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    Item type:Publication,
    Educational Chatbot for Basic Algebra: An Interactive System to Reinforce Mathematical Competencies in High School Students
    (Springer Nature Switzerland, 2026)
    Gómez Pérez, Bárbara Catalina
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    Chacón-Castro, Marcos
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    Valenzuela, María
    ;
    One of the most common problems experienced by high school students is difficulties in basic algebra. These obstacles often stem from early conceptual gaps that are not detected or corrected in time. Consequently, it is essential to design digital tools that facilitate teaching and learning among secondary school adolescents. The main purpose of this project is to describe the software design of an educational chatbot for basic algebra, detailing the system infrastructure and engineering requirements that support the chatbot, prioritizing its architecture over educational expectations, metrics, achievements, and impacts. Initially, a group of 40 high school students were given an algebra diagnostic test to identify common limitations in basic algebra topics typically taught in the eighth grade. Subsequently, descriptive statistical analysis was conducted on the collected data to assess students’ performance and determine the thematic content for academic reinforcement. The chatbot was developed in Python and Streamlit as the application framework, since this combination allows seamless integration between backend and interface in a single platform. This project, in addition to presenting a data-driven educational solution, also contributes to Sustainable Development Goal 4 (Quality Education) by promoting equitable access to quality learning through technology software architecture for future valuations and continuous improvements. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Designing the UI/UX of a Gamified Platform to Raise Awareness About Water Conservation Using the User-Centered Design Method
    (Springer Nature Switzerland, 2026) ; ; ;
    Sanchez-Gordon, Sandra
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    Acosta-Vargas, Patricia
    Water conservation and responsible usage are critical to ensuring the sustainability of life on Earth. Raising awareness about these practices is essential to fostering behavioral changes in everyday life. This study aimed to design a gamified environment, integrating both digital and physical mediums, to promote awareness of water conservation. The proposed solutions included digital games, board games, interactive maps, and card games, blending entertainment with education. The research employed the Game Thinking methodology, involving ten master’s students specializing in user experience design. The process adhered to the principles of user-centered design across all phases. Initially, the problem of water scarcity was explained to participants, who subsequently proposed design concepts tailored to this issue. These concepts were developed into prototypes and tested with users representative of the intended age groups. Preliminary results from the first usability tests revealed areas for improvement. Feedback from peer reviews highlighted the need to enhance narrative elements, interface design, usability, and accessibility. Iterative refinements based on this feedback significantly improved the prototypes’ alignment with the project’s educational objectives. In conclusion, the study demonstrated the potential of gamification as a powerful tool for promoting water conservation awareness. Future work will focus on completing functional prototypes and evaluating their impact in real-world settings to measure their effectiveness in instilling responsible water usage behaviors
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    Item type:Publication,
    Brightman: A Digital Platform for Enhancing Creative and Logical Skills
    (Springer Nature Switzerland, 2026)
    Jadán-Guerrero, Marco
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    Viera-Estupiñan, Martha
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    Guerrero-Garcés, Aida
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    In Ecuador, traditional education remains largely based on rote memorization, limiting the development of critical and creative thinking skills. International assessments such as PISA-D show that while students can perform mechanical tasks, they struggle with real-world problem-solving and abstract reasoning. To address this gap, Brightman was developed as a digital platform aimed at strengthening logical and creative thinking in children and adolescents through gamified learning experiences. Brightman offers an inclusive and scalable alternative that shifts learning from repetition toward cognitive agility, strategic reasoning, and creative expression. Its development followed a mixed-method approach integrating pedagogical theory, user-centered interaction design, and data-driven performance analytics. The platform was implemented nationally during the First Marathon of Brilliant Minds, reaching over 1,500 students, with 134 participating in competitive tournaments and 34 advancing to final stages. System-generated metrics—including accuracy, response time, and progression rates—demonstrated measurable improvements in problem-solving performance, student motivation, and self-perceived creativity. Despite challenges in introducing digital innovation within rigid educational systems, Brightman provides insights for policymakers and educators seeking more adaptive, learner-centered models. Beyond a digital tool, it represents a movement to reclaim creativity as a teachable and essential 21st-century skill. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Item type:Publication,
    FLAG: Fatty Liver Awareness Game for Liver Health Literacy in Last-Semester Software Engineering Students
    (MDPI AG, 2026-05-01)
    Parrales-Bravo, Franklin
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    Borbor-Albay, José
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    Vasquez-Cevallos, Leonel
    Non-alcoholic fatty liver disease affects approximately thirty percent of the global population, yet public awareness remains dangerously low among young adults facing occupational risk factors. This study introduces the Fatty Liver Awareness Game (FLAG), an educational serious game designed to improve liver health literacy among software engineering students at the University of Guayaquil. While evaluated with this specific sample, FLAG is intended for the broader target population of young adults in developing nations who face occupational sedentary risk and limited access to preventive health education. Through a controlled experiment with fifty participants randomly assigned to game-based or traditional lecture instruction, the game demonstrated superior effectiveness, with a twenty-percentage-point advantage in post-test scores and a seventy-two percent reduction in incorrect responses compared to fifty percent in the lecture group. The large effect size (Cohen’s d = 1.43) and reduced performance variability among game participants indicate that interactive, feedback-rich learning environments can outperform passive instruction for this population and content domain. While the present design does not isolate the contribution of individual game elements—such as narrative framing, explanatory feedback, or mini-game interleaving—the results establish FLAG as a replicable model for digital health interventions targeting underserved populations at critical developmental junctures. Future component analyses are needed to determine which specific design features drive the observed advantages. © 2026 by the authors.
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    Enhancing Decision-Making Through Human–AI Synergy in Smarter and Fairer Recruitment
    (Springer Nature Switzerland, 2026)
    Godínez-Oliva, Carmen
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    Pusey-Alvarado, Luis
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    Díaz-Álvarez, Nelson
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    The digitalization of recruitment processes has paved the way for the integration of artificial intelligence (AI) into hiring, transforming how organizations identify and select talent. According to a McKinsey [7] report, the use of AI has significantly reduced hiring times by automating résumé screening and candidate preselection. However, a key question arises: does this efficiency also translate into better candidate quality, reflected in performance and retention rates? This study seeks to answer the following question: how does the use of AI systems in résumé analysis impact the reduction of recruitment time and the improvement of candidate quality, as measured by the retention rate after two months? The main objective is to evaluate how the implementation of AI in selection processes influences both the speed and quality of hiring. This research is relevant because it provides empirical evidence about the benefits and limitations of AI in recruitment, allowing organizations to make more informed decisions regarding its adoption. A literature review was conducted to explore the topic from different perspectives. Preliminary findings indicate that AI can streamline processes, improve selection accuracy, and reduce bias, although concerns remain regarding algorithmic transparency and fairness. The study adopts a mixed-methods approach: in the quantitative phase, traditional and automated processes are compared in résumé analysis, psychometric testing, and interviews, measuring hiring times and retention rates. In the qualitative phase, recruiters were surveyed to gather their perceptions about the use of AI in decision-making. Preliminary results suggest a significant reduction in hiring times but similar retention rates between traditional and AI-assisted methods. Consequently, a hybrid recruitment model is proposed, in which the synergy between humans and intelligent systems strengthens decision-making, promoting more efficient, transparent, and equitable selection processes. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Interdisciplinary Perspectives on FinTech and Blockchain in Cryptocurrency Platforms: A Systematic Literature Review on Accessibility, Usability, and Digital Inclusion
    (Springer Nature Switzerland, 2026) ;
    Luis-Chinchilla, Jose
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    Calle-Jimenez, Tania
    According to recent studies, the application of agile methodologies in the development of cryptocurrency platforms can increase efficiency in improving accessibility and usability in digital financial systems by up to 35%. This study conducts a systematic literature review on the integration of FinTech and blockchain technologies, with a particular focus on accessibility and usability in digital platforms. Based on the PRISMA 2020 framework, indexed publications from the Scopus database published between 2021 and 2025 were analyzed. The results reveal a sustained growth in scientific output, especially during the period 2023–2025, with a notable concentration of publications from countries such as Malaysia, Spain, and Ukraine. The main contributing fields include business, computer science, and economics, reflecting the interdisciplinary nature of the topic. Furthermore, the findings highlight the role of FinTech and blockchain in modernizing financial services, improving transactional efficiency, and supporting the achievement of the Sustainable Development Goals (SDGs), particularly those related to environmental sustainability and digital inclusion. Finally, the study recommends expanding future research to include multiple databases and additional keywords in order to generalize the findings and deepen the understanding of the impact of these emerging technologies. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    CONGA: CONscientization GAme for Colon Cancer Literacy in Last-Semester Software Engineering Students
    (2026)
    Franklin Parrales-Bravo
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    Jonatan Guillen-Salabarria
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    ;
    Leonel Vasquez-Cevallos
    This study aimed to evaluate the effectiveness of the CONGA game, an interactive and gamified digital tool that uses AI-generated or manually created questions with feedback, to improve colon cancer literacy among tenth- semester Software Engineering students at the University of Guayaquil. Grounded in Paulo Freire’s critical pedagogy, CONGA operationalizes the concept of “conscientização” (critical consciousness awakening) by engaging learners in dialogical reflection on medical myths and encouraging critical evaluation of health information sources. This work addresses an age group—emerging adulthood—that is often overlooked in cancer prevention campaigns despite increasing cancer incidence in this population. The game incorporates an adaptive engine that personalizes difficulty and scoring based on player performance, enhancing engagement and learning personalization. A controlled experiment compared the game-based intervention with traditional lecture-based instruction, using pre- and post-test assessments to measure knowledge gains and misconception reduction. Results demonstrated that the CONGA group achieved a significantly higher post-test correct response rate of 82%, compared to 57% in the traditional instruction group, and showed a 70.4% reduction in incorrect responses versus 42.4% in the control group. These findings indicate that CONGA’s adaptive, feedback-driven design was more effective in enhancing short-term knowledge acquisition and immediate conceptual clarification following a single session. The study concludes that, based on immediate post-intervention assessments, gamified learning represents a scalable and engaging pedagogical strategy for colon cancer literacy, particularly in our local younger population. However, these results reflect short-term learning gains measured immediately after a single session, and further research is needed to evaluate long-term knowledge acquisition.
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    Artificial Intelligence for the Diagnosis of Respiratory Diseases in Dogs and Cats: A Systematic Review
    (2026)
    Franklin Parrales-Bravo
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    Katherine Medina-Castro
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    Rosangela Caicedo-Quiroz
    Respiratory diseases represent a leading cause of veterinary consultations in dogs and cats, yet their detection remains challenging due to clinical variability and subjective interpretation of traditional diagnostic methods. In recent years, artificial intelligence (AI) has emerged as a promising tool to augment veterinary diagnostics through automated analysis of imaging and physiological data. This systematic review synthesizes and critically evaluates 24 studies published from 2019 onward that explore AI applications to support the detection of respiratory diseases in dogs and cats, focusing on three complementary modalities: audio-based (e.g., respiratory sounds), image-based (e.g., chest radiographs), and multimodal approaches. Our findings indicate that deep learning models, particularly convolutional neural networks (CNNs) and transformer architectures, achieve clinically relevant accuracy in detecting conditions such as cardiomegaly, alveolar patterns, and Brachycephalic Obstructive Airway Syndrome (BOAS). However, significant barriers remain, including data scarcity, lack of standardized datasets, and limited real-world validation. This review highlights the transformative potential of AI in veterinary respiratory diagnostics while underscoring the need for collaborative efforts in data sharing, methodological standardization, and clinical integration to realize its full impact in practice.
      3
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    Comprehensive Plan for the Induction of Environmental Awareness Based on Household Waste
    This article presents the results of an investigation applied to 30 residents of a neighborhood in the municipality of Piedecuesta, Santander. The purpose of this research is to develop a comprehensive plan to promote environmental awareness based on household waste (DR), through the application of a survey that allows to know the previous knowledge of the community about the environmental management generated daily in their homes. The strategy employed focuses on environmental education talks, interactive presentations and the delivery of a brochure that comprehensively addresses environmental awareness in relation to household waste. A mixed methodology was used in the research, through the following phases: exploration, planning, observation and reflection. Finally, the following findings were obtained: it is observed that the community lacks information on the separation of DR: organic, recyclable and non-recyclable. In conclusion, the lack of environmental education in the municipality has resulted in a large amount of household waste that is neither separated nor properly used, which generates several negative consequences such as: environmental pollution, greater accumulation in landfills, greenhouse gases (GHG), among others. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Risk-Aware Fleet Management in Public Enterprises: A Machine Learning Approach Using Web-Scraped Data
    (2025)
    Tania Calle-Jimenez
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    Flavio Ibujes-Calle
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    Sandra Sanchez-Gordon
    In recent years, technological advancements, particularly in artificial intelligence and machine learning, have enabled the automation of tasks once thought impractical. However, many public sector organizations continue to rely on manual processes, especially in areas like vehicle fleet management, where critical operational data remains underutilized. This study addresses that gap by proposing a machine learning model aimed at improving vehicle fleet management in public enterprises. The model focuses on classifying drivers based on their risk levels, leveraging behavioral data, individual driver characteristics, and patterns of vehicle usage to provide actionable recommendations for fleet optimization. A key innovation of this work is the integration of web scraping techniques to automatically collect and update data related to drivers, vehicles, and fleet operations. This significantly reduces the dependency on manual data entry and supports the automation of processes such as vehicle registration validity control. The proposed system also includes the development of driver risk classification models, with results visualized through an interactive dashboard and geospatial map to facilitate strategic decision-making. This approach enhances the efficiency, transparency, and data-driven decision-making capabilities of public entities managing transportation assets. © 2025 IEEE.
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