Carina S. González-González
University of La Laguna
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Featured researches published by Carina S. González-González.
Computers in Education | 2012
Carina S. González-González; Francisco Blanco-Izquierdo
In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively Multiplayer Online Role-Playing Game (MMORPG) engine for use in various educational contexts in (a) university education and (b) secondary education.
Archive | 2017
Pablo Torres-Carrión; Carina S. González-González; Alfonso Infante-Moro
The techniques to know the visual attentions in screens by the user are used with great efficiency in the field of design to make more efficient its objective. In the educational field are few efforts made, being one of the challenges of engineering and Sciences of education to improve learning outcomes. This study aims is to know the usability of personalized, conventional and gestural interaction resources based in the patterns of visual attention of children with Down syndrome, in teaching resources based on eye-tracker validated visual attention in a classroom environment for children with Down Syndrome. Selected 6 students of the Down Tenerife Association (CG = 3, GE = 3), of which GE has previously interacted with the HCI Tango:H platform with teaching resources customized to their requirements cognitive and applied in a playful environment of teaching and learning, and the remaining with common resources in the classroom, designed by the teachers of the institution. Learning objects were presented to students by way of films on a screen, by tracking their visual attention with the help of an eye tracker and following the protocol think-aloud, focused on the attributes of ISO 9141-11: usability for Visual-Based gesture recognition: efficacy, effectiveness, learnability and satisfaction. The results were evaluated with the help of Tobbi Studio platform and subjective attributes through systematic observation, being the resources designed for the Tango:H plaque better valued than those of everyday use in the conventional classroom.
NeuroRehabilitation | 2016
Pablo Torres-Carrión; Carina S. González-González; Jaime Basurto-Ortiz; Silvia Vaca-Gallegos
The aim of this research is to improve phonological awareness in children with dyslexia by using a computer game designed specifically for this study and applying it as a didactic resource in a formal-inclusive educational environment. We used a quasi-experimental scientific method with a sample of 12 children, aged between 6 to 12 years, divided into two groups: experimental (six) and control (six). We apply the T.E.D.E. test with the pre-test and post-test methodology for the whole sample. The experimental sessions lasted about 20 minutes per day, three times per week, for five weeks, for a total of 15 sessions. The research shows significant differences, with a 95% confidence level, in the experimental population after applying the gaming strategies. These results exceed those of previous studies with digital gaming resources, and pave the way for a second stage of research with a broader population1.
international conference on human computer interaction | 2015
Carina S. González-González; Vicente Navarro-Adelantado
In this paper we present a methodological proposal for evaluating the emotional experience of children with active videogames. This proposal aims to address some of the most frequent problems encountered when evaluating interactive products for minors. We conducted an analysis of the main drawbacks of traditional techniques for evaluating usability, quality of use and the user and emotional experience of children, as well as the relationships between emotions, videogames and active games. Based on this analysis, we crafted an evaluation proposal that contains a set of the most representative emotions for active videogames, as well as different instruments and techniques created and/or adapted for motor games that measure subjective (verbal, non-verbal), objective (biometric) and social (behavioral) interactions at different times during an evaluation session. This proposal reveals whether the emotional responses stem from internal reasons within the individual, from the activity performed or are external (context).
international conference on human computer interaction | 2014
Pablo Torres-Carrión; Carina S. González-González; Alberto Mora Carreño
This document describes a methodology applicable to emotions assessment in education and rehabilitation activities for people with Down Syndrome (henceforth DS). This methodology is organized in three assessment phases and include the Tango:H platform to active games based in Kinect, a tool for subjective evaluation of emotions called EMODIANA and a tool for automatic evaluation of emotions called HER. Furthermore, an observational methodology is presented, which allows the emotional evaluation through verbal and nonverbal observation and social interactions.
International Symposium on Communicability, Computer-Graphics and Innovative Design for Interactive Systems | 2011
Victor Socas-Guerra; Carina S. González-González
In this paper we present an eye tracking study to evaluate the user experience in an interactive system with a non-linear narrative’s structure. New communication formats and exposition freedom are open by user interactions in non-lineal narratives. In order to study the user experience in this kind of systems, we designed, developed and validated an interactive system that break with the classical structure of linear narrative and focus on the non-linearity of the content analysing the perception time and psychological time. However, the user’s gaze can be a good indicator of which parts of an interface hold the user’s attention. Thus, it is reasonable to assume that the eye-tracking data could be useful to provide information on user experience with the prototype. So, the non-linear narrative structure, the user experience variables and the results of the eye-tracking tests will be discussed in this work.
international conference on human computer interaction | 2018
Carina S. González-González; Alicia García-Holgado; Francisco José García-Peñalvo; Juanjo Mena
Education for Equality offers a methodological proposal to address teaching-learning processes with a gender perspective in educational centers, mainly in primary and secondary schools. However, in the university context the initiatives and methodological proposals are still scarce. On the other hand, the scarce presence of women in technological careers is an international problem that must also be addressed from the University. Therefore, in this work we will present two experiences developed in teacher innovation projects at the University of La Laguna and at the University of Salamanca to educate students about subjects related to technology.
international conference on human computer interaction | 2018
Carina S. González-González; Rosa M. Gil Iranzo; Patricia Paderewski; Natalia Padilla-Zea
Although there is a large number of studies in the literature designed to analyze the low representation of women in technology and, especially, in information technology, studies to analyze how these technologies have been designed and constructed are scarce. In the area of Human-Computer Interaction (HCI) there is an emerging and promising field of research that focuses on the study of gender differences in the use of computers and the Internet, as well as providing recommendations for the design of technology with gender perspective. In this article, we will present different methodological approaches that allow for the inclusion of a gender perspective in technology design, and, recommendations for the design and development of software focused on gender.
International Journal of Interactive Multimedia and Artificial Intelligence | 2018
Carina S. González-González; Nazaret Gomez del Rio; Vicente Navarro-Adelantado
There is a lack of motivation in children and adolescents to do physical exercise and at the same time a worldwide obesity epidemic. Gamification and active videogames can be used to increase the motivation of young people, promoting healthy habits. In this work we explore different studies on active videogames, eSports and gamification applied to physical exercise and health promotion. Main findings include positive effects in a reduction in body weight and in the promotion to continue performing of physical exercise. It also contributes to increase the motivation in children and adolescents to practice exercise. The personalization of user experience and emerging technologies (big data, wearables, smart technologies, etc.) are presented as promising opportunities to keep the engagement in game-based program and gamification of physical exercise.
international symposium on computers in education | 2016
J. Ángel Velázquez-Iturbide; Begona Ferrero-Martin; Carina S. González-González; Pedro J. Muñoz-Merino; Manuel Ortega-Cantero
This panel intends to critically identify some limits in the applicability of a selection of educational software technologies. In particular, we have selected four technologies; some of them have a high degree of maturity (namely, collaborative systems and intelligent tutors), while others have emerged in last years (namely, gamification and learning analytics). The goal of the panel is to contribute to achieve deeper knowledge of the actual capabilities of such technologies.