Ruth S. Contreras Espinosa

Ruth S. Contreras Espinosa
University of Vic | UVIC · Department of Communication

PhD
Professor / Researcher International Research projects.

About

119
Publications
64,460
Reads
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1,259
Citations
Introduction
Currently I am coordinating work packages in projects funded by the European Union. External evaluator, Portuguese Agency of Evaluation and Accreditation (A3ES). Evaluator at Agencia de Certificación en Innovación Española (ACIE).

Publications

Publications (119)
Article
Full-text available
La experiencia de los videojuegos como entornos de aprendizaje y su aplicación en el mundo educativo se ha convertido en un estudio cada vez más común entre los investigadores, ya que su uso en las aulas es coherente con una teoría de la educación basada en competencias que enfatiza el desarrollo constructivo de habilidades, conocimientos y actitud...
Book
Full-text available
La educación tradicional es percibida por muchos estudiantes como algo aburrido y en ocasiones poco eficaz. Aunque los docentes busquen continuamente nuevos métodos de enseñanza, en gran medida las universidades enfrentan un importante reto para motivar a los estudiantes y hacer que desarrollen un compromiso con las asignaturas. Es en este contexto...
Article
Full-text available
En este artículo argumentamos cómo la gamificación se puede aplicar a la educación para mejorar la motivación del estudiante. Para ello presentamos una experiencia que se desarrolló en un curso de diseño de juegos y en la que incluimos puntos de experiencia, niveles, insignias y retos. El estudio se realizó durante los años 2014 y 2015. Para evalua...
Article
Full-text available
Introducción. La evolución de la industria mediática ha precipitado profundos cambios en la forma en que los adolescentes desarrollan sus competencias y acceden a la producción transmedia. En concreto, nos centraremos en la aparición de una zona gris donde los hobbys mediáticos devienen en oportunidades de profesionalización para los jóvenes, y en...
Article
Many democracies face breaches of communication between citizens and political representatives, resulting in low engagement in political decision-making and public consultations. Gamification strategies can be implemented to generate constructive relationships and increase citizens’ motivation and participation by including positive experiences lik...
Article
Full-text available
The widespread dissemination of contradictory information through various media platforms can increase anxiety and confusion among younger generations. This highlights the need to promote Media Literacy (ML) skills, enabling them to evaluate online information's validity critically. Video game-based learning can be valuable in this context, fosteri...
Book
Full-text available
El libro que el lector tiene en sus manos, titulado Ecos Migra- torios: Comunicación y cambio social en la migración Iberoamericana, es un esfuerzo interinstitucional e interdisciplinario que tiene como fin el documentar algunos de los retos conceptuales y me- todológicos en materia de estudios migratorios bajo la mirada de los medios de comunicaci...
Article
Full-text available
The metaverse is a technology that has great potential to transform the field of education. Specifically, the use of gamification in the metaverse offers a promising paradigm for educational purposes. To investigate the current perspectives on the potential of the metaverse in education, we conducted a literature review that focused on its advantag...
Chapter
This chapter explores the transformative integration of virtual worlds, particularly the Metaverse, into the field of education. It delves into the evolving pedagogical strategies that capitalize on immersive, interactive learning experiences, catering to the preferences of today's digitally native students. These virtual environments enable educat...
Chapter
Full-text available
A pesar de su extrema popularidad entre el público más joven, los videojuegos suelen tener una connotación negativa, una mala reputación y una imagen antagónica. A diferencia de los deportes físicos y tradicionales, los videojuegos siguen sin ser aceptados por creencias como generar agresión, adicción y ludopatía, además de ser calificados de inmad...
Article
Full-text available
Despite access to reliable information being essential for equal opportunities in our society, current school curricula only include some notions about media literacy in a limited context. Thus, it is necessary to create scenarios for reflection on and a well-founded analysis of misinformation. Video games may be an effective approach to foster the...
Chapter
Full-text available
Gamification has been employed in e-government services domain over the past twenty years. The literature shows that gamification still lacks formal definitions to support the design of gamified strategies in e-government platforms and services. This document displays a taxonomy of game elements for e-government services. Authors first identified a...
Conference Paper
The present work focuses on gamification applied to public service innovation, with a specific focus on the commoning paradigm as an alternative form of collaboration among citizens and public administrations.In the proposed innovation scenario, gamification – the use of game elements for non-game contexts – is proposed and investigated as a strate...
Chapter
Co-design, co-creation, and co-production are key concepts across different research fields and are being used by governments around the world as a means of improving public services. This study performs a systematic literature review and examines seven examples, gathering information about their enablers and barriers in order to compare them and e...
Book
Full-text available
This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the enter- tainment industry around the world. Chapters offer a coherent response to the following questions: What role do esports play in the entertainm...
Chapter
Full-text available
This research aimed to determine if the negative public view on videogames is a threat to esports sponsors. To accomplish this, the research design was exploratory with mixed methods. The sample comprised 5,638 esports fans, who filled out a mostly quantitative online survey. Quantitative data was processed via SPSS 25 and qualitative data through...
Chapter
Full-text available
El artículo se enmarca en la necesidad de comprender los riesgos y oportunidades de las redes sociales sobre la adolescecia. El capítulo se articula desde la filosofía de la salud como eje vertebrador.
Book
Full-text available
Las Redes Sociales se han convertido en parte de nuestras vidas brindando nuevas formas para entablar relaciones, interactuar, intercambiar información, compartir, e incluso, han propiciado un cambio en los modos en los que nos comunicamos. Estos medios sociales, se pueden entender como sistemas que permiten establecer relaciones de diversas manera...
Article
Full-text available
Los estudios del juego han sido concebidos básicamente como un campo interdisciplinario que ha intentado desarrollar un marco amplio para el estudio de los juegos (aquí se incluyen videojuegos, juegos de mesa e historias interactivas). En ellos se han descrito experiencias de desarrolladores y de las comunidades que los rodean, así como ontologías,...
Article
Full-text available
A emergência das Tecnologias da Informação e Comunicação e sua inserção em praticamente todas as dimensões da vida humana, notadamente em sua expressão mais atual no formato de tecnologias digitais conectadas e em rede, colocaram um desafio à Educação que está no centro do campo de estudos Educação e Tecnologias há cerca de trinta anos: como melhor...
Article
Full-text available
The concept of 21st-century skills refers to the knowledge, skills, and emotions that are critical to successfully navigating today’s world. Game jams can act as spaces to develop these skills and thus boost cooperative learning, problem-based learning, or co-creation. Additionally, game jams offer opportunities to improve collaboration and creativ...
Article
Full-text available
La pandemia de COVID-19 obligó a las autoridades españolas a declarar el estado de alarma y suspender la enseñanza presencial, por lo que fueron necesarias nuevas iniciativas para atender la demanda educativa. Este estudio describe la experiencia de 20 profesores de la Escuela de Nuevas Tecnologías Interactivas de la Universidad de Barcelona durant...
Chapter
Full-text available
Esports fans have been known for being heavy consumers of competitive gaming content and for being digital natives who love to comment about esports on numerous social platforms. This has attracted various sponsors interested in capitalizing in this social buzz. However, there have been signs that this high vocality can in fact heavily damage sever...
Chapter
Full-text available
Este capítulo explica a experiencia desenvolvida pelos professores da Escuela de "Nuevas Tecnologías Interactivas (ENTI)" do ano letivo 2019-2020 que utilizaram o Discord. O Discord possui a capacidade de criar um sistema de múltiplos streams de aulas online reduzindo a carga no sistema, usa o formato de áudio Opus que tem baixa latência e está pro...
Chapter
Researchers have posited different types of engagement, distinguishing between behavioral, cognitive, and affective engagement and theoretical frameworks have helped explain the psychological aspects of engagement. However, game researchers should examine all types of engagement using multiple methodologies as a means to understand what students ar...
Article
Full-text available
The use of gamification elements has extended from being a complement for a product to being integrated into multiple public services to motivate the user. The first drawback for service designers is choosing which gamification elements are appropriate for the intended audience, in addition to the possible incompatibilities between gamification ele...
Chapter
Full-text available
Debido a la pandemia de COVID, la educación a distancia no estaba contemplada en el programa de algunos centros universitarios, y por ello, hubo la necesidad de buscar metodologías y plataformas para poder solventar la situación, sin tener tiempo para realizar un rediseño integral de asignaturas que se pensaron para ser impartidas y cursadas de for...
Chapter
Full-text available
Los videojuegos, a pesar de ser todavía un producto cultural que provoca ciertas reticencias entre algunos sectores de la sociedad, son una industria en clara expansión. Por un lado, facturan más que la industria del cine y la de la música juntas; por otro lado, en torno a este producto cultural se están consolidando fenómenos, como los de los e-Sp...
Chapter
Full-text available
Els videojocs, malgrat ser encara un producte cultural que provoca certes reticències entre alguns sectors de la societat, són una indústria en clara expansió. D’una banda, factura més que la indústria del cinema i la de la música enregistrada juntes; de l’altra, al voltant d’aquest producte cultural s’estan consolidant fenòmens, com els dels e-spo...
Chapter
En este texto se presenta una experiencia docente realizada con 30 alumnos que forman parte del tercer ciclo de educación primaria de un colegio público de Barcelona. Trabajaron en el aula con el videojuego Creu Casas para ordenador, que forma parte de una colección de material educativo que tiene como objetivo informar a los alumnos de primaria so...
Article
Purpose This research aims to identify how important it is that brands incorporate relevant-added value into their esports sponsorships. Design/methodology/approach This exploratory research applied a convergent-parallel mixed method with equal status. Data were collected by interviewing 22 experts in esports sponsorships and having 5,638 esports...
Chapter
Full-text available
A multimédia fomenta uma compreensão da tecnologia dos meios de comunicação, assim como competências práticas com múltiplos meios. Além de aprender os fundamentos, um programa de 1º ciclo (licenciatura) em multimédia deveria incluir, entre outros conteúdos: criação e produção multimédia; design web, edição e gráfico; produção multimédia corporativa...
Conference Paper
Full-text available
Toxic behaviours often result from the anonymity of the internet and the proplayer’s poor performance. Sexism is promoted by the male-dominated audience and by a lack of counter-measures from esport governing bodies. These issues are a threat to esports sponsors and may lead them to abandon this industry, which would mean the end of esports as 74%...
Conference Paper
Full-text available
The importance of engaging citizens into public services like civil planning, education, and health is a primary objective of many public administrations. Public services and e-gov platforms are growing in number and complexity and gamification or augmented reality are integrated in strategies for citizen participation and the co-production of publ...
Article
This research aimed to determine if disreputable behaviour in esports is a threat to its sponsors. An exploratory design and a convergent-parallel mixed method with equal status were used. Esports sponsorship experts (N = 22) were interviewed via digital platforms and esports fans (N = 5,638) filled an online survey. Qualitative data was processed...
Chapter
Full-text available
eSports – also commonly called electronic sports or competitive gaming – are sports- like professionally orchestrated gaming com- petitions where proficient gamers – usually called pro-players – participate to win money, prizes, prestige, among other things. Sponsoring eSports creates several opportu- nities and benefits for brands. It is estimated...
Book
Full-text available
Alrededor de los videojuegos existen diversas comunidades activas donde las personas se reúnen para compartir, intercambiar o debatir ideas de manera regular y donde su principal actividad o medio es “el juego”, y es el principal motivo que les mantiene unidos. Las redes sociales son un producto de estas comunidades y operan en espacios tanto reale...
Article
Full-text available
p class="0abstract"> Technology has become an essential element in today's digital life. The way users interact with different business services is changing thanks to Augmented Reality (AR), and the use of this technology in handhelds is gaining importance nowadays. Public and private organizations cannot be left behind, and they should strive to m...
Article
Full-text available
Testing and evaluation on real devices are a requisite for mobile development, but this is still not mainstream practice. Software testing is not well accepted among students, being perceived as a boring topic or useless, so, to teach software testing in an effective way it's necessary to use real-life experimentation to show their importance. This...
Article
Full-text available
¿Por qué tan pocas mujeres trabajan en la industria del videojuego? Todo apunta a causas históricas, relacionadas con los estereotipos y las diferentes actitudes y comportamientos entre hombres y las mujeres o quizás a la inestabilidad y vulnerabilidad a la que están expuestas las mujeres en la industria. El cambio es lento y desigual, pero parece...
Article
Full-text available
Both esports sponsors and academia are not aware of how disreputable behavior in the esports scene can negatively affect their brands. Hence, this research aimed at identifying which types of disreputable behavior in competitive gaming present the biggest threats to esports sponsors. In this quantitative and exploratory research, a non-probability,...
Article
Full-text available
This research aimed to identify how esports sponsorships affect the sponsors’ brand image. An exploratory focus was adopted along with a convergent-parallel mixed method with equal status. Twenty-two experts in esports sponsorships were interviewed and 5,638 esports fans were surveyed. Quantitative data was processed on SPSS 25 and qualitative data...
Conference Paper
Full-text available
Esports fans have been known for being heavy consumers of competitive gaming content and for being digital natives who love to comment about esports on numerous social platforms. This has attracted various sponsors interested in capitalizing in this social buzz. However, there have been signs that this high vocality can in fact heavily damage sever...
Article
Full-text available
This paper aimed to determine what types of relevant-added value esports fans most want sponsors to bring to them and to the competitive gaming industry. A review of the literature permitted the development of a conceptual model which was subsequently improved by analysing empirical data. A quantitative exploratory research was conducted on 1,359 e...
Article
Full-text available
Las tecnologías de la información y la comunicación están moldeadas por la sociedad, pero también modificadas por las estructuras políticas. Y es precisamente por los desarrollos tecnológicos recientes, que se ha actualizado y estimulado el debate sobre el gran potencial democrático que tienen. La idea de una sociedad de la información ha servido p...
Article
La comunicación es un lenguaje simbólico e impersonal, expresivo y personal. En ambos casos, la comunicación trabaja para lograr un entendimiento entre los individuos que son la parte más básica de la cultura. Su función es lograr y mantener la comprensión entre los individuos que viven en sociedad y fomentar. Todo se complementa entre sí, ya que l...
Presentation
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This PhD thesis investigates the ODL ecosystem to identify its main characteristics, practices, benefits, and challenges. We conducted a qualitative inductive case study and presented the results through five units. Section I explores the ODL ecosystem, both local and global, through the community core from the hosts’ perspective and focuses on p...
Article
Full-text available
Researchers have posited different types of engagement, distinguishing between behavioral, cognitive, and affective engagement and theoretical frameworks have helped explain the psychological aspects of engagement. However, game researchers should examine all types of engagement using multiple methodologies as a means to understand what students ar...
Chapter
Full-text available
Durante los últimos años se han ido generando diversas estrategias en donde los desarrolladores de videojuegos pueden trabajar, además de los espacios dedicados al entretenimiento. Algunas de ellas son la gamificación, los serious games y los advergames. El mercado de los juegos está experimentando un gran crecimiento, y es muy probable que esto con...
Chapter
The purpose of this research was to identify the main motives that contribute to society’s negative view of videogames and that present a risk to the eSports sponsors’ image. To achieve this, an exploratory, qualitative, and integrative literature review was conducted. According to the theoretical data, there are four main reasons why society has a...
Article
Full-text available
Grass-roots community movements related to design practices and open spaces have emerged to address different issues. This study is part of a comprehensive research, which aims to explain the Open Device Labs (ODLs) ecosystem. The ODLs are a grass-roots community movement that aims to democratize cross-platform tests and evaluation on real devices....
Chapter
Full-text available
Resumen Este capítulo tiene como objetivo proporcionar un breve marco teórico para entender como los juegos de compromiso (engagement games), una forma emergente de los juegos serios, facilitan el aprendizaje y el compromiso cívico en general. Tomando como base la teoría de las deliberaciones democráticas, a través de este trabajo, intentamos respo...
Article
Full-text available
Game testing and evaluation (T&E) still have no standards to ensure quality. T&E on real devices instead of only using a software solution (e.g., emulators) has become a basic procedure for mobile software design and development, including games. This study presents the Open Device Lab community (ODL), a grassroots movement helping the Web and app...
Article
Full-text available
The main objective of this article is to analyse informal learning processes in the field of video games. As many teenagers are engaged in these kinds of practices, the big question is: How do teens learn to play video games? In most cases they do not learn to play video games at school or with their parents, and therefore it is necessary to map an...
Chapter
Full-text available
Introducción. La evolución de la industria mediática ha precipitado profundos cambios en la forma en que los adolescentes desarrollan sus competencias y acceden a la producción transmedia. En concreto, nos centraremos en la aparición de una zona gris donde los hobbys mediáticos devienen en oportunidades de profesionalización para los jóvenes, y en...
Conference Paper
Web systems are one of the most important disciplines of information technology having Responsive Web Design (RWD) as the standard approach for web front-end design (Jin, 2017). According to Astigarraga et al. (2010) many graduates enter the workforce with a lack of proficiency in testing, debugging, and analysis in part because academic curricula...
Article
Full-text available
La sustentabilidad es reconocida como la base de la responsabilidad social corporativa que se refiere al nivel de contribución que una organización hace al mejoramiento de la sociedad. Es interesante comprender cómo y qué organizaciones se comunican con sus receptores interesados con respecto a su marca o servicios, así como una consideración de có...
Article
Full-text available
[EN] Introduction. The evolution of the media industry has prompted profound changes in the way teenagers develop their skills and access transmedia products. To be precise, the article focuses on the emergence of a grey area where media hobbies become professionalisation opportunities for young people, and profit opportunities for the industries....
Chapter
Full-text available
El modding es una forma de producción en la que los jugadores experimentan desarrollando y conceptualizando su trabajo. Los roles se mezclan porque los participantes se involucran en una gran diversidad de prácticas en continua colaboración. En este estudio, se pueden detectar algunas de las motivaciones, prácticas cotidianas y roles adoptados por...
Article
Full-text available
Muchos expertos, profesionales y autores están usando los nuevos medios de la misma manera que usaron otros medios como la televisión, para descargar mensajes. Pero para que las relaciones públicas utilicen completamente los medios digitales y las redes sociales, los profesionales deben regular las relaciones públicas como un paradigma de gestión e...
Technical Report
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El objetivo de este estudio es el de identificar qué metodologías y técnicas utilizan las empresas de videojuegos en España cuando están desarrollando sus productos. Específicamente queremos saber cuáles utilizan para evaluar la usabilidad y cuáles para conocer la experiencia del usuario. La falta de profesionales dedicados a incorporar la UX en la...
Article
Full-text available
Objective: This study validated the Walk@Work-Application (W@W-App) for measuring occupational sitting and stepping. Methods: The W@W-App was installed on the smartphones of office-based employees (n=17; 10 women; 26±3 years). A prescribed 1-hour laboratory protocol plus two continuous hours of occupational free-living activities were performed....
Article
Full-text available
Las relaciones públicas han avanzado hacia el profesionalismo y ahora consideran la investigación, la medición y las normas éticas que se han desarrollado durante la última década. Las metodologías de investigación, tanto formal como informal y el análisis de los datos, establecen las razones de la investigación y evalúan los supuestos básicos que...
Article
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Los juegos serios son herramientas que pueden ayudar al aprendizaje en escuelas. Este artículo describe un proyecto que involucra a profesores de primaria en el diseño de un serious game a través de la metodología Investigación-Acción junto a la Co-creación. El proyecto da como resultado un juego para promover el trabajo de competencias para el niv...
Article
Full-text available
There has been significant development in educational games, especially with serious games and digital game-based learning in the past decade. Of particular interest is the potential that serious games have for engaging learning experiences. Recent advances include theoretical developments, the creation of game-based learning environments for a bro...
Article
Full-text available
Digital games and gamification strategies maintain players' attention, require them to solve problems, acquire new knowledge and learn new skills. Despite the considerable emotional investment, including frustration, players persist and educators have realised that they can also learn from the success of games and use game principles to 'gamify' le...
Conference Paper
This paper aims to introduce a conceptual framework that has been constructed as a guide towards the development digital games for learning. The framework introduces Heuristic Evaluation based on the literature on productivity and playtesting heuristics to evaluate games and offers a new framework for design a game.
Article
Full-text available
Apps are of great interest and curiosity for the users of mobile phones, being already highly unloaded and used for the users of smartphones. The fashion mobile applications represent only a fraction of the mobile global applications (almost 0,2 %), nevertheless they are starting to deserve special attention from designers and researchers in this a...
Chapter
Full-text available
This project describes the implementation of different ICT tools in the practicum courses of UVic undergraduate degrees, with the objective to create new Web 2.0-based environments that facilitate the student supervision and the continuous monitoring of their learning process. The project design has been devised through a case study methodology app...
Article
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El creciente número de personas jugando videojuegos significa que estos están teniendo un efecto innegable sobre nuestra cultura. Este efecto es claramente visible en una aceptación general. Los videojuegos también han cambiado la forma en que muchas otras formas de medios de comunicación, se producen y consumen. Los videojuegos tienen una influenc...
Article
Full-text available
El objetivo este estudio es conocer los patrones de uso de los medios digitales, las plataformas más usadas y entender los controles parentales que se ejercen sobre niños de entre 7 y 10 años y preadolescentes de entre 11 y 12 años, los grupos que serán influenciados a medio plazo por las nuevas tendencias. Los resultados muestran que los medios di...
Article
Full-text available
This article presents a didactic experience for applying a digital game in Catalan classrooms of grades fifth and sixth of Primary Education. It explains and analyzes the effects of its implementation on the educational practice, taking the teachers’ viewpoint who participated in the experience. The paper is based on the digital game called Miquel...
Conference Paper
Full-text available
This project shows the results of a research focused on instructional design of a MOOC course to be used as a tool to increase knowledge in a local environment. The objective is to generate knowledge based on the distributed shared. It was designed through a Delphi study. Students were requested to submit a final project related to the local area....
Book
Full-text available
El creciente enfoque multijugador parece que domina el single player en los videojuegos porque cada vez existen más usuarios que disfrutan de compartir destrezas con otros jugadores, aunque ese placer suponga desafíos y experiencias frustrantes. Para comprenderlos, es esencial entender los videojuegos como espacios y no como objetos. ¿Qué es un jue...
Article
Purpose – This paper aims to understand the contribution made by Facebook as a marketing tool for companies, and through empirical observation (interviews and questionnaires) and theoretical analysis (studies and academic literature on the subject), to analyse the reactions of individuals in social media (particularly in Facebook) and its confluenc...
Article
Full-text available
El número 7 de Obra Digital Revista de Comunicación profundiza en la adaptación que diferentes sectores están realizando con la consolidación de internet como herramienta de comunicación entre organizaciones y usuarios. El sector de la educación aprovecha la herramienta para interactuar con sus alumnos, además de como recurso educativo en las aulas...
Article
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El Foro Mundial de Editores celebrado en 2010 en Hamburgo evidenció la necesidad de que las redacciones de los diarios trabajen simultáneamente en cuatro plataformas: edición impresa, web, tabletas y teléfonos móviles. Al mismo tiempo, los periodistas tendrán que adaptar el estilo narrativo de las informaciones a cinco formatos: alertas, artículo,...
Article
Full-text available
Los juegos digitales se han convertido en objetos de cultura, son aceptados como medios de entretenimiento y son de interés para los investigadores por las actividades que en ellos realizan los usuarios. Sin embargo, “muchos aspectos permanecen aún sin explorar, sobre todo desde la perspectiva de los estudios de los medios y la comunicación”. Con e...
Conference Paper
This paper presents the research work carried out by an interdisciplinary group of technologists and entertainment experts in collaboration with primary teachers to develop a serious game to work primary education-oriented competences. The serious game called “Ferran Alsina” is conceived as a tool to develop competences in the primary education pro...
Article
Rapid developments in technology have encouraged the use of smartphones in physical activity research, although little is known regarding their effectiveness as measurement and intervention tools. This study systematically reviewed evidence on smartphones and their viability for measuring and influencing physical activity. Research articles were id...
Article
Full-text available
Os games em MMO Massive Multiplayer Online, em sua tradução literal " Multijogadores Massivos Online " surgiram a partir da conectividade com a internet, diferente dos primeiros jogos que eram desenvolvidos apenas para computadores. Este tipo de interação vem adquirindo importante avanço na indústria do entretenimento, bem como motivando estudos em...
Conference Paper
Full-text available
La investigación parte de las definiciones de cMOOC y de Comunidades de Aprendizaje y busca generar un evento que tenga las características de un curso conectivista que reúna a una comunidad profesional durante un tiempo determinado. El evento, que será manejado dentro de un entorno cMOOC permitirá que cada participante se convierta en un investiga...
Conference Paper
Full-text available
This paper explains the work that we have been doing related with what teacher think about digital games in the classroom. The main objective is to discover and understand why Catalan teachers in general are not using digital games. The paper it is based on the digital game Miquel Crusafont that we have developed. Observation and in depth interview...
Conference Paper
Full-text available
Los nuevos hábitos de consumo de medios en el marco de la convergencia digital están propiciando un cambio en las estrategias de los medios de comunicación. Mientras unosusuarios siguen prefiriendo la radio, la televisión y la prensa tradicional para informarseotros participan de la experiencia digital en internet (blogs, redes sociales...) ydispos...
Conference Paper
Introduction: More and more companies are designing tech- nologies that promote healthy lifestyles. In particular, the mobile phone is becoming an increasingly important platform for the delivery of content promoting physical activity. Despite this, lit- tle research concerning physical activity assessments via mobile phones providing objective mea...

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