
Carina Soledad González González- Ph.D.
- Professor (Full) at University of La Laguna
Carina Soledad González González
- Ph.D.
- Professor (Full) at University of La Laguna
About
552
Publications
489,931
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6,244
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Introduction
IEEE Senior Member.
Ph.D. (Cum Laude) in Computer Science. Ph.D. (Cum Laude) in Social Sciences & Education.
Full Prof. of the Department of Computer Engineering (ULL).
Her focus research is the application of AI and HCI techniques, adaptive interfaces and videogames in Education, e-learning best practices, and LMS systems.
Her current research focuses on interaction design, human factors & UX in educational software & videogames, cognitive factors & ambient assisted living elements.
Current institution
Additional affiliations
September 2019 - December 2019
January 2012 - March 2015
October 1997 - March 2015
Publications
Publications (552)
In this paper, a methodological educational proposal based on constructivism and collaborative learning theories is described. The suggested approach has been successfully applied to a subject entitled “Computer Architecture and Engineering” in a Computer Science degree in the University of La Laguna in Spain.
This methodology is supported by two...
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 Mu...
This paper presents a review of the literature on gamification design frameworks. Gamification, understood as the use of game design elements in other contexts for the purpose of engagement, has become a hot topic in the recent years. However, there's also a cautionary tale to be extracted from Gartner's reports on the topic: many gamification-base...
World Health Organization (WHO) has declared obesity as an epidemic of the XXI century after reaching
global proportions. In Spain, this disease is suffered by 62% of the population leading to the emergence of
new health problems. Increasing numbers of childhood obesity in the world is a direct result of changes in
the lifestyles of the population....
The field of computer science remains male-dominated, with women facing significant barriers to entry and advancement. Despite numerous global initiatives aimed at addressing this imbalance, gender-based stereotypes still shape perceptions of technology-related fields, often discouraging girls from pursuing STEM studies and careers. To address this...
Technological progress often creates a gap between people with and without disabilities, highlighting the need for updated processes to generate more inclusive software. This paper presents the MEEXUU Toolkit, which integrates the ADC Toolkit and Disability Interaction principles. Its conception arose from updating the MEEXUU methodology to address...
Artificial Intelligence (AI) is not a recent innovation, what’s new is how accessible its features have become across multiple devices, apps, and services. Sensationalistic news can distort public perception by exaggerating AI’s capabilities and risks. This leads to misconceptions and unrealistic expectations, causing misunderstandings about the tr...
As technology advances, it is essential for higher education institutions to integrate the latest innovations into their Virtual Learning Environments (VLEs) to maintain effectiveness and relevance. One such innovation is the use of Generative Artificial Intelligence (GAI) chatbots. The objective of this pilot study is to explore university student...
With the global population of individuals aged 60 and above steadily increasing, the need for effective and realistic solutions to promote healthy aging has become imperative. Leveraging the potential of serious games, gamification, and immersive technologies, this study focuses on developing and implementing a practical and tailored gamified platf...
Since its launch in 2022, ChatGPT has sparked considerable interest in higher education, raising debates about its benefits, challenges, and ethical implications. This systematic literature review, spanning January 2019 to January 2024, analyzes 42 articles from Web of Science and Scopus to identify key opportunities and challenges in its academic...
The proliferation of social media and digital culture has exposed individuals, particularly adolescents, to unrealistic beauty standards and harmful body image messages, contributing to a rise in Eating Disorders (EDs). This paper introduces PRETA, an innovative, gami-fied, and interactive teaching-learning platform designed for the primary prevent...
In the next 5 years, artificial intelligence (AI) tools are expected to become commonplace in people’s lives, especially in their work processes. Therefore, educational institutions feel intrinsically responsible for ensuring that their students acquire and develop competences associated with the appropriate use of this technology in their educatio...
Este artículo presenta el desarrollo e implementación de un módulo en
Moodle que utiliza modelos de lenguaje preentrenados para personalizar mensajes
dirigidos a estudiantes. El módulo se basa en tres fuentes de datos principales: el
historial de entregas de tareas, la participación en foros y el rendimiento académico
del estudiante. Mediante el us...
As technology advances, it is essential for higher education institutions to integrate the latest innovations into their Virtual Learning Environments (VLEs) to maintain effectiveness and relevance. One such innovation is the use of Generative Artificial Intelligence (GAI) chatbots. The objective of this pilot study is to explore university student...
p>La población mayor de 65 años aumentará considerablemente en 2050, y la tecnología puede respaldar su independencia, prevenir el deterioro funcional o cognitivo, limitar las enfermedades crónicas y promover un envejecimiento activo. Sin embargo, las personas mayores necesitan competencias digitales para utilizar la tecnología de manera efectiva....
Introduction
Person-Centered Care (PCC) and Digital Health Literacy (DHL) interventions can enhance understanding of online health information and empower patients, optimizing healthcare. Massive Open Online Courses (MOOCs) can provide flexible access and adapted educational resources and are a useful selfcare strategy to chronic patients. The aim...
The recent rise of Generative Artificial Intelligence (GAI) presents significant technological and social challenges, including fields such as education and childhood. Some educational institutions are considering integrating these technologies into learning environments, highlighting the importance of understanding how children interact with these...
Integrar la Inteligencia Artificial Generativa (IAG) en la educación infantil tiene el potencial de
transformar la enseñanza y el aprendizaje. Priorizar la alfabetización en IA garantiza que los estudiantes puedan
utilizar estas herramientas de manera efectiva, maximizando los resultados educativos. Este estudio introduce
una intervención dirigida...
Considering previous research indicating the presence of biases based on gender and accent in AI-based tools such as virtual assistants or automatic speech recognition (ASR) systems, this paper examines these potential biases in both Alexa and Whisper for the major Spanish accent groups. The Mozilla Common Voice dataset is employed for testing, and...
La enseñanza de la inteligencia artificial (IA) en la educación infantil es un campo de creciente interés que destaca la importancia de utilizar herramientas lúdicas y atractivas, como juguetes robóticos y asistentes inteligentes (Gennari, 2023). Se ha demostrado que niños y niñas pueden aprender de manera efectiva con sistemas de IA, mostrando gra...
Various studies have explored the impacts of Generative Artificial Intelligence (GAI) across diverse societal domains, yet little attention has been given to its implications for children. This study investigates the characteristics and appeal of Social Interactive Agents (SIAs), virtual or physical agents capable of socially intelligent communicat...
In today's rapidly evolving technological landscape, marked by the proliferation of artificial intelligence and robotics, the role of engineering education stands as a cornerstone of sustainable progress. Recognizing this imperative, engineering curricula are increasingly incorporating a competency-based approach that reflects the complexities of t...
Existe en la actualidad un fuerte debate social sobre el impacto de las tecnologías en los niños y niñas. ¿Son beneficiosas? ¿Son nocivas? ¿Cómo debemos educar con tecnologías en el hogar y en las escuelas? No existe una solución fácil ni simple. Vivimos en un tiempo complejo. Ante lo cual este libro pretende ayudar a encontrar respuestas a estas p...
Educational institutions have been adopting business simulation games as a resource for developing skills and competencies. However, the real-time study of aspects related to learning during their use still needs to further investigation. This work aims to present contributions of a new methodology that considers the analysis of the player’s experi...
In the current era of digitalization, Digital Competence has emerged in a crucial and imperative skill, given the rapid advancement of technology and the growing reliance on digital devices that have profoundly reshaped our models of communication, work, learning, and information retrieval. This study aimed to assess whether there has been any alte...
In the current era of digitalization, Digital Competence has emerged in a crucial and imperative skill, given the rapid advancement of technology and the growing reliance on digital devices that have profoundly reshaped our models of communication, work, learning, and information retrieval. This study aimed to assess whether there has been any alte...
In recent years, the use of video call or video conference tools has not stopped increasing, and especially due to the COVID-19 pandemic, the use of video calls increased in the educational and work spheres, but also in the family sphere, due to the risks of contagion in face-to-face meetings. Throughout the world, many older people are affected by...
The recent and emerging introduction of generative AI in all areas of society poses new challenges to be overcome, particularly in the educational setting. The intimate and affective relationship that may develop between students and generative AI devices raises critical questions about the psychological and emotional impact of such interactions. T...
There has been a push in recent years to introduce soft skills at different levels of education, and tangible technologies are an excellent tool for achieving this. However, integrating digital skills for children with ADHD remains challenging, and educators need effective strategies to promote these skills. Thus, we investigate which methods and f...
In the midst of the 21st century, programming and computational thinking have entered classrooms as a new form of literacy. However, if educators do not adapt their knowledge or approach their teaching tasks from the new technological paradigms, students are unlikely to fully benefit from the multiple advantages offered by programming and computati...
La inteligencia artificial (IA) ha demostrado su potencial para transformar numerosos campos, y la educación no es una excepción. En la era digital actual, la IA ha emergido como una herramienta poderosa que está revolucionando la forma en que se enseña y se aprende. En este artículo, exploraremos el impacto de la inteligencia artificial en la educ...
Children and adolescents with special health care needs require specialized pediatric care and, possibly some period of hospitalization in a tertiary care center with high complexity. This work aims to help the treatment of this children identifying well-being factors during the hospitalization and home care convalescence through game-based co-crea...
his book constitutes the refereed conference proceedings of the 21st International Conference on Web-Based Learning, ICWL 2022 and 7th International Symposium on Emerging Technologies for Education, SETE 2022, held in Tenerife, Spain in November 21–23, 2022.
The 45 full papers and 5 short papers included in this book were carefully reviewed and se...
Gamification research area is a consolidated topic since 2011, where the main definition appears. Despite a lot of academic documents reporting evidence in the field of gamification in education, and frameworks to design the gamification process, only few of them are focused on the unplugged educational contexts. So, in this paper we are focused on...
Early childhood education is a key stage to counteract the formation of gender roles and stereotypes, which influence the choice and perceptions about professional careers, negatively affecting STEAM vocations. This paper presents an exploratory study of the behaviors and preferences of boys and girls about games, observed by early childhood educat...
The 10th edition of the Technological Ecosystems for Enhancing Multiculturality (TEEM 2022) brings together researchers and postgraduate students interested in combining different aspects of the technology applied to knowledge society development, with particular attention to educational and learning issues. This volume includes contributions relat...
This paper presents a novel approach to HCI education that incorporates speculative design, gender, and artificial intelligence (AI) into the lean UX methodology. We argue that this approach is essential for creating more inclusive and innovative UX solutions that reflect the diversity of users in our increasingly complex world. The paper outlines...
During COVID-19 pandemic, quality of living was impacted by social isolation, loneliness, and altered sleep habits. The aims of this study were (1) to examine the relationship between physical activity (PA) levels with insomnia and loneliness among adults during Spain’s first COVID-19 wave of lockdown and its impact on women and (2) to examine the...
The present time appears, at first sight, as a time of complexity, which is why it is imperative to search for new solutions as options to address the challenges faced by society. In particular, crises such as COVID-19 (and its variants) invite us to leave aside the nineteenth-century tradition and promote challenges that postulate educational proc...
A key factor for successfully implementing gamified learning platforms is making students interact with the system from multiple digital platforms. Learning platforms that try to accomplish all their objectives by concentrating all the interactions from users with them are less effective than initially believed. Conversational bots are ideal soluti...
Artificial intelligence (AI) has demonstrated its potential to transform numerous fields and education is no exception. In today’s digital age, AI has emerged as a powerful tool that is revolutionizing teaching and learning. In this article, we will explore the impact of artificial intelligence in education and how it is transforming the educationa...
This chapter explores the use of gamification and immersive learning in virtual learning environments using augmented and virtual reality. Gamification has been widely adopted as an educational innovation strategy to enhance students' motivation and engagement. The chapter provides an overview of gamification in teaching and learning, including its...
Deepfakes are created by using artificial intelligence algorithms to generate realistic images, videos or even sound of people that do not actually exist. These fake images, videos or sound can be used to create fake news stories, or to impersonate someone for malicious purposes. As these deepfakes are becoming increasingly realistic and difficult...
Early childhood education is a key stage to counteract the formation of gender roles and stereotypes, which influence the choice and perceptions about professional careers, negatively affecting STEAM vocations. This paper presents an exploratory study of the behaviors and preferences of boys and girls about games observed by early childhood educati...
Gamification research area has been a consolidated topic since 2011 when the main definition appeared. Despite many academic documents reporting evidence in the field of gamification in education and frameworks to design the gamification process, only a few of them are focused on unplugged educational contexts. So, in this paper, we are focused on...
To obtain an accurate understanding of player experience (PE) in serious games that simulate organizational environments, many factors must be considered and intertwined, psychological, physiological and related to the game performance itself. Such elements can be analyzed using experimental techniques such as recording attentional aspects or monit...
The population of adults over 65 will increase significantly by 2050, and technology can support their independence, prevent functional or cognitive decline, limit chronic diseases, and promote active aging. But seniors must have digital competencies to use technology effectively. Therefore, this paper aims to analyze the benefits, opportunities, a...
La rápida evolución de la tecnología digital ha cambiado nuestra sociedad, lo que ha llevado a una necesidad cada vez mayor de adquirir habilidades de alfabetización digital (Reyes & Avello-Martínez, 2021). No obstante, es crucial garantizar que la alfabetización digital sea inclusiva en este contexto de constante cambio para permitir que todas las...
There are different types of Deepfakes, these can be computer-generated images, videos or audios that try to pass themselves off as real. They are made by using artificial intelligence (AI) to learn the human appearance and voice. Deepfakes can be used to create false content or to impersonate a person. In this article, we check the operation of th...
Older people represent a growing proportion of the world population, and in our occidental societies, these people often suffer from social and emotional isolation, and from ageism. The developed project is a disruptive vision of the intergenerational relations in the actual society, by using digital entertainment as a tool for motivating and for r...
Educating children in healthy lifestyle habits is one of the most effective ways to prevent future diseases such as obesity and improve their health. This chapter presents an educational intervention project to promote healthy lifestyle habits using active video games and gamified activities as a motivational tool towards healthier habits. In parti...
Foster diversity and inclusion are part of the strategic actions of public and private organizations. Some of these actions are focused on increasing the representation of historically underrepresented groups and investing in creating a culture where all employees can reach their potential. Moreover, there are sectors in which the lack of inclusive...
Conferencia dada en el III Simposio de Educación Matemática (http://www.sem-basicas.unlu.edu.ar/). Universidad Nacional de Luján. Argentina
This paper analyzes different player type models and game elements in the literature,
particularly focusing on the case of online games. Research based on an exploratory study is
presented; it aims to explore the different types of interaction with gameful digital applications. The
study is based on a survey and provides findings from the literatur...
La aceleración digital experimentada después del confinamiento por el COVID-19 y el auge de los medios sociales son consecuencia de la necesidad de socialización del ser humano, por todo ello, se están creando nuevos hábitos con el uso de tecnologías y nuevas formas de interactuar y construir colectivamente. Aunque el desarrollo de los procesos de...
Desde la publicación de la Carta Europea sobre los Derechos de los Niños
Hospitalizados, por el Parlamento Europeo en 1986 (si bien es cierto, que fue en
1984 que tiene origen dicho documento), el concepto de Pedagogía Hospitalaria
(PH) ha estado muy de la mano de dichos derechos, en especial aquellos referidos
a la Educación. Derechos que han teni...
Pressure injuries are wounds caused by reduced blood circulation for regular and repetitive pe-riods when pressing the human body against a hard surface. It is a pathology that needs daily preventive care and health promotion to avoid incidences. Thus, this article aims to validate a platform based on the gamified collaborative practices model to p...
En las últimas décadas el desarrollo y uso de las tecnologías de la información y la comunicación (TIC) ha permeado en las sociedades hasta integrarse en todos los aspectos de la vida. De acuerdo con el Foro Económico Mundial en sus informes sobre el futuro del empleo (World Economic Forum 2016; 2018), la industria se halla en una continua transfor...
Background:
Digital health literacy (DHL) increases the self-efficacy and empowerment of pregnant and lactating women (PLW) in using the Internet for health issues. The European project IC-Health aimed to improve DHL among PLW, through the co-creation of Massive Open Online Courses (MOOCs).
Methods:
The co-creation of the MOOCs included focus gr...
People with Down syndrome present cognitive difficulties that affect their reading skills. In this study, we present results about using gestural interaction with the Kinect sensor to improve the reading skills of students with Down syndrome. We found improvements in the visual association, visual comprehension, sequential memory, and visual integr...
IPTVCARE es una plataforma en la nube consecuencia del proyecto europeo WeTakeCare: Collaborative interaction in caring & training to improve the autonomy in Activities of Daily Living (2013-2016) http://wetakecare.ibv.org/
Este proyecto ha sido financiado con por el Ambient Assisted Living (AAL). Joint Programme: Call 5, ICT-based Solutions for S...
Educar a los niños y niñas en hábitos de vida saludable es una de las formas más efectivas de prevenir enfermedades futuras como la obesidad y mejorar su salud. En este capítulo se presenta un proyecto de intervención educativa de promoción de hábitos de vida saludables que utiliza videojuegos activos y actividades gamificadas como una herramienta...
Dr. Martín Llamas Nistal, who served as Editor-in-Chief (EiC) of the Latin American Learning Technologies Journal (IEEE RITA) for more than 20 years, is stepping down. This position has been taken over by Dr. Carina Soledad González-González. Dr. González-González is a Full Professor of computer architecture and technology at the Department of Comp...
This guest editorial introduces the first group of articles in the Special Issue on Educational Inclusion Through ICT. This Special Issue integrates articles that focus on identifying, sharing, and valorizing experiences, projects, and best practices on inclusion and education with digital technologies. The articles were submitted and reviewed in a...
Currently, there is a lack of tools to help design inclusive and value-ethical technologies and user experiences. Therefore, a design toolkit, based on design thinking principles, is presented in this paper. The main objective of this toolkit is to help technology designers to think of inclusive solutions that take into account gender, ethical valu...
Though research on quantum computing continues at a good pace, learning quantum computing requires a deep and clear level of knowledge of a range of domains that diverge from classical computer science. There are not quantum computing interfaces
that facilitate learning this new paradigm, only those to illustrate some quantum computations with some...