Sandra Baldassarri
Biographic Data
| ID | 3499797 |
|---|---|
| NAME | Sandra Baldassarri |
| GIVEN NAMES | Sandra |
| FAMILY NAME | Baldassarri |
| SIGNATURE | BALDASSARRI S |
| AFFILIATIONS | Universidad de Zaragoza |
| ORCID | 0000-0002-9315-6391 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2010 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
Model for Designing Gamified Experiences Mediated by a Virtual Teaching and Learning Environment
Higher Education Institutions (HEIs) face new challenges in regard to technological development in light of necessary pedagogical and didactic innovations in educational action. This article proposes a Technological–Pedagogical Gamification Model (MGTP) that guides the design of gamified educational practices in Virtual Teaching and Learning Environments (EVEAs). The MGTP proposal is based on theoretical cores of Pedagogy and Computer Science the…
Use case cards
Despite recent efforts by the Artificial Intelligence (AI) community to move towards standardised procedures for documenting models, methods, systems or datasets, there is currently no methodology focused on use cases aligned with the risk-based approach of the European AI Act (AI Act). In this paper, we propose a new framework for the documentation of use cases that we call use case cards , based on the use case modelling included in the Unified…
Interfaces tangíveis para uma educação inclusiva
O uso de interfaces tangíveis para fins educacionais é um recurso de tecnologia assistiva que apresenta forte potencial para a educação, podendo proporcionar um incremento no engajamento e motivação dos estudantes. Os principais problemas encontrados para a utilização de mesas tangíveis no ambiente educacional são os altos custos dos produtos comerciais, a ausência de softwares para a sua programação e uso de acordo com as necessidades educaciona…
Model and Methodology for Developing Empathy
Contribution: This article proposes and applies a new systemic 3-D model and a methodology for empathy awareness and development, integrating different partial approaches found in the literature for developing empathy as a transversal competence. Background: Empathy is a competence linked to collaboration and teamwork. Perspective taking (PT) is an important component of empathy and it is key for professionals today. Even though empathy is valued…
Gender Gap in STEM
Contribution: Significant gender differences are observed on primary school students' perception of self-efficacy and test anxiety in mathematics. Girls perceive themselves to be significantly worse than boys in mathematics and report higher test anxiety toward mathematics exams. Gender differences in self-efficacy become more pronounced as students grow up, and test anxiety increases for all students. However, the present study shows that teache…
Interacción tangible para la Compensación Social de procesos mediados en niños con diversidad funcional
Las tecnologías pueden tener un papel mediador y potenciador del aprendizaje del alumnado con diversidad funcional. En este artículo se discute la compensación social en procesos mediados con tecnologías y se presenta un estudio de caso en el que se utiliza interacción tangible con 6 niños con autismo y 7 con problemas específicos de comunicación en un proceso de intervención educativa. A partir de los datos, se analiza la interacción social y lo…
Perception and Intention in Relation to Engineering
This paper explores both how male and female high school pupils (15-16 years old) perceive the engineering profession and their willingness to pursue a career in this area. A study was performed around a one-day outreach activity, Girls' Day, organized for the first time in Spain. During Girls' Day, students were exposed to specific activities developed for them in engineering research labs and companies, carried out by young female researchers a…
Interactive Embodied Agents for Cultural Heritage and Archaeological presentations
In this paper, Maxine, a powerful engine to develop applications with embodied animated agents is presented. The engine, based on the use of open source libraries, enables multimodal real-time interaction with the user: via text, voice, images and gestures. Maxine virtual agents can establish emotional communication with the user through their facial expressions, the modulation of the voice and expressing the answers of the agents according to th…
Lifelong Interactionslet the Experts Talk
column LIFELONG INTERACTIONSLet the experts talk: an experience of tangible game design with children Share on Authors: Javier Marco University of Zaragoza, Spain University of Zaragoza, SpainView Profile , Sandra Baldassarri University of Zaragoza, Spain University of Zaragoza, SpainView Profile , Eva Cerezo University of Zaragoza, Spain University of Zaragoza, SpainView Profile , Diana Yifan Xu University of Central Lancashire University of Cen…
No prominent works on this page.
Perception and Intention in Relation to Engineering
This paper explores both how male and female high school pupils (15-16 years old) perceive the engineering profession and their willingness to pursue a career in this area. A study was performed around a one-day outreach activity, Girls' Day, organized for the first time in Spain. During Girls' Day, students were exposed to specific activities developed for them in engineering research labs and companies, carried out by young female researchers a…
Interactive Embodied Agents for Cultural Heritage and Archaeological presentations
In this paper, Maxine, a powerful engine to develop applications with embodied animated agents is presented. The engine, based on the use of open source libraries, enables multimodal real-time interaction with the user: via text, voice, images and gestures. Maxine virtual agents can establish emotional communication with the user through their facial expressions, the modulation of the voice and expressing the answers of the agents according to th…
Lifelong Interactionslet the Experts Talk
column LIFELONG INTERACTIONSLet the experts talk: an experience of tangible game design with children Share on Authors: Javier Marco University of Zaragoza, Spain University of Zaragoza, SpainView Profile , Sandra Baldassarri University of Zaragoza, Spain University of Zaragoza, SpainView Profile , Eva Cerezo University of Zaragoza, Spain University of Zaragoza, SpainView Profile , Diana Yifan Xu University of Central Lancashire University of Cen…
Interacción tangible para la Compensación Social de procesos mediados en niños con diversidad funcional
Las tecnologías pueden tener un papel mediador y potenciador del aprendizaje del alumnado con diversidad funcional. En este artículo se discute la compensación social en procesos mediados con tecnologías y se presenta un estudio de caso en el que se utiliza interacción tangible con 6 niños con autismo y 7 con problemas específicos de comunicación en un proceso de intervención educativa. A partir de los datos, se analiza la interacción social y lo…
Gender Gap in STEM
Contribution: Significant gender differences are observed on primary school students' perception of self-efficacy and test anxiety in mathematics. Girls perceive themselves to be significantly worse than boys in mathematics and report higher test anxiety toward mathematics exams. Gender differences in self-efficacy become more pronounced as students grow up, and test anxiety increases for all students. However, the present study shows that teache…
Model and Methodology for Developing Empathy
Contribution: This article proposes and applies a new systemic 3-D model and a methodology for empathy awareness and development, integrating different partial approaches found in the literature for developing empathy as a transversal competence. Background: Empathy is a competence linked to collaboration and teamwork. Perspective taking (PT) is an important component of empathy and it is key for professionals today. Even though empathy is valued…
Model for Designing Gamified Experiences Mediated by a Virtual Teaching and Learning Environment
Higher Education Institutions (HEIs) face new challenges in regard to technological development in light of necessary pedagogical and didactic innovations in educational action. This article proposes a Technological–Pedagogical Gamification Model (MGTP) that guides the design of gamified educational practices in Virtual Teaching and Learning Environments (EVEAs). The MGTP proposal is based on theoretical cores of Pedagogy and Computer Science the…
Use case cards
Despite recent efforts by the Artificial Intelligence (AI) community to move towards standardised procedures for documenting models, methods, systems or datasets, there is currently no methodology focused on use cases aligned with the risk-based approach of the European AI Act (AI Act). In this paper, we propose a new framework for the documentation of use cases that we call use case cards , based on the use case modelling included in the Unified…
Interfaces tangíveis para uma educação inclusiva
O uso de interfaces tangíveis para fins educacionais é um recurso de tecnologia assistiva que apresenta forte potencial para a educação, podendo proporcionar um incremento no engajamento e motivação dos estudantes. Os principais problemas encontrados para a utilização de mesas tangíveis no ambiente educacional são os altos custos dos produtos comerciais, a ausência de softwares para a sua programação e uso de acordo com as necessidades educaciona…
Computer Science (6 works) · Psychology (5 works) · Social Psychology (3 works) · Artificial Intelligence (2 works) · Career Development and Diversity (2 works) · Developmental psychology (2 works) · History (2 works) · Human–computer interaction (2 works) · Mathematics education (2 works) · Multimedia (2 works)