Nadia Rodriguez-Rodriguez

dblp:257/1143 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0001-6582-3073ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 3 since 2021
YearPublicationVenuePosition
2025 Measuring the Effectiveness of a Serious Game on Knowledge of Information Technology-Related Programs and Gender Stereotypes Among Peruvian Girls
abstract
In Peru, there is low female participation in STEM fields despite the growing demand for professionals in this area. Although the number of Peruvian women enrolled in higher education has risen, women account for only 27% of undergraduate students across all engineering programs. Notably, fewer than 1% of graduates in Information Technology (IT) programs are female. The lack of interest in IT-related programs suggests that girls do not perceive the IT field as a desirable option. To address this issue and contribute to the limited academic literature on this matter in a country like Peru, this research developed and evaluated a serious game to measure effectiveness on knowledge about IT-related programs and to identify their stereotypes among Peruvian girls. The game introduces selected IT professions, highlights Peruvian women in technology, and addresses common misconceptions about the field. A study involving 24 Peruvian girls (ages 14 - 15) revealed a significant gap regarding information about ITrelated programs, particularly among those without family members in the field. The participants also demonstrated low interest in pursuing IT-related programs and limited awareness of female professionals in the industry. However, the positive reception of the game highlights its potential as an impactful tool to inspire girls and encourage them to consider IT as a viable career path.
Kory Ponce, Nadia Rodriguez-Rodriguez
EDUCON2
2023 Gamit! a beat for learning
abstract
This paper presents the results from a gamification platform developed by two Latin American universities from Mexico and Peru, with the aim to promote engagement and improve students' attitudes towards the learning process, as well as facilitate the professors' work. The methodological approach to this research was qualitative on the course Modeling of Movement in Engineering where students used the platform named Gamit! for five weeks. The study dimensions are attention, engagement, resilience, and usability to continue the previous research.
Elvira G. Rincón Flores, Brenda Nelly Santos Guevara, Nadia Rodriguez-Rodriguez, Lizette Martínez-Cardiel, Alberto Matsuura Sonoda, Hernan Quintana-Cruz
EDUCON3
2022 Gamit! Interactive platform for gamification
abstract
Gamit! is a software platform that enables instructors to use gamification concepts and techniques in their classrooms. Currently, the platform allows instructors to create leaderboards and use badges to incentivize students in the pursuit of learning. The results during a user experience testing phase (one university academic term) using the System Usability Scale, showed that the platform is easy to use, and the functionalities work correctly.
Elvira G. Rincón Flores, Nadia Rodriguez-Rodriguez, Brenda Nelly Santos Guevara, Alberto Matsuura Sonoda, Hernan Quintana-Cruz
EDUCON2