Serious applications of technology in games and health. Claudia Zúñiga

Serious applications of technology in games and health - Claudia Zúñiga


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      Serious Applications of Technology in Games and Health

      Serious Applications of Technology in Games and Health

      Zhigeng Pan - Hangzhou Normal University, PRC.

      Xun Luo - Tianjin University of Technology, PRC.

      Claudia Zúñiga - Universidad Santiago de Cali.

      Fabian Castillo - Universidad Libre Cali.

      Anita Portilla - Instituto para Niños Ciegos y Sordos del Valle del Cauca.

      Andrés Castillo - Instituto para Niños Ciegos y Sordos del Valle del Cauca

      Gloria Inés Álvarez - Pontificia Universidad Javeriana Cali, Colombia.

      María Constanza Pabón - Pontificia Universidad Javeriana Cali, Colombia.

      Diego Linares - Pontificia Universidad Javeriana Cali, Colombia.

      Juan Carlos Martínez - Pontificia Universidad Javeriana Cali.

      Andrés A. Navarro-Newball - Pontificia Universidad Javeriana Cali.

      Santiago de Cali, 2019

      Serious Applications of Technology in Games and Health / Zhigeng Pan [y otros 10] -- Santiago de Cali : Pontificia Universidad Javeriana, Sello Editorial Javeriano, 2019.

      Incluye referencias bibliográficas.

      ISBN 978-958-5119-63-5

      1. Innovaciones educativas 2. Juegos educativos 3. Tecnología de la información 4. Métodos de enseñanza 5. Educación por competencias I. Pan, Zhigeng II. Luo, Xun III. Zúñiga, Claudia IV. Castillo, Fabián V. Portilla, Anita VI. Castillo, Andrés VII. Álvarez, Gloria Inés VIII. Pabón, María Constanza IX. Linares, Diego X. Martínez, Juan Carlos XI. Navarro-Newball, Andrés A. XII. Hangzhou Normal University, PRC XIII. Tianjin University of Technology, PRC XIV. Universidad Santiago de Cali XV. Universidad Libre Cali XVI. Instituto para Niños Ciegos y Sordos del Valle del Cauca XVII. Pontificia Universidad Javeriana (Cali). Facultad de Ingeniería y Ciencias. Departamento Electrónica y Ciencias de la Computación.

SCDD 371. 33 ed.23CO-CaPUJ lmc/2019

      Serious Applications of Technology in Games and Health

      Pontifica Universidad Javeriana Cali

      Facultad de Ingeniería y Ciencias

      Departamento Electrónica y Ciencias de la Computación

      Autores:

      © Zhigeng Pan

      © Xun Luo

      © Claudia Zúñiga

      © Fabian Castillo

      © Anita Portilla

      © Andrés Castillo

      © Gloria Inés Álvarez

      © María Constanza Pabón

      © Diego Linares

      © Juan Carlos Martínez

      © Andrés A. Navarro-Newball

      Rector: Luis Felipe Gómez Restrepo S.J

      ISBN: 978-958-5119-63-5

      ISBN (e): 978-958-5119-64-2

      Formato: 17 cm x 24 cm

      Coordinacion Editorial: Claudia Lorena Gonzáles Gonzáles

      Auxiliar Editorial: Manuela Triviño Monar

      Diseño y Diagramación: Andres Julian Tabares Rojas.

      Corrección de Estilo: Comunicaciones Creativas

      Conversión ePub: Lápiz Blanco S.A.S.

      Hecho en Colombia

       Made in Colombia

      Pontificia Universidad Javeriana

      Calle 18 No. 118 - 250

      Teléfonos (57-2) 3218200

      Santiago de Cali, Colombia, 2019

      El contenido de esta publicación es responsabilidad absoluta de su autor y no compromete el pensamiento de la institución. Este libro no podrá ser reproducido por ningún medio impreso o de reproducción sin permiso escrito de los titulares del Copyright.

      Contenido

       Introduction

       1. Prologue

       2. Invited Keynote paper

       3. Workshop on Computing and Technology in Health-CoTH 2019

       4. Poster session from the Edutainment 2019 Conference

       5. Poster Session from the Edutainment 2019 Conference – Invited poster from IGDA Colombia’s representative and the REDIS’ Expoposter 2019-1 Event

       Introduction

      This book constitutes the refereed proceedings of the 13th International Conference on E-Learning and Games, Edutainment 2019, and the Workshop on Computing and Technology in Health (CoTH) 2019, held within the same conference. Edutainment was held in Cali, Colombia on august 15-17, hosted by Pontificia Universidad Javeriana Cali and supported by Hangzhou Normal University, Xi’an University of Technology and Tianjin University of Technology in China; Bournemouth University and Liverpool John Moores University in UK; National Polytechnic Institute, México; Divsar, Argentina; Universidad Libre Seccional Cali; Universidad del Cauca, Popayán; Universidad Santiago de Cali and Pontificia Universidad Javeriana Bogotá in Colombia. Edutainment 2019 has become a major international event which combines education and entertainment, covering not only the research issues of game-based learning but also the issues of learning experiences which may be gained from entertainment.

      At first, when we talk about serious applications of technology in games and health, we are referring to serious games or games in which the objective goes beyond mere entertainment, which in Edutainment 2019 refer to education. Additionally, we decided to use the term “serious” to refer to the use of technology in applications that search to contribute to the solution of relevant social problems, in this case health. We did not want to limit the scope of the workshop to serious games applied to health or edutainment in health; indeed, we wanted to hear about new ideas related to the applications of technology to health.

      The papers were organized in one prologue and four sections; because the focus of the main conference is Edutainment, the prologue was written by the founder, chair of the steering committee of the Edutainment conferences. The first section includes one extended paper from one of the keynote presenters; the second, contains the nine papers submitted to the CoTH; the third section includes three papers chosen 12 Edutainment’s poster paper candidates; and the fourth encompasses one abstract from a Colombian student representative from International Game Developers Association (IGDA) and five abstracts chosen at the Expoposter 2019-1 in Universidad Central del Valle to be presented at Edutainment 2019, which have not been previously published.

      The Edutainment Conference had 41 submissions:


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