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Effects of a dual intervention (motor and virtual reality-based cognitive) on cognition in patients with mild cognitive impairment: a single-blind, randomized controlled trial

2024 , Buele, Jorge , Avilés-Castillo, Fátima , Carolina Del-Valle-Soto , Varela Aldas, José , Guillermo Palacios-Navarro

Abstract Background The increase in cases of mild cognitive impairment (MCI) underlines the urgency of finding effective methods to slow its progression. Given the limited effectiveness of current pharmacological options to prevent or treat the early stages of this deterioration, non-pharmacological alternatives are especially relevant. Objective To assess the effectiveness of a cognitive-motor intervention based on immersive virtual reality (VR) that simulates an activity of daily living (ADL) on cognitive functions and its impact on depression and the ability to perform such activities in patients with MCI. Methods Thirty-four older adults (men, women) with MCI were randomized to the experimental group (n = 17; 75.41 ± 5.76) or control (n = 17; 77.35 ± 6.75) group. Both groups received motor training, through aerobic, balance and resistance activities in group. Subsequently, the experimental group received cognitive training based on VR, while the control group received traditional cognitive training. Cognitive functions, depression, and the ability to perform activities of daily living (ADLs) were assessed using the Spanish versions of the Montreal Cognitive Assessment (MoCA-S), the Short Geriatric Depression Scale (SGDS-S), and the of Instrumental Activities of Daily Living (IADL-S) before and after 6-week intervention (a total of twelve 40-minutes sessions). Results Between groups comparison did not reveal significant differences in either cognitive function or geriatric depression. The intragroup effect of cognitive function and geriatric depression was significant in both groups (p < 0.001), with large effect sizes. There was no statistically significant improvement in any of the groups when evaluating their performance in ADLs (control, p = 0.28; experimental, p = 0.46) as expected. The completion rate in the experimental group was higher (82.35%) compared to the control group (70.59%). Likewise, participants in the experimental group reached a higher level of difficulty in the application and needed less time to complete the task at each level. Conclusions The application of a dual intervention, through motor training prior to a cognitive task based on Immersive VR was shown to be a beneficial non-pharmacological strategy to improve cognitive functions and reduce depression in patients with MCI. Similarly, the control group benefited from such dual intervention with statistically significant improvements. Trial registration ClinicalTrials.gov NCT06313931; https://clinicaltrials.gov/study/NCT06313931.

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Gamification in Inclusive Education for Children with Disabilities: Global Trends and Approaches - A Bibliometric Review

2023 , Jadán Guerrero, Janio , Avilés-Castillo, Fátima , Buele, Jorge , Palacios-Navarro G.

Given the growing attention to the intersection between technology and education, gamification has emerged as a strategy with great benefits. This bibliometric review addresses gamification’s current and future relevance in the educational field, focusing on its use as a pedagogical strategy to improve the learning and engagement of children with disabilities. Sixty-six studies published between 2001 and 2023 were analyzed, evaluating the most influential articles, main keywords, prominent authors, collaborating institutions, and funding sources. The literature suggests that gamification offers inclusive and personalized learning opportunities covering various disabilities. Methodologies and approaches to implement gamification were identified, including game elements, user-centered design techniques, and emerging technologies such as virtual reality, artificial intelligence, and educational robotics. However, challenges and areas for improvement were also found, such as the need for more long-term empirical evidence and the importance of considering individual differences and specific needs when designing gamification strategies. The review highlights the importance of strengthening collaborative networks between researchers and education professionals to disseminate best practices and promote more effective gamification approaches adapted to the needs of children with disabilities. Collaboration between educators, game developers, researchers, and parents are crucial to ensure that gamification efforts are inclusive and meet the diverse needs of students. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Digital Animation, Health Education in Post COVID-19 Scenario

2024 , Oleas, J , Aguayza-Mendieta C. , Avilés-Castillo, Fátima , Sanchez D.

In post pandemics scenario, viral respiratory diseases are show up very often in changeable and usually cold weather locations. Ecuadorian cities in Andean region have altitude and unpredictable climate characteristics where respiratory diseases are frequent. COVID-19, influenza, flu and other infections are still present in the environment This research shows a development and application of digital animation, showing the audiovisual production processes developed through digital tools, products in educational contexts, adapted to the global health situation post pandemics. The study shows a mixed-type research divided into two phases. The first stage, for information collection, determined the needs for learning topics that collaborates in COVID-19 prevention in elementary education population through digital cartoons as a tool using social media as broadcast medium. The second stage, the animated product evaluation, inside an application scenario, in elementary schools in Riobamba city, that was exhibited through social networks. Through qualitative and quantitative research approaches, it has been possible to demonstrate the animation (digital cartoons) relevance in educational areas. Likewise, the study shows teachers and parents positive predisposition of digital animation use, as a learning tool and its use for educational content transmission, which is something new in the Ecuadorian school scene. © 2024, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Evolution, Collaborations, and Impacts of Big Data Research in Ecuador: Bibliometric Analysis

2024 , Avilés-Castillo, Fátima , Ayala-Chauvin, Manuel Ignacio , Buele J.

Big Data has been gaining significant attention globally due to its potential to drive innovation, guide decision-making, and stimulate economic growth. As part of this global trend, Ecuador has also witnessed a surge in Big Data-related research over the past decade. This study comprehensively analyzes Big Data research evolution, collaborations, and impacts in Ecuador from 2012 to 2023. By examining the patterns of publication, researcher demographics, primary languages, significant publishers, most cited research papers, patterns of author collaboration, and prevalent keywords, we strive to construct a detailed portrayal of the Big Data research landscape in the country. Our investigation reveals a noticeable increase in Big Data research activity post-2015, particularly within major cities like Quito and Guayaquil. Notably, the study also underscores the predominance of English in research publications, with leading publishers such as IEEE and Springer playing significant roles. The diverse themes of the most cited articles illustrate the wide-ranging applications of Big Data research within the country. © 2024, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Educational Robot Using Lego Mindstorms and Mobile Device

2020 , Varela Aldas, José , Miranda-Quintana O. , Guevara Maldonado, César Byron , Avilés-Castillo, Fátima , Palacios-Navarro G.

Modern education at different levels has integrated the use of technology as a teaching-learning assistant, especially in the initial stage of training because it motivates curiosity and helps the abstraction of knowledge. This paper presents the development of an educational robot using components of the Lego Mindstorms EV3 kit and a mobile app to interact with the student; the robot is build using two motors and two sensors, one to differentiate colours and the other one to measure proximity. The objective is to teach the different colours and explain the spatial position to children under five years old, while the screen of the mobile device interacts with the user. The results show the finished product, the data generated by a learning test, and a usability test, concluding that the robot fulfils its purpose, but requires certain improvements. © Springer Nature Switzerland AG 2020.

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Remote Virus Disinfection System: A Case Study in a Developing Country [Sistema de Desinfección de Virus Remoto: Un Caso de Estudio en un País en Vías de Desarrollo]

2023 , Avilés-Castillo, Fátima , Buele, Jorge , Andaluz-Ortiz W.I.

Germs and viruses are present on all surface's humans touch, including their clothing and bodies. Homeless people are highly predisposed to carry these viruses and suffer from diseases. This motivated the development of the present study that describes the design of a control system for a disinfection booth. Low-cost components were used, which can be acquired locally and maintain the physical characteristics of the existing booth, which was donated by the community. The Arduino Uno embedded board, and the NodeMCU board for remote control were used as the processing unit. The data acquisition element is an infrared presence sensor that detects when a person enters the cabin. This also controls the spraying of the disinfectant liquid automatically. The operation of this mechanism provides continuous and stable spraying, whose ignition can be controlled from a mobile application through a local network. Experimental tests show that implementing five nebulizers allows a high percentage of disinfectant coverage. A usability test (SUS) was also applied, offering 81% acceptance, which validated its use and allowed receiving feedback to improve this prototype. © 2023 ITMA.