CRIS
Permanent URI for this communityhttps://cris-udd.scimago.es/handle/123456789/1
Browse
7 results
Search Results
Now showing 1 - 7 of 7
- 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, Gamification for psychomotor development: an experience with Genially in pre-school education(2024); ; Viviana Lourdes MartinezPsychomotor skills in early childhood are notably affected due to the pandemic, which is why the objective of the research was to implement gamified strategies in Genially that seek to improve psychomotor development in early education, the research had a mixed and field approach, with a proposal in which 21 students participated for 4 weeks; before the application of the proposal and after it, tests were applied, where the results obtained fulfilled the expectations of improvement in the teaching process.47 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Enhancing mathematics learning with 3D augmented reality escape room(2024); ; ; Lidia GuachiLearning mathematics is a challenge for many students, especially because of the traditionalist method with which its contents are taught. To a large extent, mathematics classes generate little motivation in students, so in this research, a novel technological method based on augmented reality is applied to improve the mathematics learning process, particularly the techniques of solving systems of linear equations. The research design used was a two-phase mixed sequential confirmatory type. The research worked with a sample of 65 students (Mage=17.72, SD=0.65; 58.5% female and 41.5% male). In the first phase, a quasi-experimental study was designed with an experimental group (M=32) and a control group (M=33). The experimental group received a mathematics teaching and learning intervention based on augmented reality vs. the control group, which received a traditional educational process. The experimental group showed improvements in acquired knowledge and motivation compared to the control group students. In the qualitative phase, two focus groups were conducted with students from their respective groups. In the experimental group, the following categories were identified: interesting, fun, innovative, and entertaining. The control group identified the following categories: little attention, low interest in learning, tired knowledge, and lack of motivation. The results are discussed in relation to the need to generate educational processes that benefit mathematics learning23 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Active Learning Strategies in Geometry: Effectiveness of a Gamified Digital Application at the Upper Basic LevelThis research addresses the low effectiveness of traditional methodologies in teaching geometry to students of higher basic education, which has contributed to the low performance in mathematical competencies. In view of this situation, the implementation of a gamified digital application is proposed to promote a more participatory and meaningful learning. The type of sampling is non-probabilistic by convenience, so 99 students were considered. The research technique used is the survey addressed to students. The instruments used were: a questionnaire to determine the methodological strategies currently used by teachers; and a written test to measure the level of geometric reasoning according to Van Hiele. Both instruments were validated in content and construct by means of the expert judgment technique. The results obtained show that the use of traditional strategies predominates in the process of learning geometry in the classroom, and that 92% of the students, regarding their level of geometric reasoning, are at level 2 (low) out of 6 (complete); This can be corroborated by the significant differences between the pre-test and post-test after the application of the gamified tool; therefore, it is concluded that this proposal is valid to be implemented in traditional educational scenarios and thus ensure meaningful learning of geometry at the upper elementary level.24 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, The Impact of Gamification on Reading Comprehension: Transforming Literacy Skills Among High School Students in Puyo, EcuadorThis research investigates the impact of gamification on reading comprehension among high school students in Puyo and Pastaza, Ecuador, where traditional methods face challenges compounded by limited technology access, COVID-19 disruptions, and specific community needs. Addressing the inadequacy of traditional approaches, the study explores gamification's potential to improve literacy skills. Employing a quantitative approach, the study involved 100 students divided into experimental and control groups. The experimental group received a gamified intervention using digital tools like Genially, while the control group followed traditional teaching methods. Reading comprehension was assessed using the PROLEC test, evaluating multiple dimensions of reading ability. The experimental group demonstrated significant improvements in reading comprehension, particularly in lexical selection, semantic categorization, and expository comprehension (p < 0.001). Student surveys confirmed increased engagement and motivation through gamification. The findings highlight the positive influence of digital gamification on reading development and critical thinking skills. Gamification positively impacts student engagement and academic performance in reading comprehension, offering an effective and replicable strategy for similar educational settings. However, the study underscores the necessity of robust technological infrastructure and adequate training for educators and students to fully leverage these strategies, ensuring improved literacy skills within challenging environments and addressing existing gaps in public education.78 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, ICT-Based Game: An Alternative to Promote Healthy Eating in Ecuadorian Children Using User-Centred DesignInadequate nutrition in Ecuadorian children leads to various physical, cognitive, and biological issues. However, the use of information and communication technologies (ICT) has become established in raising awareness and promoting beneficial eating behaviours. This research, conducted at the Indo-America Educational Unit during the 2022-2023 academic year in Ambato, Ecuador, aimed to compare the effectiveness of a guide text versus a didactic game in enhancing knowledge about healthy eating among fifth-grade students in Natural Sciences. The study involved 87 fifth-grade students, divided into two groups: Group 1, consisting of 42 students, and Group 2, consisting of 45 students. The teacher of Group 1 used traditional methods (reading and writing from the text), while the teacher of Group 2 employed a game called Flavour Puzzle. Statistical analysis revealed significant improvements in knowledge and motivation for students using the game-based method. Specifically, students in Group 2 showed a 26% greater improvement in knowledge levels compared to those in Group 1, and their motivation levels were nearly three times higher (89% vs. 30%). The results indicate that the game-based method has a clear comparative advantage over traditional text-based instruction, as it not only facilitated teaching but also enhanced socialization and engagement among students. Technological resources like Flavour Puzzle are more engaging for students and should be utilized as both recreational and educational tools in teaching Natural Sciences at the school level.25
