Johan Baldeón
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Johan Baldeón has a total of 34 co-authors. Here are the top co-authors by number of shared publications:
A. Puig
4 shared publications- Andrés Masuda
Pontificia Universidad Católica del Perú
4 shared publications - Darwin Auccapuri Quispetupa
Pontificia Universidad Católica del Peru Peru
3 shared publications - Emilio Díaz
Pontificia Universidad Católica del Perú
3 shared publications Inmaculada Rodríguez
WAI Research Group, Department of Mathematics and Computer Science, IMUB and UBICS Research Institutes, University of Barcelona, Barcelona, Spain
3 shared publications- Maite López-Sánchez
Universitat de Barcelona
3 shared publications
Latest Publications
- 7 July 2026
- Published by Springer Nature
- p. 80-98
Geomantics: Configurability as an Interaction Design Strategy for Learner-Centered Educational Games
- 7 July 2026
- Published by Springer Nature
- p. 80-98
Geomantics: Configurability as an Interaction Design Strategy for Learner-Centered Educational Games
- 7 July 2026
- Published by Springer Nature
- p. 99-116
Designing an Educational Video Game for Science and Technology Students: A Validation Study
- 7 July 2026
- Published by Springer Nature
- p. 99-116
Designing an Educational Video Game for Science and Technology Students: A Validation Study
- 11 December 2024
- Published by Springer Nature
- p. 223-241
Evaluating the Effectiveness of an Augmented Reality Platform in Promoting Sustainable Tourism in the Peruvian Amazon Jungle
- 11 December 2024
- Published by Springer Nature
- p. 223-241
Evaluating the Effectiveness of an Augmented Reality Platform in Promoting Sustainable Tourism in the Peruvian Amazon Jungle
- 6 December 2024
- Published by Springer Nature
- p. 83-102
A Developer-Oriented Framework Proposal for Evaluating the Accessibility of Video Games
- 6 December 2024
- Published by Springer Nature
- p. 83-102
A Developer-Oriented Framework Proposal for Evaluating the Accessibility of Video Games
- 1 June 2024
- Published by Springer Nature
- p. 275-294
Enhancing Pokémon VGC Player Performance: Intelligent Agents Through Deep Reinforcement Learning and Neuroevolution
- 1 June 2024
- Published by Springer Nature
- p. 275-294
Enhancing Pokémon VGC Player Performance: Intelligent Agents Through Deep Reinforcement Learning and Neuroevolution
- 22 February 2024
- Published by Springer Nature
- p. 334-343
Exploring the Use of Bluetooth Low Energy (BLE) Beacons for Enhancing Ecotrails in the Amazon Jungle of Peru
- 22 February 2024
- Published by Springer Nature
- p. 334-343
Exploring the Use of Bluetooth Low Energy (BLE) Beacons for Enhancing Ecotrails in the Amazon Jungle of Peru
- Open Access
- 28 December 2021
- Published by Wiley in Computer Applications in Engineering Education
- Vol. 30 (3) , 741-758
Children building and having fun while they learn geometry
Geometry is a basic discipline in STEM education. Recent educational reports, however, suggest that geometry is one of the subjects that sees the lowest levels of performance in the math curriculum. This paper presents a gamified itinerary through digital activities designed to teach geometry. Our aim is to attract Primary School children into the world of geometry. First, we scaffold geometry outcomes to take students progressively from basic geometric shapes to a stronger understanding of complex three‐dimensional (3D) properties. Second, we use gamification to introduce fun into the learning process. Third, we propose digital activities in virtual environments, with which students can, in particular, develop 3D spatial perception. Concretely, children are immersed in a two‐dimensional (2D)–3D world in which they play the role of architects who manipulate 2D and 3D shapes to create buildings. Results obtained in the evaluation of the system with 60 children showed an improvement in both their learning and their interest in math. Both children and teachers rated the experience very positively.
- 28 December 2021
- Published by Wiley in Computer Applications in Engineering Education
- Vol. 30 (3) , 741-758
Open AccessChildren building and having fun while they learn geometry
Geometry is a basic discipline in STEM education. Recent educational reports, however, suggest that geometry is one of the subjects that sees the lowest levels of performance in the math curriculum. This paper presents a gamified itinerary through digital activities designed to teach geometry. Our aim is to attract Primary School children into the world of geometry. First, we scaffold geometry outcomes to take students progressively from basic geometric shapes to a stronger understanding of complex three‐dimensional (3D) properties. Second, we use gamification to introduce fun into the learning process. Third, we propose digital activities in virtual environments, with which students can, in particular, develop 3D spatial perception. Concretely, children are immersed in a two‐dimensional (2D)–3D world in which they play the role of architects who manipulate 2D and 3D shapes to create buildings. Results obtained in the evaluation of the system with 60 children showed an improvement in both their learning and their interest in math. Both children and teachers rated the experience very positively.
- 20 June 2018
- Published by Universitat Politecnica de Valencia
Iterative Design of a Gamified Course in High Education: deployment and evaluation
During the last years, gamification has been used to engage students in more attractive educational activities in different Computer Science subjects at the university level, thereby improving their motivation and learning outcomes. This work continues a research that initially proposed a gamified design for the course “Distributed Artificial Intelligence”, an optional undergraduate course of the Computer Engineering degree. Specifically, we focused on reinforcing subjects related to Multi-Agent Systems (MAS) by means of fun hands-on activities to experiment theoretical concepts in practice. A first iteration of the design was deployed during two consecutive academic years, with good results in terms of students’ perceived learning, engagement and commitment during the class. Nevertheless, a posterior analysis of the design showed that the proposed mechanics did not consider some types of players - such as disruptors -, and some of the learning profiles - such as theoretical and reflexive -. Then, we proposed a card-based game to redesign the learning experience, using a LEarner-centered GAmification Design Framework (LEGA) that aligns both educational and gamification approaches. This paper focuses on this second iteration of the design, which has been deployed and evaluated during the last semester. The obtained results show that students liked the card game, were engaged and motivated during the gamified class, as well as they perceived an increased learning in the subject.
- 20 June 2018
- Published by Universitat Politecnica de Valencia
Iterative Design of a Gamified Course in High Education: deployment and evaluation
During the last years, gamification has been used to engage students in more attractive educational activities in different Computer Science subjects at the university level, thereby improving their motivation and learning outcomes. This work continues a research that initially proposed a gamified design for the course “Distributed Artificial Intelligence”, an optional undergraduate course of the Computer Engineering degree. Specifically, we focused on reinforcing subjects related to Multi-Agent Systems (MAS) by means of fun hands-on activities to experiment theoretical concepts in practice. A first iteration of the design was deployed during two consecutive academic years, with good results in terms of students’ perceived learning, engagement and commitment during the class. Nevertheless, a posterior analysis of the design showed that the proposed mechanics did not consider some types of players - such as disruptors -, and some of the learning profiles - such as theoretical and reflexive -. Then, we proposed a card-based game to redesign the learning experience, using a LEarner-centered GAmification Design Framework (LEGA) that aligns both educational and gamification approaches. This paper focuses on this second iteration of the design, which has been deployed and evaluated during the last semester. The obtained results show that students liked the card game, were engaged and motivated during the gamified class, as well as they perceived an increased learning in the subject.