Simulación 3D y Serious Games

  • Cangas, A. J., Navarro, N., Aguilar-Parra, J. M., Trigueros, R., Gallego, J., Zárate, R., & Gregg, M. (2019). Analysis of the Usefulness of a Serious Game to Raise Awareness about Mental Health Problems in a Sample of High School and University Students: Relationship with Familiarity and Time Spent Playing Video Games. Journal of Clinical Medicine, 1504.
  • Mullor, D., Sayans, P., Cangas, A.J. y Navarro, N. (2019). Effect of a serious game (Stigma-Stop) on reducing stigma among psychology students: A controlled study. Cyberpsychology, Behavior, and Social Networking, 22, 205-211.
  • Cangas, A.J., Carmona, J.A., Langer, A., Gallego, J. y Scioli. A. (2018). Análisis de la validez del programa de simulación 3D My-School (MS) para la detección de alumnos en riesgo de consumo de drogas y acoso escolar. Universitas Psychologica, 17 (2), 1-11.
  • Cangas, A.J., Navarro, N., Aguilar, J.M., Ojeda, J.J., Piedra, J.A., Cangas, D. y Gallego, J. (2017). Stigma-Stop: a serious game against the Stigma in mental health. Frontiers in Psychology, 8, 1385.
  • Cangas, A.J., Carmona, J.A., Gallego, J., Aguilar, J.M. y Langer, A. (2016). Bullying, drug use, and eaten disorders: An assesment by using a 3D simulation instrument in educational settings. Mental Health & Prevention, 4, 130-137.
  • Cangas, A.J., Gallego, J., Aguilar, J.M., Salinas, M., Zarate, R., Ruth, C. (2013). Propiedades psicométricas de My-School4web: programa informático de simulación 3D encaminado a la detección de consumo de sustancias, acoso escolar y alteraciones de la imagen corporal. International Journal of Psychology and Psychological Therapy, 13, 307-315.
  • Carmona, J.A., Cangas, A.J., García, G.R., Langer, A.I. y Zárate, R. (2012). Early Detection of Drug Use and Bullying in Secondary School Children Using a 3-D Simulation Program. Cyberpsychology, Behavior, and Social Networking, 15, 43-49.

Virtual Reality

  • Rodríguez, J. L. (2022). Exploring dynamic geometry through immersive virtual reality and distance teaching. Capítulo en libro “Mathematics Education in the Age of Artificial Intelligence”, de la serie “Mathematics Education in the Digital Era”. Berlin, Germany: Springer [En prensa].
  • Cangas, A.J., y Galván, B. (2020). Estudio preliminar de un programa de realidad virtual contra el estigma en salud mental. International Journal of Developmental and Educational Psychology, 1, 45-52.
  • Cangas D., Crespo D., Rodríguez J.L., Zarauz A. (2019) NeoTrie VR: nueva geometría en realidad virtual, Pi-InnovaMath, Nº 2, 2019. (PDF file).
  • Cangas D., Morga G., Rodríguez J.L. (2019). Geometric teaching experience with Neotrie VR, Psychology, Society, & Education, 2019, Vol. 11(3), pp. 355-366. (PDF file).
  • Cangas, D., Crespo, D., Morga, G. Zarauz, A. (2018). Construyendo y aprendiendo Geometría 3D en Realidad Virtual”. Actas del XVII Congreso de Enseñanza y Aprendizaje de las Matemáticas, Almería, 2018, pp. 413-416 (PDF file).