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Vol. 2 (2024)

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Authors in this issue:

Carlos Alberto Gómez Cano, Verenice Sánchez Castillo Verenice Sánchez Castillo, Carlos Alberto Gómez Cano Jhossmar Cristians Auza-Santiváñez, José Alejandro Carías Díaz, Oscar Angel Vedia Cruz, Sara Milca Robles-Nina, Carlos Sánchez Escalante , Blas Apaza Huanca Esteban Rodríguez Torres, Carlos Alberto Gómez Cano, Verenice Sánchez Castillo Jose Ignacio Robaina Castillo ,

Published: January 1, 2024


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

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.

By Carlos Alberto Gómez Cano, Verenice Sánchez Castillo

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

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.

By Verenice Sánchez Castillo, Carlos Alberto Gómez Cano

2024-01-30 Reviews
Gamification in personal health management: a focus on mobile apps

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.

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 Reviews
Application of gamification in work environment

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.

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

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

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.

By Jose Ignacio Robaina Castillo

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