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Determining the Difficulties of Students With Dyslexia via Virtual Reality and Artificial Intelligence: An Exploratory Analysis
(IEEE, 2022)
Learning disorders are neurological conditions that affect the brain’s ability to interconnect communication areas. Dyslexic students experience problems with reading, memorizing, and exposing concepts; however the magnitude ...
Training program on sign language: social inclusion through Virtual Reality in ISENSE project
(IEEE, 2023)
Structured hand gestures that incorporate visual
motions and signs are used in sign language. Sign language is
a valuable means of daily communication for individuals who
are deaf or have speech impairments, but it is ...
A VR Serious Game to Increase Empathy towards Students with Phonological Dyslexia
(IEEE, 2023)
Dyslexia is a neurodevelopmental disorder that is
estimated to affect about 5-10% of the population. In particular,
phonological dyslexia causes problems in connecting the sounds
of words with their written forms. This ...
Characterization of biodiesel using virtual laboratories integrating social networks and web app following a ubiquitous- and blended-learning
(Elsevier, 2019)
In this work, ubiquitous and blended learning focused on biofuel characterization, through three virtual laboratories, named “Determination of biodiesel heating value by automatic calorimeter”, “Determination of biodiesel ...
A Bibliometric Analysis of the Health Field Regarding Social Networks and Young People
(MDPI, 2019)
Social networks have historically been used to share information and support regarding health-related topics, and this usage has increased with the rise of online social media. Young people are high users of social media, ...
Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions
(MDPI, 2022)
Higher Educational Institutions (HEIs) are responsible for creating healthy and sustainable environments for students and teachers through diverse educational paradigms such as gamification. In this sense, the Healthy ...
Is possible to train health professionals in prevention of high-risk pathogens like the Ebola by using the mobile phone?
(Elsevier, 2019)
Health professionals are a concerning risk population because of the high prevalence of exposure
to biological, especially during training that involves procedures implying direct contact with
bodily fluids. Notwithstanding, ...
The Higher Education Sustainability before and during the COVID-19 Pandemic: A Spanish and Ecuadorian Case
(MDPI, 2021)
Information and communication technologies (ICTs) are key to create sustainable higher education institutions (HEIs). Most researchers focused on the students’ perspective, especially during the online teaching caused by ...
The Influence of Technology on Mental Well-Being of STEM Teachers at University Level: COVID-19 as a Stressor
(MDPI, 2021)
Stress can result in psychopathologies, such as anxiety or depression, when this risk factor continues in time. One major stressor was the COVID-19 pandemic, which triggered considerable emotional distress and mental health ...