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Item type:Publication, 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, SandraAcosta-Vargas, PatriciaWater 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 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Applications and Benefits of Augmented Reality in Medical Training(2026)Medical education faces challenges in teaching complex concepts and acquiring clinical skills. In this context, augmented reality has emerged as an innovative tool, enabling interactive visualization of anatomical structures and simulation of clinical procedures. However, its widespread implementation still faces barriers in terms of accessibility and costs, limiting its use in various educational institutions. This study presents a systematic literature review on the impact of augmented reality in medical education, analyzing experimental studies, systematic reviews, and empirical analyses published between 2010 and 2024. Articles from PubMed, Scopus, and IEEE Xplore were evaluated, selecting 11 studies that met the inclusion criteria. The results indicate that this technology significantly enhances knowledge retention (up to 75%), optimizes the understanding of human anatomy, and facilitates the teaching of clinical procedures without posing risks to patients. Applications such as Cranium and the use of Microsoft HoloLens have demonstrated benefits in the three-dimensional visualization of bone structures and surgical planning. Additionally, augmented reality has proven effective in nutritional education and cellular biology learning, expanding its applicability in health sciences. Augmented reality represents a significant advancement in medical training, although accessibility and costs remain challenges to be addressed. The integration of artificial intelligence and the development of open-source platforms are recommended to enhance its impact on global medical education. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.10 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Promoting Water Culture Through Augmented Reality and Gamified Experiences(2025); ; ; Marcos Chacón-CastroThis article examines the design and development process of interactive and immersive learning environments focused on conservation, management and responsible use of water. Using the Game Thinking methodology, interdisciplinary groups were formed, consisting of students from three different Master’s programs, along with designers, programmers, experts from the Quito Metropolitan Public Water and Sanitation Company (EPMAPS), and members of Foundation for the Support of Sustainable Development in Ecuador (FADSE). A total of 135 participants contributed diverse perspectives in education, user experience, technology, and sustainability. The objective was to develop proposals that would connect with children, young people, and adults to raise awareness about responsible water use, the consequences of waste, the contamination of water sources and simulate the consequences of water decisions in urban and rural environments. The study demonstrated that master’s students can play a significant role in addressing real urban challenges and that, when properly guided, their ideas can lead to innovative solutions aligned with emerging technologies. The developed solutions were evaluated by the students themselves alongside their peers, revealing that interactive tools not only promote active participation but also strengthen the emotional connection with the new water culture. Furthermore, the project emphasized accessibility, scalability, and cultural relevance, ensuring inclusive and sustainable educational solutions. In the future, the study will aim to assess the impact of these initiatives on public awareness and behavior.24
