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Authors = María T. Arredondo Waldmeyer

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21 pages, 3238 KiB  
Article
Evaluation of the Create@School Game-Based Learning–Teaching Approach
by Eugenio Gaeta, María Eugenia Beltrán-Jaunsaras, Gloria Cea, Bernadette Spieler, Andrew Burton, Rebeca Isabel García-Betances, María Fernanda Cabrera-Umpiérrez, David Brown, Helen Boulton and María T. Arredondo Waldmeyer
Sensors 2019, 19(15), 3251; https://doi.org/10.3390/s19153251 - 24 Jul 2019
Cited by 23 | Viewed by 5929
Abstract
The constructivist approach is interested in creating knowledge through active engagement and encourages students to build their knowledge from their experiences in the world. Learning through digital game making is a constructivist approach that allows students to learn by developing their own games, [...] Read more.
The constructivist approach is interested in creating knowledge through active engagement and encourages students to build their knowledge from their experiences in the world. Learning through digital game making is a constructivist approach that allows students to learn by developing their own games, enhancing problem-solving skills and fostering creativity. In this context two tools, Create@School App and the Project Management Dashboard (PMD), were developed to enable students from different countries to be able to adapt their learning material by programming and designing games for their academic subjects, therefore integrating the game mechanics, dynamics, and aesthetics into the academic curriculum. This paper focuses on presenting the validation context as well as the evaluation of these tools. The Hassenzahl model and AttrakDiff survey were used for measuring users’ experience and satisfaction, and for understanding emotional responses, thus providing information that enables testing of the acceptability and usability of the developed apps. After two years of usage of code-making apps (i.e., Create@School and its pre-design version Pocket Code), the pupils processed knowledge from their academic subjects spontaneously as game-based embedded knowledge. The students demonstrated creativity, a practical approach, and enthusiasm regarding making games focused on academic content that led them to learning, using mobile devices, sensors, images, and contextual information. This approach was widely accepted by students and teachers as part of their everyday class routines. Full article
(This article belongs to the Special Issue Advanced Sensors Technology in Education)
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29 pages, 4765 KiB  
Article
PERFORM: A System for Monitoring, Assessment and Management of Patients with Parkinson’s Disease
by Alexandros T. Tzallas, Markos G. Tsipouras, Georgios Rigas, Dimitrios G. Tsalikakis, Evaggelos C. Karvounis, Maria Chondrogiorgi, Fotis Psomadellis, Jorge Cancela, Matteo Pastorino, María Teresa Arredondo Waldmeyer, Spiros Konitsiotis and Dimitrios I. Fotiadis
Sensors 2014, 14(11), 21329-21357; https://doi.org/10.3390/s141121329 - 11 Nov 2014
Cited by 137 | Viewed by 19459
Abstract
In this paper, we describe the PERFORM system for the continuous remote monitoring and management of Parkinson’s disease (PD) patients. The PERFORM system is an intelligent closed-loop system that seamlessly integrates a wide range of wearable sensors constantly monitoring several motor signals of [...] Read more.
In this paper, we describe the PERFORM system for the continuous remote monitoring and management of Parkinson’s disease (PD) patients. The PERFORM system is an intelligent closed-loop system that seamlessly integrates a wide range of wearable sensors constantly monitoring several motor signals of the PD patients. Data acquired are pre-processed by advanced knowledge processing methods, integrated by fusion algorithms to allow health professionals to remotely monitor the overall status of the patients, adjust medication schedules and personalize treatment. The information collected by the sensors (accelerometers and gyroscopes) is processed by several classifiers. As a result, it is possible to evaluate and quantify the PD motor symptoms related to end of dose deterioration (tremor, bradykinesia, freezing of gait (FoG)) as well as those related to over-dose concentration (Levodopa-induced dyskinesia (LID)). Based on this information, together with information derived from tests performed with a virtual reality glove and information about the medication and food intake, a patient specific profile can be built. In addition, the patient specific profile with his evaluation during the last week and last month, is compared to understand whether his status is stable, improving or worsening. Based on that, the system analyses whether a medication change is needed—always under medical supervision—and in this case, information about the medication change proposal is sent to the patient. The performance of the system has been evaluated in real life conditions, the accuracy and acceptability of the system by the PD patients and healthcare professionals has been tested, and a comparison with the standard routine clinical evaluation done by the PD patients’ physician has been carried out. The PERFORM system is used by the PD patients and in a simple and safe non-invasive way for long-term record of their motor status, thus offering to the clinician a precise, long-term and objective view of patient’s motor status and drug/food intake. Thus, with the PERFORM system the clinician can remotely receive precise information for the PD patient’s status on previous days and define the optimal therapeutical treatment. Full article
(This article belongs to the Collection Sensors for Globalized Healthy Living and Wellbeing)
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