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Estudio de factibilidad para la implementación de un sistema de gamificación enfocado al adulto mayor en Babahoyo
dc.contributor.advisor | Ricaurte Zambrano, Erick Magno | |
dc.contributor.author | Lema Gomez, Byron Adrian | |
dc.date.accessioned | 2021-01-26T20:43:41Z | |
dc.date.available | 2021-01-26T20:43:41Z | |
dc.date.issued | 2021 | |
dc.identifier.uri | http://dspace.utb.edu.ec/handle/49000/9131 | |
dc.description | In this case study, a brief feasibility analysis is presented to determine the acceptance of creating a gamification system focused on the elderly using playful games that help to improve the various cognitive disabilities that occur in the elderly, the Gamification with the help of technological tools serves as a strategy for recovery and at the same time learning in people thanks to cognitive stimulation that carries a number of benefits for mental improvement. The gamification technique is emphasized because it is an important means of activating curiosity, attracting attention, regenerating memory, as well as providing help through people's learning. The main objective with this case study is to provide an innovative idea for the Ecuadorian population in addition to including the participation and motivation of older adults because today this population has been technologically marginalized for this reason, we proceeded with this feasibility analysis. | es_ES |
dc.description | In this case study, a brief feasibility analysis is presented to determine the acceptance of creating a gamification system focused on the elderly using playful games that help to improve the various cognitive disabilities that occur in the elderly, the Gamification with the help of technological tools serves as a strategy for recovery and at the same time learning in people thanks to cognitive stimulation that carries a number of benefits for mental improvement. The gamification technique is emphasized because it is an important means of activating curiosity, attracting attention, regenerating memory, as well as providing help through people's learning. The main objective with this case study is to provide an innovative idea for the Ecuadorian population in addition to including the participation and motivation of older adults because today this population has been technologically marginalized for this reason, we proceeded with this feasibility analysis. | es_ES |
dc.description.abstract | En el presente caso de estudio se presenta un breve análisis de factibilidad para conocer la aceptación que conlleva crear un sistema de gamificación enfocado al adulto mayor utilizando juegos lúdicos en donde ayuden al mejoramiento de las diversas discapacidades cognitivas que se presenta en el adulto mayor, la gamificación con ayuda de las herramientas tecnológicas sirven como estrategia para la recuperación y la vez aprendizaje en las personas gracias a la estimulación cognitiva que conlleva un sin número de beneficios para el mejoramiento mental. Se enfatiza en la técnica de gamificación debido que es un medio importante para activar la curiosidad, atraer la atención, regenerar la memoria además de brindar ayuda mediante el aprendizaje de las personas. El principal objetivo con este caso de estudio es brindar una idea innovadora para la población ecuatoriana además de incluir la participación y motivación de los adultos mayores debido que hoy en día esta población ha sido marginada tecnológicamente por tal motivo se procedió con este análisis de factibilidad. | es_ES |
dc.format.extent | 25 p. | es_ES |
dc.language.iso | es | es_ES |
dc.publisher | BABAHOYO: UTB, 2021 | es_ES |
dc.rights | Atribución-NoComercial-SinDerivadas 3.0 Ecuador | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/ec/ | * |
dc.subject | Adulto mayor | es_ES |
dc.subject | Gamificación | es_ES |
dc.subject | Herramientas tecnológicas | es_ES |
dc.title | Estudio de factibilidad para la implementación de un sistema de gamificación enfocado al adulto mayor en Babahoyo | es_ES |
dc.type | bachelorThesis | es_ES |