
opinion TEEM 2021 Preface Share on Authors: Marc Alier Universitat politècnica de Catalunya, Spain Universitat politècnica de Catalunya, SpainView Profile , Francisco García-Peñalvo Computer Science Department- Research Institute for Educational Sciences- GRIAL Research Group- University of Salamanca, Spain Computer Science Department- Research Institute for Educational Sciences- GRIAL Research Group- University of Salamanca, SpainView Profile , David Fonseca GRETEL - Group of REsearch on Technology Enhanced Learning. La Salle- Ramon Llull University, Spain GRETEL - Group of REsearch on Technology Enhanced Learning. La Salle- Ramon Llull University, SpainView Profile Authors Info & Claims TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21)October 2021 Pages 1–4https://doi.org/10.1145/3486011.3486409Online:20 December 2021Publication History 0citation13DownloadsMetricsTotal Citations0Total Downloads13Last 12 Months13Last 6 weeks1 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
The motivation of individuals through behavioural change in a business environment is widely discussed in the literature. The performance of individuals in an organization is intrinsically related to their motivation to perform a certain task. This motivation may emerge from different perspectives, including extrinsic factors such as rewards, awards and bonuses, and intrinsic motivations that occur through personal factors, psychological and individual goals. In this context, the gamification emerges as a supportive strategy to achieve this goal. Gamification consists of applying game in the work context to induce and energize worker desired behaviour. Different studies clearly suggest that gamified systems have the motivational potential for workplaces and promote the maximization and effectiveness of their systems. Encouraging further discussion on the benefits and challenges of gamification to develop motivation among workers is essential. In this study we present a bibliometric review aiming at identifying studies on gamification in the workplace and understanding which are the main topics addressed in the literature.
Nowadays, complex thinking remains a critical topic for researchers and academicians in higher education. It is considered a core competency for designing and developing solutions proposals for current societal problems. However, there is still a need to create and implement innovative teaching-learning systems and initiatives that support training and development of desirable transversal and disciplinary competencies that promote complex thinking in students. In this context, Open Science has become a fundamental resource to accelerate research processes, enrich education, build new ways to analyze complex social realities, and provide affordable infrastructures with massive impact to close inequitable gaps in different regions. This paper introduces the “Reasoning for Complexity” Interdisciplinary Research Group (R4C-IRG) that connects and develops these themes, providing a conceptual and methodological framework with three fundamental approaches (i) Open Science, (ii) Open Innovation, and (iii) the Education 4.0 framework. It allows us to propose an Open Collaborative Network Model for knowledge generation and transfer initiatives, the development of collaborative and entrepreneurial projects, and technology transfer to scale levels of complex thinking for higher education students.
The paper presents a theoretical framework on the relevance of the use of social networks by young people, who are motivated to use them to establish interactions with their peers, generate new links or create groups and communities. In one way or another, the new virtual experiences are forms of life and interaction among young people from which they can acquire a digital identity, values and a sense of belonging to a social group, which will influence their personal development. Taking this theoretical approach into consideration, the general objective of this study is to analyze how young people use some of the platforms and social media. Through descriptive research, a sample of 2.066 Spanish adolescents from 12 to 18 years who responded to an online questionnaire was analyzed, considering differences in prevalence of use by age and gender. Results highlighted a higher prevalence of use of Instagram, WhatsApp and TikTok, compared to other social networks such as Snapchat or Facebook without differences by age or gender. Some of the conclusions derived from the study indicate that social networks are an indisputable vehicle for young people to communicate, and even more so through the pandemic, and therefore, it is essential to consider whether the digital environment in which they interact is safe. In this line, this study advocates a critical and constructive training that presents young people as the true protagonists of their virtual actions and aware of the risks and advantages that are established in their daily lives.
∗Scoliosis is a spinal deformity that affects a large number of patients in its different modalities. One of the most-used characterizing metrics for scoliosis is known as the Cobb angle, which quantifies the degree of severity in the curvature of the patient’s spine. This angle has been traditionally calculated by hand, and while nowadays that calculation is computer-assisted, it is not free of the variability caused by the measurement procedures. Aiming to solve this issue and to provide an automated approach to the determination of the Cobb angle, in this paper the use of active contour parametric models is proposed for that determination, by combining these models with measurement algorithms. By implementing this combination into a programming environment, a model has been defined that, starting from an X-ray image, after its graphical processing it identifies the active contours associated to the spine and then determines the polynomial function associated to their mean profile, from which it is possible to calculate the Cobb angle by means of simple trigonometrical operations. With that, the usefulness and potential utility of the proposed model have been clearly established, inviting to carry out a deeper comparative case study that will allow to properly assess the use of this measurement methodology.