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Social Robotic Platform to Strengthen Literacy Skills

2021 , Zapata M. , Gordón J. , Caicedo A. , Alvarez-Tello J.

This work presents a robotic platform with mechanical movements of the head, torso, and arms interact in real-time through the “Tití app” that integrates game sessions to improve literacy skills, relating the development of a new learning scenario. The functionality of the app is based on the reading and writing errors proposed by the T.A.L.E test. The prototype developed for the dynamic interaction with the app, is controlled by an Arduino board, which manages the servo-motors and the Bluetooth communication to establish a wireless connection with a Tablet or mobile device that runs the app. The mechanical design and the control software development allow the execution of operations between the robotic prototype Titíbot and the Tití app. Its design form, function and context were considered to define each of its functions and customize the interaction to reinforce the scenario and context of application. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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3D Printing for STEAM Education

2022 , Zapata-Rodríguez M. , Arias Flores, Hugo Patricio , Alvarez-Tello, Jorge

3D printing has been considered a disruptive technology and its impact on education with the generation of educational resources that increase student engagement and improve STEAM learning by promoting their creativity, collaborative work, attention and participation in class, strengthening the development of their skills. This paper discusses the different applications that can be given to rapid prototyping through 3D printing in education and how it can influence the STEAM skills acquired by students. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Theoretical approach to the phonon modes of GaSb nanowires

2022 , Cuevas, J.L. , Ojeda, M. , Calvino, M. , Trejo, A. , Salazar, F. , Miranda, A. , Perez, L.A. , Cruz-Irisson, M.

Gallium Antimonide nanowires (GaSbNWs) have attracted much attention due to their possible applications in mid infrared detectors, however, there are only few theoretical investigations about this material and almost none regarding its vibrational properties. In this work the phonon modes of GaSbNWs were studied using the density functional theory with the finite displacement supercell scheme. The nanowires are modeled by removing atoms outside from a circumference along the [1 1 1] direction. All surface dangling bonds were passivated with hydrogen atoms. The results show that the expected red-shift of the highest frequency modes of GaSb are hindered by low frequency H bond bending modes. Three clearly distinguishable frequency intervals were observed: One with vibrations whose main contribution come from the Ga and Sb nanowire atoms, the second interval with main contributions from H bending modes and finally a high frequency interval where the main contributions come from H stretching modes. Also, it was observed that the radial breathing mode (RBM) decreases when the nanowire diameter increases, while the contrary tendency is observed with their specific heat (the specific heat increases as the nanowire diameter increases), except in the low temperature region where the lower diameters have higher specific heat values. These results could be important for the characterization of these nanowires with IR and Raman techniques. © 2022 Elsevier B.V.

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Factorial Structure of the EOCL-1 Scale to Assess Executive Functions

2021 , Ramos Galarza, Carlos , Cruz Cárdenas, Jorge , Bolaños-Pasquel M. , Acosta-Rodas P.

The process of assessing executive functions through behavioral observation scales is still under theoretical and empirical construction. This article reports on the analysis of the factorial structure of the EOCL-1 scale that assesses executive functions, as proposed by the theory developed by Luria, which has not been previously considered in this type of evaluation. In this scale, the executive functions taken into account are error correction, internal behavioral and cognition regulatory language, limbic system conscious regulation, decision making, future consideration of consequences of actions, goal-directed behavior, inhibitory control of automatic responses, creation of new behavioral repertoires, and cognitive–behavioral activity verification. A variety of validity and reliability analyses were carried out, with the following results: (a) an adequate internal consistency level of executive functions between α = 0.70 and α = 0.83, (b) significant convergent validity with a scale that assesses frontal deficits between r = −0.07 and r = 0.28, and (c) the scale’s construct validity that proposes a model with an executive central factor comparative fit index (CFI) = 0.93, root mean square error of approximation (RMSEA) = 0.04 (LO.04 and HI.04), standardized root mean square residual (SRMR) = 0.04, and x2(312) = 789.29, p = 0.001. The findings are discussed based on previous literature reports and in terms of the benefits of using a scale to assess the proposed executive functions. © Copyright © 2021 Ramos-Galarza, Cruz-Cárdenas, Bolaños-Pasquel and Acosta-Rodas.

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Role changes in software development projects using agile methodologies: A case study of private companies in Guatemala City

2022 , Santos-Tiberio H. , Vinueza A. , Jadán Guerrero, Janio

This new era of software development began to generate changes in the way software development teams are organized, new roles and functions are established in project management. In many cases this role does not exist and a similar role must be chosen and the project manager must adapt. This research seeks to know the changes made by software project managers in private companies in Guatemala City. The research hypothesizes that the implementation of agile methodologies produces an update in the functions and roles in the area of project management in private institutions. For this purpose, a four-phase study was carried out: Design of the instrument, Distribution of the instrument, Processing of the information and Analysis of the information. A sample of 35 private companies was worked with the participation of software development team leaders. The results obtained from an online survey allowed us to discover that there are considerable changes in the roles and responsibilities of project leaders in organizations that migrate from traditional methodology to agile methodology. © 2022 IEEE.

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Redefining the Museum Experiences in the Virtual Age

2023 , Jadán Guerrero, Janio , Mendoza M. , Alvites-Huamaní C.

Technology has the potential to redefine museums, opening the opportunity of new ways to connect with visitors. In the pandemic, museums had to close their doors and in-person visits were canceled. In reaction to this reality, many museums rushed to generate digital tours of their works and collections. The creation and development of these visits were born from the need to continue with virtual visits to continue to bring the knowledge that these institutions house closer. Today a possible approach is to create hybrid experiences that utilize digital technology capable of enriching a physical visit to museums. In this context, this paper addresses three experiences developed in Ecuador: (1) The Spiral of Memory proposal developed at the National Museum of Ecuador (MUNA), (2) The Animals of Yesterday and Today proposal developed at the Smithsonian Virtual Museum and (3) Interactive Museums as Pedagogical Mediators, digital educational resources in virtual learning environments. The conclusion of these experiences led to the conclusion that museums are spaces of interaction that contain an infinity of resources that allow children to create their own stories and compositions from the observation of real facts and situations, presented through the creation of physical or virtual experiences in these cultural spaces. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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A Systematic Literature Review on Technological Solutions to Fight Bullying and Cyberbullying in Academic Environments

2022 , Cedillo P. , Bermeo A. , Betancourth A. , Espinosa F. , Illescas L. , Jadán Guerrero, Janio

Nowadays, the world is more connected than ever; the use of internet, social networks and platforms allows for people of all ages to have constant communication. During the past year, due to the COVID-19 pandemic, children and teenagers have had to spend most of their time using a technological device, for educational and recreational purposes. This constant connection has carried on several issues, one of them being cyberbullied. This is when a person intentionally and repeatedly harms another one, on a virtual environment. Even with its downside, technology has many advantages; it has allowed for children and teenagers to engage in educational communities and applications. Then, studies on bullying and the ways to fight it exist from many years prior, however, there are little literature about the technological solutions to help in the fight against cyberbullying and bullying. Therefore, the objective of this research is to perform a Systematic Literature Review (SLR) about technological solutions for education and to fight bullying and cyberbullying in children and teenagers. To perform a trustworthy, rigorous and repeatable SLR, the methodology proposed by Kitchenham was used. The presented SLR, uses studies from 2009 to 2021. To start, a group of primary studies was selected, which met the characteristics to answer the research question “What technological tools, methods and models are used to educate about bullying and cyberbullying?” The primary studies were obtained from the most used digital libraries, prominent journals, and most representative conferences in the area. In conclusion, this study provides a global vision of the state of the art in this area, which represents a helpful tool for researchers to detect weaknesses and gaps and open new horizons regarding the use and design of technology to fight bullying and cyberbullying. Copyright © 2022 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved.

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Gamified Proposal to Stimulate Reading in Primary School Students

2024 , Arias Flores, Hugo Patricio , Montenegro B. , Zapata M.

The lack of motivation and interest in reading in students is a fundamental problem since the minimum levels of reading competence for their age and educational level are not being reached. This research was developed with the aim of identifying motivation problems and using gamification as a pedagogical strategy to encourage reading in students. The study had a quantitative and descriptive approach that involved 30 students. Data were collected through the survey technique. The results of the research showed that reading demotivation is due to the lack of support at home, boredom and low reading comprehension that results from the use of traditional resources such as books that fail to capture and maintain the attention and interest of students. In addition, it was identified that the students present as main reading difficulties: problems of recognition of compound phonemes, lack of reading habit and motivation, as well as the deficit of reading comprehension, so it was necessary to implement a virtual strategy based on gamification through the digital tools Genially and Classflow. With the development of the research, it is concluded that the use of gamification as a pedagogical tool allows to motivate the reading of children, since its interactive elements and rewards create a stimulating and pleasant atmosphere that generates a positive impact on the performance of the student body. © 2024, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Moderator Role of Monitoring in the Inhibitory Control of Adolescents With ADHD

2021 , Ramos Galarza, Carlos , Pérez-Salas C.

Objective: The aim of this research was to analyze the role of monitoring in the causal relationship between inhibitory control and symptoms of combined ADHD. Method: It has been conducted a quantitative investigation of two phases. Results: In the first study, a moderation model was analyzed (N = 144 adolescents with combined ADHD), where monitoring was considered as a moderating variable in the causal relationship between the inhibitory control and the symptomatology of ADHD F(3, 140) = 28.03, p <.001; R2 =.37. In the second study, the model through an experimental study was tested (N = 52 adolescents with and without ADHD) where it was found that adolescents with ADHD improve in their inhibitory control when they receive external support to the monitoring F(1, 50) = 21.38, p <.001, η2 =.30. Conclusion: Results suggest that monitoring compensates the poor performance of inhibitory control in adolescents with ADHD, which is a contribution to the theoretical construction of ADHD and to the treatments proposed for this condition because it goes beyond the classic conception of a causality chain among the deficit of inhibitory control and ADHD symptomatology to propose a new explanation about this disorder, where neuropsychology intervention of monitoring would diminish ADHD’s symptomatology impact on adolescents. © ©The Author(s) 2018.

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Analyzing serious games and literacy

2022 , Pucha G. , Arias Flores, Hugo Patricio , Borja-Galeas C.

Technology allows access to a wealth of resources that facilitate learning, in the case of literacy offers audiovisual resources that streamline cognitive skills. However, pedagogical strategies are required to implement technologies and achieve meaningful learning. Serious games arise as a proposal that seeks the development of learning through the development of activities of the game adjusting to the main way in which it is learned: through what is said and done. In this context, the objective of the research is to establish the use of serious games aimed at reinforcing literacy skills that strengthen the learning of second-year students of EGB. The focus of the research is qualitative with a descriptive scope, in which interviews were conducted with the actors of the educational process. The results show that children fail to develop their literacy skills, due to scarce didactic resources, ignorance of methodologies, lack of practice exercises and poor integration of innovative strategies that stimulate collaborative learning in the learning environment. The development of a strategy based on serious games, from mobile applications for the strengthening of literacy skills, with positive reinforcement and constant feedback, will allow students to maintain interest and develop these skills that are indispensable to continue in the educational process. © 2022 IEEE Computer Society. All rights reserved.