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Carmen Bueno Munoz
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Transformación digital y creatividad en Educación Superior: La organización de eventos educativos a través de crowdsourcing gamificado
Luis R. Murillo-Zamorano, Carmen Bueno Munoz, Jose Angel Lopez Sanchez
- Peter Lang GmbH, Internationaler Verlag der Wissenschaften
- 14 Septembre 2020
- 9783631834657
Este libro se encuadra en el ámbito de la transformación digital y la creatividad en Educación Superior, profundizando en el crowdsourcing gamificado y exponiendo cómo este enfoque innovador puede servir de herramienta para la creación de eventos educativos que potencien la creatividad de las nuevas generaciones de estudiantes en el contexto universitario. Sus objetivos son revisar la literatura referente a ambos conceptos, crowdsourcing y gamificación, exponer una propuesta de cómo pueden ser adaptados a la organización de eventos educativos y presentar un caso real de éxito desarrollado a través de esta metodología en Educación Superior.
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Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education
Carmen Bueno Munoz, Jose Angel Lopez Sanchez, Luis R. Murillo Zamorano
- Peter Lang GmbH, Internationaler Verlag der Wissenschaften
- 21 Janvier 2022
- 9783631870433
The health emergency caused by COVID-19 has been a global challenge. During this period, it was necessary to quickly develop solutions that were able to cope with the pandemic and help mitigate the effects that the new coronavirus was causing in many sectors. This book analyzes how gamification and artificial intelligence (AI) have been used during the COVID-19 pandemic in health and education. To this end, a review of the main applications of gamification and AI during this period is made. We also analyze four cases framed in health care and education in which both resources, gamification and AI, are combined and their usefulness in the context characterized by COVID-19 is analyzed. Finally, some of the ethical issues surrounding gamification and AI in this scenario are examined.