@article {L{\'o}pez-Jim{\'e}nez2022,
	title = {Taking the pulse of a classroom with a gamified audience response system},
	journal = {Computer Methods and Programs in Biomedicine},
	volume = {213},
	year = {2022},
	note = {cited By 2},
	abstract = {{Background and objective: This paper presents an empirical study of a gamified mobile-based assessment approach that can be used to engage students and improve their educational performance. Method: A gamified audience response system called G-SIDRA was employed. Three gamification elements were used to motivate students in classroom activities: badges for achievements to increase engagement, points to indicate progression and performance in the subject and ranking for promoting competitiveness. A total of 90 medical students in a General and Descriptive Anatomy of the Locomotor System course were taught using G-SIDRA in the academic year 2019/2020. Smart bracelets were configured to collect heart rate measurements from 30 students with the aim of evaluating the impact of the gamification elements. The control group consisted of a sample of 110 students enrolled on the same course in the academic year 2016/2017 using non-gamified SIDRA. Results: Statistically significant differences were found between multiple choice questions (MCQ) scores obtained by using SIDRA and G-SIDRA in the four experiments (U = 1.621,50, p < 0,01 for Exp1; U = 1.950,00, p < 0,01 for Exp2; U = 955,00, p < 0,01 for Exp3; U = 2.335,00, p < 0,01 for Exp4). In the students{\textquoteright} final exam grades, statistically significant differences between students that used G-SIDRA as opposed to SIDRA (T(157) = 3.992; p = 0.044) were obtained. Concerning gamification elements, statistically significantly differences were found in comparing the pulse increases after and before the badge event in the four experiments (U = 2.484,00},
	keywords = {academic achievement, Article, Audience response systems, controlled study, E - learning, e-learning, Empirical studies, empiricism, Gamification, Gamified audience response system, Heart, heart rate, heart rate measurement, Heart rate variations, Heart-rate, human, Human anatomy, human experiment, Humans, Learning systems, Likert scale, major clinical study, medical student, motivation, multiple choice test, Musculoskeletal system, Performance, satisfaction, Statistically significant difference, Students, theoretical study},
	doi = {10.1016/j.cmpb.2021.106459},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85118787418\&doi=10.1016\%2fj.cmpb.2021.106459\&partnerID=40\&md5=6338f4b58ed89528e2663ca12be4c986},
	author = {L{\'o}pez-Jim{\'e}nez, J.J. and Fernandez-Aleman, J.L. and Gonz{\'a}lez, L.L. and Sequeros, O.G. and Valle, B.M. and Garc{\'\i}a-Bern{\'a}, J.A. and Idri, A. and Toval, A.}
}
@article {L{\'o}pez-Jim{\'e}nez2021,
	title = {Effects of gamification on the benefits of student response systems in learning of human anatomy: Three experimental studies},
	journal = {International Journal of Environmental Research and Public Health},
	volume = {18},
	number = {24},
	year = {2021},
	note = {cited By 2},
	abstract = {{This paper presents three experiments to assess the impact of gamifying an audience response system on the perceptions and educational performance of students. An audience response system called SIDRA (Immediate Audience Response System in Spanish) and two audience response systems with gamification features, R-G-SIDRA (gamified SIDRA with ranking) and RB-G-SIDRA (gamified SIDRA with ranking and badges), were used in a General and Descriptive Human Anatomy course. Students participated in an empirical study. In the academic year 2019{\textendash}2020, a total of 90 students used RB-G-SIDRA, 90 students employed R-G-SIDRA in the academic year 2018{\textendash}2019, and 92 students used SIDRA in the academic year 2017{\textendash}2018. Statistically significant differences were found between final exam grades obtained by using RB-G-SIDRA and SIDRA},
	keywords = {academic achievement, academic performance, anatomy, experiment, Gamification, human, Humans, learning, motivation, perception, student, Students},
	doi = {10.3390/ijerph182413210},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85121118668\&doi=10.3390\%2fijerph182413210\&partnerID=40\&md5=29b9263d7b8db439936394c1f2826a10},
	author = {L{\'o}pez-Jim{\'e}nez, J.J. and Fernandez-Aleman, J.L. and Garc{\'\i}a-Bern{\'a}, J.A. and Gonz{\'a}lez, L.L. and Sequeros, O.G. and Ros, J.N. and Carrillo de Gea, J.M. and Idri, A. and Toval, A.}
}
@conference {Drissi2020593,
	title = {Sensor-based solutions for mental healthcare: A systematic literature review},
	booktitle = {HEALTHINF 2020 - 13th International Conference on Health Informatics, Proceedings; Part of 13th International Joint Conference on Biomedical Engineering Systems and Technologies, BIOSTEC 2020},
	year = {2020},
	note = {cited By 2},
	pages = {593-600},
	abstract = {Mental well-being is a crucial aspect of the person{\textquoteright}s general health, compromised mental health impairs the person{\textquoteright}s functioning, decreases the quality of life, and limits the person{\textquoteright}s contribution to society. The mental health industry is still facing some barriers to healthcare delivery such as costs, mental health illiteracy, and stigma. Incorporating technological interventions in the treatment and the diagnosis processes might help overcome these barriers. Sensors are devices that have been used for healthcare since the 1990s and have been incorporated into mental healthcare in different forms. In this study, we conducted a systematic literature review to identify and analyze sensor-based solutions for mental healthcare. 12 studies were identified and analyzed. The majority of the selected studies presented methods and models and were empirically evaluated and showed promising accuracy results. Different types of sensors were used to collect different types of data about the patient such as physical and behavioral information. The selected studies mainly addressed the use of sensors for common mental issues like stress and depression or the analysis of general mental status. Some studies reported some limitations mainly related to technological issues and lack of standards. {\textcopyright} 2020 by SCITEPRESS - Science and Technology Publications, Lda. All rights reserved.},
	keywords = {Biomedical engineering, Health care, Healthcare delivery, Medical informatics, Mental health, Quality of life, Systematic literature review, Well being},
	url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85083705930\&partnerID=40\&md5=335f69fa969e09929802b364d7f6d696},
	author = {Drissi, N. and Ouhbi, S. and Garc{\'\i}a-Bern{\'a}, J.A. and Idrissi, M.A.J. and Ghogho, M.}
}
