Gamification and Augmented Reality


Editor's Choice
See All
2024-01-29 Original
Scholarly Output on Computer Networks and Communication: A Ten-Year Bibliometric Analysis in Scopus (2013-2022)

By Carlos Alberto Gómez Cano, Verenice Sánchez Castillo

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.

2024-02-12 Reviews
Gamification and motivation: an analysis of its impact on corporate learning

By Verenice Sánchez Castillo, Carlos Alberto Gómez Cano

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.

2024-01-29 Systematic reviews or meta-analyses
Systematic review on Augmented Reality in health education

By Jose Ignacio Robaina Castillo

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.

Current Issue
2024-01-29 Original Scientific Articles

By Carlos Alberto Gómez Cano, Verenice Sánchez Castillo

2024-02-12 Original Scientific Articles

By Verenice Sánchez Castillo, Carlos Alberto Gómez Cano

2024-01-30 Original Scientific Articles

By Jhossmar Cristians Auza-Santiváñez, José Alejandro Carías Díaz, Oscar Angel Vedia Cruz, Sara Milca Robles-Nina, Carlos Sánchez Escalante , Blas Apaza Huanca

2024-02-12 Original Scientific Articles

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

2024-01-29 Original Scientific Articles

By Jose Ignacio Robaina Castillo

Recent Issues
See All