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    Item type:Publication,
    GUM: Gum Understanding Mission—A Serious Game to Improve Periodontitis Literacy Among University Students
    (2026)
    Franklin Parrales-Bravo
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    ;
    Luis Caguana-Alvarez
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    Miguel Dávila-Medina
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    Carolina Parrales-Bravo
    Objectives: Periodontitis represents a significant global health burden, yet preventive health literacy remains critically low among emerging adults—a developmental stage where lifelong health behaviors crystallize. This study evaluated the effectiveness of the GUM (an acronym of Gum Understanding Mission) game, an interactive gamified digital tool incorporating AI-informed or manual feedback, for improving periodontitis literacy among tenth-semester Software Engineering students at the University of Guayaquil. Methods: In a controlled pre-test/post-test experiment, 50 participants were randomly assigned to either the GUM game intervention or a traditional lecture. Both groups completed identical knowledge assessments immediately before and after their respective 50-min instructional sessions. The GUM game featured adaptive questioning, immediate elaborated feedback, and comprehensive performance analytics, while the control group received instructor-led didactic instruction with a subsequent question-and-answer session. Results: The GUM group improved from a baseline of 21% to 94% correct responses, while the lecture group increased from 22% to 67% (p&lt;0.001). Error reduction was 74% in the GUM group versus 45% in the control group. However, the study’s scope is currently limited to a single, digitally literate cohort, and knowledge retention over time was not assessed. Conclusions: These findings suggest that a self-directed, feedback-driven serious game can substantially outperform traditional methods in fostering periodontitis literacy within this population. Further research is needed across diverse populations with extended follow-up periods to assess knowledge retention and generalizability.</jats:p>
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    Development of Websites as an Academic Integrative Project to Strengthen Businesses in the Popular and Solidarity Economy
    This article explores the development of websites as an academic integrative project aimed at strengthening businesses within the popular and solidarity economy (EPS) in the province of Pichincha, Ecuador. Fifth-semester students from the Digital Marketing program at Universidad Indoamérica, as part of their integrative project, worked on creating customized websites for 12 local businesses that already had marketable products, including labels, packaging, and other presentation tools. Using the WordPress platform, the students developed websites tailored to the specific needs of each business, with the goal of improving their digital presence, facilitating access to broader markets, and increasing the competitiveness of their products and services. In addition to the technical development, graphic design elements such as professional product photography and promotional videos were integrated, along with digital marketing strategies that included search engine optimization and social media integration. The results indicate that the creation of these customized websites significantly increased the online visibility of the businesses and enhanced consumer perception of professionalism and trust. This study highlights the importance of applied academic projects as tools for community engagement and local economic development in vulnerable sectors. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
      12
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    Digital Catalogs and Digital Marketing Strategies for Product Promotion in the Popular and Solidarity Economy: A Community Engagement Experience
    This article analyzes the development of digital catalogs as a strategic marketing tool for promoting products within the popular and solidarity economy (EPS), as part of a community engagement project carried out by sixth-semester students from the Digital Marketing program at Universidad Indoamérica. The students, who had already gained experience in web development, worked on creating interactive digital catalogs for 12 local businesses from the province of Pichincha, whose products were already equipped with labels and packaging ready for commercialization. In addition to designing the catalogs, digital marketing elements such as visual content optimization and linking the catalogs to e-commerce platforms and social media were integrated. The results show that the use of digital catalogs not only facilitated the professional presentation of the products but also enhanced consumer interaction and expanded the reach of these businesses in the digital marketplace. This study demonstrates how the collaboration between academia and community can strengthen small businesses, fostering their growth in digital environments. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
      10
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    Educational Escape Room: A Gamified Strategy for Teaching Ecuadorian Cultural Heritage
    The study is grounded in educational innovation through gamification, emphasizing the significance of meaningful learning and active student engagement. The primary objective is to design a sustainable course based on the ADDIE model, incorporating the Escape Room strategy to enhance motivation and learning in Cultural and Artistic Education. The ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) was employed to structure the educational proposal. In the analysis phase, educational needs were identified through consultations with 18 teachers. During the design phase, the structure of the Escape Room, entitled “La Ruta Escondida—Discovering History,” was established, featuring thematic missions related to Ecuadorian heritage. In the development phase, digital educational resources were created using platforms such as Genially and Wordwall. Implementation involved active student participation, and evaluation was conducted using observation checklists. The findings demonstrate improvements in student motivation, collaborative work, and problem-solving skills. Greater interaction and content appropriation were observed, establishing the Escape Room as an effective tool for immersive learning. The study confirms that gamification fosters meaningful learning by promoting participation and the development of key skills within the classroom. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2026.
      13
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    Optimizing Agriculture with LoRaWAN and HCI: A Smart Approach to Sustainable Farming
    Modern agriculture faces challenges including water scarcity, excessive fertilizer use, and limited connectivity in rural areas, all exacerbated by climate change. This paper presents a smart agriculture system leveraging LoRaWAN technology and human-computer interfaces (HCI) to address these issues. The proposed system integrates low-cost sensors, a LoRaWAN-based network, and a user-friendly dashboard for real-time monitoring of critical variables such as soil moisture, ambient humidity and temperature. A proof-of-concept implementation demonstrates the system’s effectiveness in optimizing water and fertilizer use while maintaining scalability for large agricultural operations. The system operates reliably within rural environments without relying on traditional internet infrastructure, offering an affordable and sustainable solution. Field tests validate the system’s performance, highlighting its potential to enhance decision-making and resource efficiency in floriculture and beyond. Future work aims to expand the system’s capabilities with additional sensors, artificial intelligence for predictive analytics, and automated control mechanisms, further supporting sustainable farming practices.
      24
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    Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture
    (2025) ; ; ;
    Luis Aguirre-Morales
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    Sandra Sanchez-Gordon
    This study explores the implementation of an educational Escape Room as a pedagogical strategy to teach tangible cultural heritage to students in Ecuador. This Escape Room was designed using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) and integrated into the basic education curriculum for Ecuadorian schools. The primary objective was to enhance students’ engagement and understanding of Ecuador’s cultural heritage through an interactive and gamified learning experience. The Escape Room was structured around five missions, each focusing on different aspects of the cultural heritage of five parishes in Ecuador. Students were required to solve puzzles, answer questions, and complete challenges to progress through the game. The results of the implementation, evaluated through observation and student feedback, indicated a high level of student engagement, improved problem-solving skills, and a deeper appreciation for Ecuador’s cultural heritage. The study concludes that Escape Rooms can be an effective tool for teaching cultural heritage, fostering teamwork, creativity, and critical thinking among students. This innovative approach not only makes learning more dynamic and enjoyable but also aligns with modern educational trends that emphasize active and experiential learning.
      21
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    Advancements in Assistive Robotics: A Systematic Review of Inclusive Technologies for People With Disabilities
    According to the World Health Organization, approximately 16% of the global population lives with some form of disability, be it physical, sensory, intellectual, or psychosocial. Individuals with disabilities face numerous challenges related to mobility, communication, access to education, and other essential aspects of daily life. In this context, robotic technologies have emerged as innovative solutions aimed at improving autonomy, rehabilitation, and social inclusion. The aim of this systematic review was to identify and synthesize the scientific evidence on robotic technologies developed to support people with disabilities. More specifically, the review sought to analyze the temporal and geographical distribution of research, classify the types of robotic technologies and their applications, examine methodological characteristics and participant demographics, and highlight the key contributions and gaps reported in the included studies. Following PRISMA guidelines, a comprehensive search was conducted in Scopus, PubMed, and IEEE Xplore. From an initial pool of 6,290 articles, 89 studies met the inclusion criteria and were analyzed. The results were categorized into five main themes: publication trends, types of robotic technologies and applications, methodological characteristics, participant demographics, and key contributions. The findings reveal a strong concentration of research on articulated robots for physical disabilities, alongside limited exploration of intellectual, sensory, and psychosocial contexts. While robotic interventions demonstrate significant potential for rehabilitation and daily assistance, challenges remain regarding sample sizes, diversity of disabilities addressed, and long-term validation studies. This review contributes to a deeper understanding of the state of the art in assistive robotics and identifies future research directions to enhance inclusion, accessibility, and clinical integration
      29
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    Evaluating Signage Accessibility for Individuals with Visual Impairments: A Case Study in Ecuador
    (2024) ; ;
    Sandra Sanchez-Gordon
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    Tania Calle-Jimenez
    A signage system is a visual design consisting of identification, guidance, explanation, warning, and other functions through a combination of text, graphics, and color that facilitates the orientation and movement of occupants in buildings by representing explicit information about the configuration and overall structure of the building. In this sense, well-placed signage provides information and significantly influences the search for paths in public spaces, but not all of these spaces meet the conditions of accessibility and inclusion. From this perspective, the general objective of this research is to identify, analyze, and evaluate the shortcomings of signage for individuals with visual impairments based on the requirements and legal regulations in Ecuador. The methodology was based on collecting photographs of signage located in a higher education institution. These photographs were selected in a way that they encompass the most important characteristics of informative signage. The results show that 44.44% comply with the current regulations in Ecuador, and 66.66% comply with the regulations for the inclusion of individuals with low vision. In the future, it is considered to propose a signage system that incorporates technology.
      10
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    Smart Signage with Augmented Reality: Inclusive Coworking
    This project focuses on the implementation of augmented reality signage designed to enhance user experience in a coworking space. The signage integrates 2D animations and virtual tours to provide an intuitive and immersive experience, from entry to the desired destination within the establishment. At the main entrance, a totem with a coworking directory features a QR code that visitors can scan to access an interactive directory. The 2D animations, thoughtfully designed with an inclusive approach, utilize validated corporate colors to ensure accessibility, especially for individuals with color vision deficiencies. Each business in the coworking space is identified by a unique corporate color, and internal business floor plans use analogous colors, adjusted to maintain aesthetic coherence and accessibility. In addition to being an effective navigation tool, these animations reinforce the visual identity of the coworking space. Each business within the establishment has an interactive virtual tour that guides visitors from entry to their final destination, providing real-time visual information for effective orientation. The signage system is based on WordPress to offer a seamless and efficient experience without the need to download a specific application. Upon scanning the QR code, users are redirected to a mobile-optimized web page. This page not only provides access to the 2D animations and virtual tours but also offers useful information such as business hours, links to the businesses’ and coworking space's social media, and other relevant details for the visit. This augmented reality signage approach not only enhances the functionality of the space but also ensures that all visitors, regardless of their needs, enjoy an inclusive and efficient experience in the coworking space.
      20
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    Eye-Tracking and Pictograms: Improving Communication and Accessibility for Senior Adults
    An important factor in exploring the world around us and understanding the cognitive process of individuals is analyzing the characteristics and behavior of the eyes, as they provide reliable information. Improving communication processes with users through visual communication environments can create an accessible environment for virtual interaction. In this context, the global population is aging at a faster rate, leading to social transformation. This population segment may face challenges with language skills, health issues, psychological disorders, and traumas that can limit their ability to speak or move. The purpose of this study is to investigate whether eye-tracking, using the eye-tracking device, will enable senior adults to interact with their caregivers through a pictogram-based interface, allowing them to generate messages and communicate their needs. The research method involves the conceptual development of an experiment designed for senior adults, including the use of an eye-tracking device, calibration tests, and interface responses. This research aims to better understand and promote the importance of meeting the needs and expectations of the elderly segment.
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