Carlos Mauricio Castaño Díaz

Carlos Mauricio Castaño Díaz
Aalborg University · Department of Architecture Design and Media Technology

Ph.D. in Learning Sciences

About

19
Publications
19,467
Reads
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234
Citations
Introduction
I am a Media Psychologist with a PhD. in Learning sciences. I have worked in the creation of serious games based on task resolution problems. My interests are teaching, analysis of media from a psychological perspective, and cognitive processes involved in video gaming. My interests are Cognitive Psychology, Media Psychology, Internet Memes, Creepy pastas, Art games, Games as art, Design, and Scientific Communication.
Additional affiliations
March 2014 - June 2014
Catholic University of Applied Sciences in Munich
Position
  • Professor
Description
  • Game design for learning and training. Course designer and teacher of the course. The course was an inter-university course for Bachelor and Master students of the Ludwig-Maximilians Universität and the Katholische Stiftungsfachhochschule München.
January 2012 - July 2012
University of Copenhagen
Position
  • Master's Student
Description
  • Master thesis research. Under the tutoring of Prof. Dr. Andreas Gregersen.
June 2009 - July 2010
CINDE, Colombia.
Position
  • Researcher and game designer
Description
  • My job in this position was primary as game designer and user experience researcher.
Education
July 2017 - August 2020
Aarhus University
Field of study
  • Psychology & Game design
September 2014 - January 2017
Ludwig-Maximilians-Universität in Munich
Field of study
  • Learning Sciences
August 2010 - November 2012
University of Copenhagen
Field of study
  • Cognition and Communication

Publications

Publications (19)
Article
Full-text available
This research had the purpose of validating the Negative Fear Evaluation Scale (FNE) in Colombian population. The FNE evaluates the degree in which people experiment fear about the possibility of others judging them negatively. Likewise, this research had the purpose of validating the Social Avoidance and Distress Scale (SAD) that evaluates the sub...
Article
Full-text available
The research aims to create a formal definition of “Internet Meme” (IM) that can be used to characterize and study IMs in academic contexts such as social, communication sciences and humanities. Different perspectives of the term meme were critically analysed and contrasted, creating a contemporary concept that synthesizes different meme theorists’...
Article
Full-text available
This study conducted analytical and semiexperimental research with the purpose of testing if art video games serve as a form of transmission of social representations and feelings. Accordingly, a free-association questionnaire was used after participants played the game The Graveyard. The associative method was paired with item hierarchization and...
Conference Paper
Full-text available
Based on in-game behaviour, eye tracking data, and cued retrospective reports, the present study aims to evaluate how commercial video games, specifically Multiplayer Online Battle Arenas can foster hypothetico-deductive reasoning in everyday life contexts. At the same time, it aims to locate in-game behaviour patterns serving as indicators of hypo...
Conference Paper
Full-text available
The present paper is the documentation, description, and reflection about the challenges of research on the development of cognitive abilities with commercial (off-the-shelf) video games, particularly in psychology and education. This paper documents specific problems derived from the nature of commercial video games. Finally, some thoughts on how...
Article
Full-text available
To answer the question if Information and Communication Technologies (ICTs) were benefiting or hindering the mental health of people undergoing isolation during the early pandemics of SARS-CoV-2 (COVID-19), we inquired how people perceived the usage of five ICTs and their relationship with them. We addressed three hypotheses: there is a relationshi...
Chapter
This chapter compiles the insights, dos, and don’ts of 15 years of theoretical and practical work designing Games for Stealth assessment. The author divided this experiential chapter into six different sections, each one dedicated to the design and development of a different part of the game, ranging from theoretical foundations to ethical and data...
Preprint
Full-text available
Rapid individual cognitive phenotyping holds the potential to revolutionize domains as wide-ranging as personalized learning, employment practices, and precision psychiatry. Going beyond limitations imposed by traditional lab-based experiments, new efforts have been underway towards greater ecological validity and participant diversity to capture t...
Article
Full-text available
Rapid individual cognitive phenotyping holds the potential to revolutionize domains as wide-ranging as personalized learning, employment practices, and precision psychiatry. Going beyond limitations imposed by traditional lab-based experiments, new efforts have been underway toward greater ecological validity and participant diversity to capture th...
Article
Full-text available
We conducted an exploratory study using a survey inquiring on seven topics on how people were reacting to the COVID-19 pandemic of 2020 aiming to trace a map of symptoms and feelings related to mental health and isolation. 1785 people participated in the survey. Additionally, we applied two psychological scales to analyse depression and stress (pre...
Article
Full-text available
When conducting a systematic analysis of the concept of scientific reasoning (SR), we found confusion regarding the definition of the concept, its characteristics and its blurred boundaries with the concept of scientific thinking (ST). Furthermore, some authors use the concepts as synonyms. These findings raised three issues we aimed to answer in t...
Article
Full-text available
We present the results of an exploratory player experience study on the game Quantum Moves, a citizen science game where players move quantum particles to help create a quantum computer. Eight-hundred-and-seventeen players responded to a 13-question exploratory survey constructed to understand how players relate to the game, what are their motivati...
Thesis
Full-text available
The present research aims to inquire how Multiplayer Online Battle Arenas (MOBAs) foster Scientific Reasoning. The work of research takes place in two phases. I n the first phase, we conducted a concept review of the concepts of Scientific Reasoning (SR) and Scientific Thinking (ST) to operationalise the variables for the main study correctly. The...
Conference Paper
Full-text available
The present study aims to evaluate how commercial video games can foster hypothetico-deductive reasoning in the everyday life. For this, we studied Multiplayer Online Battle Arenas while developing a methodology based on multi-design and multi-level data triangulation between game videos, eye tracking, game talks, and cued retrospective protocols....
Thesis
The present work aims to develop a methodology that allows the agile analysis of videogames’ reasoning demand by taking an objective structural approach. For this purpose, an analytical method based on Newell and Simon’s (1972) task analysis will be developed, making emphasis on cognitive reasoning theories as well as the objective analysis propose...
Thesis
El gran avance y la amplia difusión que los videojuegos están teniendo en el mundo hoy, se presenta como una relevante influencia sobre las conductas de los niños tanto en el juego como en las relaciones interpersonales y la toma de decisiones. Hoy en día las personas se ven relacionadas con las tecnologías mediáticas desde muy temprana edad y su u...
Patent
BERSIN: Batería de Evaluación de Razonamiento Silogístico Infantil
Article
Full-text available
This research had the purpose of validating the Negative Fear Evaluation Scale (FNE) in Colombian population. The FNE evaluates the degree in which people experiment fear about the possibility of others judging them negatively. Likewise, this research had the purpose of validating the Social Avoidance and Distress Scale (SAD) that evaluates the sub...
Conference Paper
Full-text available
En el marco de la difusión e integración de las ciencias cognitivas, la siguiente propuesta tiene como principal propósito crear un panorama general sobre las tecnologías de la información, su evolución y su interacción con la psicología; al tiempo, pretende desarrollar una propuesta de diálogo entre estas dos disciplinas – psicología y tecnologías...

Questions

Question (1)
Question
I am having a VERY hard time with my academic English and publications. I have tried hard, even private classes, but it looks like nothing of my style and knowledge of research in Spanish can be used in English. Have you had the same problem? Any suggestions?

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