Beschreibung
The health emergency caused by COVID-19 has been a global challenge. During this period, it was necessary to quickly develop solutions that were able to cope with the pandemic and help mitigate the effects that the new coronavirus was causing in many sectors. This book analyzes how gamification and artificial intelligence (AI) have been used during the COVID-19 pandemic in health and education. To this end, a review of the main applications of gamification and AI during this period is made. We also analyze four cases framed in health care and education in which both resources, gamification and AI, are combined and their usefulness in the context characterized by COVID-19 is analyzed. Finally, some of the ethical issues surrounding gamification and AI in this scenario are examined.
Autorenportrait
Carmen Bueno Muñoz is a PhD student at the University of Extremadura (Spain). Her research interests include digital transformation of the economy and new marketing trends.
Luis R. Murillo Zamorano is an associate professor at the Department of Economics of the University of Extremadura (Spain) and the head of research of the AEDIMARK R&D group at the University of Extremadura (Spain). His current research interests include digital transformation, gamification, health economics, and active learning in higher education.
José Ángel López Sánchez is an associate professor at the University of Extremadura (Spain). His research interests include business marketing, organizational learning, innovation, value creation, marketing strategy, and distribution channels.