Resumen
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.
Idioma original | English |
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Páginas | 334-338 |
Número de páginas | 5 |
DOI | |
Estado | Published - 1 ene 2015 |
Evento | Procedia Computer Science - Duración: 1 ene 2015 → … |
Conference
Conference | Procedia Computer Science |
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Período | 1/1/15 → … |
All Science Journal Classification (ASJC) codes
- Ciencia de la Computación General