178 results on '"González-González, Carina S."'
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2. Empowering soft skills in children with ADHD through the co-creation of tangible tabletop games
3. Game-Based Co-creation for Children and Adolescents with Complex Health Conditions
4. Impact of COVID-19 lockdown on physical activity, insomnia, and loneliness among Spanish women and men
5. Game-Based Co-creation for Children and Adolescents with Complex Health Conditions
6. Using Exergames to Promote Healthy Habits in Schools
7. Gender and Accent Biases in AI-Based Tools for Spanish: A Comparative Study between Alexa and Whisper.
8. Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system
9. Automatic captions on video calls: a must for the older adults
10. Empowering soft skills in children with ADHD through the co-creation of tangible tabletop games
11. Usability Study of Didactical Resources to Children with Down Syndrome : Validation with Eye Tracker on Teaching Resources for Gestural and Conventional Interaction
12. Mobile Player Experience Evaluation in RA Geolocalized Serious Games
13. Effects of a Gamified Educational Program in the Nutrition of Children with Obesity
14. Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal
15. User Attention in Nonlinear Narratives: A Case of Study
16. Natural Interaction without Marks
17. Introducción de la perspectiva de género en la investigación
18. A preliminary study about gender gap perception in informatics studies in Spain
19. Editorial: Serious games—Volume II
20. Gender and Age Differences in Preferences on Game Elements and Platforms
21. Using Exergames to Promote Healthy Habits in Schools
22. Programa piloto de mentorías entre pares con perspectiva de género para el alumnado de Ingeniería Informática
23. Delving into gender gap perceptions of computing students: A replication study.
24. Strategies to gender mainstreaming in Engineering studies
25. Automatic captions on video calls, a must for the elderly
26. Pilot experience to mainstream computer ethics in the Computer Science Degree
27. Diseño y creación de un SPOC sobre consideraciones éticas en el desarrollo software para los estudiantes del Grado en Ingeniería Informática
28. Experiencia piloto para incorporar la ética informática de forma transversal en el Grado de Ingeniería Informática
29. Social Relations and Methods in Recommender Systems: A Systematic Review.
30. El uso de metodologías ágiles en el aula como medio para fomentar la diversidad en contextos de ingeniería. Caso de estudio en el Grado de Ingeniería Informática
31. Perspectiva de género y fomento de la diversidad en la docencia de Ingeniería del Software
32. Active Game-Based Solutions for the Treatment of Childhood Obesity
33. The limits of gamification
34. Experiencia piloto para incorporar la ética informática de forma transversal en el Grado de Ingeniería Informática - [Pilot experience to mainstream computer ethics in the Computer Science Degree]
35. Psychological Health and Physical Activity Levels during the COVID-19 Pandemic: A Systematic Review
36. Natural Interaction without Marks
37. A Case Study in Brazil and Spain about the Students' Perception of the Gender Gap in Computing.
38. Robótica educativa en contextos inclusivos: el caso de las aulas hospitalarias
39. Health Promotion for Childhood Obesity: An Approach Based on Self-Tracking of Data
40. Implementation of E-Proctoring in Online Teaching: A Study about Motivational Factors
41. Treatment of children obesity and diabetes through gamification
42. Perspectiva de Género en Ingeniería Informática: Cuestionario GENCE
43. Introduciendo la perspectiva de género en la enseñanza universitaria: co-creación de guías docentes y proyectos de innovación
44. Acciones a favor de la diversidad en el ámbito tecnológico. Experiencia piloto en una asignatura del Grado en Informática
45. Treatment of children obesity and diabetes through gamification
46. Bringing Computational Thinking to Hospital Classrooms
47. Improving cognitive abilities through gestural interaction
48. Computational Thinking and Down Syndrome: An Exploratory Study Using the KIBO Robot
49. Tangible Technologies for Childhood Education: A Systematic Review
50. ROBÓTICA EDUCATIVA EN CONTEXTOS INCLUSIVOS: EL CASO DE LAS AULAS HOSPITALARIAS.
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