Abstract
Original language | English |
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Pages | 334-338 |
Number of pages | 5 |
DOIs | |
Publication status | Published - 1 Jan 2015 |
Event | Procedia Computer Science - Duration: 1 Jan 2015 → … |
Conference
Conference | Procedia Computer Science |
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Period | 1/1/15 → … |
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All Science Journal Classification (ASJC) codes
- Computer Science(all)
Cite this
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Virtual Tool for the Development of Strategies to Reduce the Stress in Students. / Tovar, Leticia A.Neira; Quiroga, Angélica; Torres, Francisco.
2015. 334-338 Paper presented at Procedia Computer Science, .Research output: Contribution to conference › Paper
TY - CONF
T1 - Virtual Tool for the Development of Strategies to Reduce the Stress in Students
AU - Tovar, Leticia A.Neira
AU - Quiroga, Angélica
AU - Torres, Francisco
PY - 2015/1/1
Y1 - 2015/1/1
N2 - © 2015 The Authors. A This paper is based on gamification technique through the use of a gameplay, where computer science and psychology join together to understand the human emotions and the behaviour, looking for issues to manage the stress produced in the students during a new learning program. This tool is a computer game created with the objective of treating anxiety in a fun way, adjusting depending on your level of anxiety in which the user is setting. The Game is focus on developing different strategies that help to confront the anxiety, using psychological tool around the stage, represented by scenarios outside of everyday life and a central character with which the user represented and share his anxiety level. The intervention on the different levels of anxiety is carried out through the different in-game situations that test the user abilities.
AB - © 2015 The Authors. A This paper is based on gamification technique through the use of a gameplay, where computer science and psychology join together to understand the human emotions and the behaviour, looking for issues to manage the stress produced in the students during a new learning program. This tool is a computer game created with the objective of treating anxiety in a fun way, adjusting depending on your level of anxiety in which the user is setting. The Game is focus on developing different strategies that help to confront the anxiety, using psychological tool around the stage, represented by scenarios outside of everyday life and a central character with which the user represented and share his anxiety level. The intervention on the different levels of anxiety is carried out through the different in-game situations that test the user abilities.
U2 - 10.1016/j.procs.2015.12.255
DO - 10.1016/j.procs.2015.12.255
M3 - Paper
SP - 334
EP - 338
ER -