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  • Carina Soledad González González
Carina Soledad González González

Carina Soledad González González
Universidad de La Laguna | ULL · Department of Systems Engineering, Automatic Control, Architecture and Computer Technology

Ph.D.

About

517
Publications
406,718
Reads
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4,837
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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.
Additional affiliations
September 2019 - December 2019
Open University of Catalonia
Position
  • Research Associate
January 2012 - March 2015
Universidad Internacional de La Rioja
Position
  • Profesora asociada
October 1997 - present
Universidad de La Laguna
Position
  • Professor (Full)

Publications

Publications (517)
Article
Full-text available
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Full-text available
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....
Conference Paper
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...
Article
Full-text available
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...
Article
Full-text available
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...
Conference Paper
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Preprint
Full-text available
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...
Chapter
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...
Book
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...
Chapter
Full-text available
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...
Chapter
Full-text available
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...
Chapter
Full-text available
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...
Preprint
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Chapter
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Poster
Full-text available
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...
Chapter
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...
Article
Full-text available
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...
Presentation
Full-text available
Conferencia dada en el III Simposio de Educación Matemática (http://www.sem-basicas.unlu.edu.ar/). Universidad Nacional de Luján. Argentina
Article
Full-text available
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...
Chapter
Full-text available
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...
Chapter
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Patent
Full-text available
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...
Chapter
Full-text available
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...
Article
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...
Conference Paper
Full-text available
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...
Conference Paper
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...
Conference Paper
Due to the COVID 19 pandemic, the use of video conferencing and video calls increased in education and work, but also in the family environment due to the dangers of face-to-face meetings. Many elderly people suffer from hearing problems, which makes it difficult to take full advantage of video calls, which is why an automatic subtitling tool for c...
Conference Paper
Higher education institutions should promote sustainable development, including teaching activities. University students should receive training on equality, to build inclusive and diverse spaces both inside and outside the institution. In particular, there is a compelling need for gender mainstreaming in engineering studies as a further measure to...
Conference Paper
In the following paper, we present a pilot study based on an online co-creation experience with older adults which aims to study the technological acceptance in this population. Our goals were to assess older adults' technological acceptance of voice assistants and to explore the possibilities of using voice assistants in the daily lives of older a...
Article
Full-text available
Research on affective communication for socially assistive robots has been conducted to enable physical robots to perceive, express, and respond emotionally. However, the use of affective computing in social robots has been limited, especially when social robots are designed for children, and especially those with autism spectrum disorder (ASD). So...
Article
Full-text available
This article performs a Systematic Review of studies to answer the question: What are the re-searches related to the learning process with (Serious) Business Games using data collection techniques with Electroencephalogram or Eye tracking signals? The PRISMA declaration method was used to guide the search and inclusion of works related to the elabo...
Article
Full-text available
Este estudio revisa la literatura científica sobre el uso de tecnologías tangibles en la educación infantil, a fin de: a) identificar qué tecnologías tangibles se han utilizado; b) reconocer los objetivos educativos de la utilización de estas tecnologías y c) presentar una síntesis de la evidencia empírica disponible sobre su efectividad educativa....
Article
Full-text available
Hospital environments are facing new challenges this century. One of the most important is the quality of services to patients. Social robots are gaining prominence due to the advantages they offer; in particular, several of their main uses have proven beneficial during the pandemic. This study aims to shed light on the current status of the design...
Conference Paper
Children with Complex Health Conditions (CHC) need specialized pediatric attention and spend periods of hospitalization in specialized centers of high technical complexity. For this reason, in this work, we aim to identify through game-based co-creation methods factors of well-being during hospitalization and home convalescence in children and adol...
Article
Full-text available
Hospital environments are facing new challenges this century. One of the most important is the quality of services to patients. Social robots are gaining prominence due to the advantages they offer; in particular, several of their main uses have proven beneficial during the pandemic. This study aims to shed light on the current status of the design...
Preprint
Full-text available
Hospital environments are facing new challenges this century. One of the most important 11 is the quality of services to patients. Social robots are gaining prominence due to the advantages 12 they offer; in particular, several of their main uses have proven beneficial during the pandemic. This 13 study aims to shed light on the current status of t...
Preprint
Full-text available
BACKGROUND Self-management education is a fundamental aspect in the health care of people with Diabetes Mellitus (DM) to develop the necessary skills for the improvement of health outcomes. Patients are required to have the competencies to manage electronic information resources, that is, an appropriate level of digital health literacy (DHL). The E...
Article
Full-text available
Background Self-management education is a fundamental aspect in the health care of people with diabetes to develop the necessary skills for the improvement of health outcomes. Patients are required to have the competencies to manage electronic information resources—that is, an appropriate level of digital health literacy. The European project IC-He...
Conference Paper
Equality and inclusion are part of the strategic plans of the universities. In particular, the Spanish government has established that the universities should have equality units to apply the principle of equality between women and men. These units are in charge of the definition of the Equality Plans. These Plans vary from one university to anothe...
Conference Paper
Full-text available
This paper presents findings on participants of a massive open online course named "Educational Robotics for all" developed under Open edX platform. The document describes the organization and structure of the MOOC and some of its preliminary results. As an example, Module 2 about Gender and STEAM is presented and discussed.
Presentation
Full-text available
Chapter
The goal of the following research is to know the User experience during the interaction into a scope of Conversational Artificial Intelligence, having “Max” the virtual assistant from Universidad Técnica Particular de Loja (UTPL) as the evaluation interface. The assessment is done through virtual form with the presence of 45 members from the unive...
Chapter
Emotions are psychophysiological expressions that are shown before a stimulus or situation, and their research in user experience environments has been growing exponentially. EMODIANA is an instrument for subjective measurement of emotions and their intensity, validated in experimental environments for academic and physical and motor rehabilitation...
Presentation
Full-text available
Conferencia invitada sobre "Neuroaprendizaje, Aprendizaje Inmersivo y Videojuegos" en el marco del Workshop INCOIN (Inteligencia Colectiva-Convergencia Interdisciplinaria), organizado por el grupo COIN y el Departamento de Ciencias Básicas de la Universidad Nacional de Luján (Argentina).
Article
Full-text available
Obesity is one of the biggest health problems globally that, together with sedentarism, requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes two solutions based on active games using the Kinect sensor and biometric sensors, designed for the outpatient treatment of childhood obesity. The solution...
Article
Full-text available
La formación del profesional UX constituye un desafío al ser altamente interdisciplinar. En este artículo se analizan las principales iniciativas formales, informales y profesionales del profesional UX en Iberoamérica. Además, se presenta una serie de tópicos, contenidos y competencias que deben ser considerados en el diseño de la formación UX así...
Conference Paper
Full-text available
La baja representación de las mujeres en las carreras STEM (Science, Technology, Engineering and Mathematics) es un problema global que está siendo estudiado y afrontado a través de diversas iniciativas. En este trabajo se presenta un análisis de sobre los factores que influyen en la brecha de género en los estudios STEM, tanto en la elección de la...
Article
Full-text available
Los derechos fundamentales de los menores hospitalizados incluyen la necesidad de ofrecer la atención educativa comprendiendo los aspectos emocionales durante la situación de enfermedad y convalecencia. La garantía de estos derechos, desde una mirada en pedagogía hospitalaria, acompañado de profesionales formados, facilita las buenas prácticas. Act...