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Item type:Publication, From Virtual Worlds to Real-World Equity: A Scoping Review of the Metaverse as Computer-Assisted Learning for STEM Competencies(2026) ;Franklin Parrales-Bravo ;Roberto Tolozano-Benites ;Janio Jadán-Guerrero ;Leonel Vasquez-CevallosVíctor Gómez-RodríguezThis scoping review critically synthesizes 34 studies (2015–2026) examining the metaverse’s role in fostering six core STEM competencies, moving beyond descriptive reporting to interrogate whether these technologies constitute genuine pedagogical transformation, whose learners are served or excluded, and how isolated interventions connect into lifelong learning pathways. Following PRISMA-ScR guidelines, our analysis reveals that while technology literacy and collaboration appear in 91.2% of our selected studies, mathematical application is addressed in fewer than half (44.1%), raising unanswered questions about whether this pattern reflects an equitable distribution of mathematical learning opportunities across diverse learner populations—a question the current evidence base cannot answer but one that warrants urgent investigation. The evidence demonstrates substantial immediate learning gains through embodied presence and risk-free experimentation, yet a deeper reading suggests this often represents technological optimization of traditional goals rather than epistemological transformation. More troublingly, the concentration of inclusivity evidence on select populations—while rendering students with physical disabilities, Indigenous learners, and refugee students entirely invisible—reveals an equity paradox where immersive technologies may inadvertently amplify existing disparities. The absence of any longitudinal data linking short-term engagement to sustained STEM participation leaves the field’s claim to transformative impact unsubstantiated. This review argues for moving beyond fragmented interventions toward designing coherent, equitable learning pathways that fulfill the metaverse’s potential for all learners. © 2026 by the authors.3 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, CONGA: CONscientization GAme for Colon Cancer Literacy in Last-Semester Software Engineering Students(2026) ;Franklin Parrales-Bravo ;Jonatan Guillen-Salabarria; Leonel Vasquez-CevallosThis 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.1 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, GUM: Gum Understanding Mission—A Serious Game to Improve Periodontitis Literacy Among University Students(2026) ;Franklin Parrales-Bravo; ;Luis Caguana-Alvarez ;Miguel Dávila-MedinaCarolina Parrales-BravoObjectives: 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<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>5 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Artificial Intelligence for the Diagnosis of Respiratory Diseases in Dogs and Cats: A Systematic Review(2026) ;Franklin Parrales-Bravo; ;Katherine Medina-CastroRosangela Caicedo-QuirozRespiratory 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
