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    Dragon Ball Z, The Legendary Tribes: A Gamified Experience in English
    (2024)
    Harry Chica
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    Marcos Chacón-Castro
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    Gamification is a methodology as well as a ludic medium that is growing in popularity and is increasingly used to motivate students and enable active learning. The objective of this research is to design and evaluate a contextualized gamification such as “Dragon Ball Z” to improve the communicative skills of students in a high school in Colombia at A1 level of English. This study used a mixed non-experimental design approach, where an intervention was conducted with a sample of 22 high school students, divided into 4 groups (tribes). For the application, interactive digital tools were used in a series of 26 sessions composed of activities divided into “missions”, which allowed students to acquire English skills in a playful and participatory way. Students’ progress was assessed using rubrics and qualitative data were collected. Finally, it was shown to be a successful strategy for learning English; this methodology generated a playful, motivating and enriching environment, which promoted student participation, interest and meaningful learning. The results support the importance of using this type of strategies in language teaching, and suggest that contextualizing learning methods to the students’ current context can improve their academic performance and classroom participation.
      12
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    Serious videogames for teaching recycling based on the STEM Project
    (2022)
    Chacon-Castro M.
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    Lopez-Quintero J.
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    Acosta-Vargas P.
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    Luna-Pineda J.
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    This article shows an educational practice laboratory, where high school students created educational video games for teaching recycling. This allows the formation of the STEM research with guidance of the researcher. This project had a great impact for the educational institution and for the students presenting this project at the I International Congress of Steam and Active Methodologies (2021). The objective of this research is to design and evaluate serious video games for teaching recycling based on the STEM methodology (Science, Technology, Engineering and Mathematics). The strategy in this research is: planning, observation, action and reflection. The video game programming is done in the Scratch application where students program the code through blocks. This educational project was applied to 40 sophomore high school students from a private institution. Among the results it is found that there is evidence of a motivational increase on part of the students in mathematics class, due to the fact that when programming in blocks they are more active, dynamic and playful during the learning process. © 2022 IEEE.
      9
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    Movement Detection Algorithm for Patients with Hip Surgery
    (2019)
    Guevara C.
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    Santos M.
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    This work proposes a model of movement detection in patients with hip surgery rehabilitation. Using the Microsoft Xbox One Kinect motion capture device, information is acquired from 25 body points -with their respective coordinate axes- of patients while doing rehabilitation exercises. Bayesian networks and sUpervised Classification System (UCS) techniques have been jointly applied to identify correct and incorrect movements. The proposed system generates a multivalent logical model, which allows the simultaneous representation of the exercises performed by patients with good precision. It can be a helpful tool to guide rehabilitation. © 2019, Springer International Publishing AG, part of Springer Nature.
    Scopus© Citations 1  18
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    Geo-colonizing Mars: A fun way to raise awareness about environment caring and teach Geometry
    (2021)
    Arroyo-Cruz L.
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    Chacón-Castro M.
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    The technological boom in which we are immersed has caused the game rules in education to change to adapt to the new educational needs demanded by society. An increasingly digital age, where speed, change and transformation have become its fundamental characteristics. This article describes a pedagogical strategy that integrates elements, dynamics and games' mechanics in order to increase motivation in learning geometry, making it more active, lasting, meaningful and fun for Primary Education students. This proposal is based on a Breakout called Geo-Colonizing Mars, an immersive game that includes problem solving activities, experimentation, debates, and research related to geometry. The immersion is supported by a narrative that raises awareness about environment caring through videos and interactive material developed with Genially, Kahoot, Edpuzzle and Flippity. To evaluate this proposal, an intervention was carried out with 51 6th year Primary Education students from a public institution in Spain. The results showed a motivational change that led to a proactive attitude towards learning, collaborative work and problem solving. © 2021 ACM.
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    Exploring Validity and Reliability in Cognitive Skills Assessment: A Comprehensive Dataset on Critical Thinking, Creativity, and Problem-Solving
    (2025)
    Ximena Cumanda Miranda Lopez
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    T. Susana A Arias
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    Jose Luis Aguirre
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    Economic models are essential in guiding national development. This research introduces a fundamental regression model that utilizes clustering methods to systematically group economic categories based on differences in investment levels and time frames. The findings deepen the comprehension of minimal investments and their associated timelines, offering insights that may assist in the economic modeling relevant to the equatorial region
      15
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    Improvement of Accessibility in Medical and Healthcare Websites
    (2021)
    Acosta-Vargas G.
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    Acosta-Vargas P.
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    Salvador-Ullauri L.
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    Gonzalez M.
    Health information on the Web can make patients better informed about a disease, which according to several studies leads to better treatment results. However, the health information found on the Web is not accessible because it presents barriers that prevent people from easily accessing it because it does not comply with the standards of the Web Content Accessibility Guidelines (WCAG) 2.1. Therefore, in this study, we present an analysis of the accessibility of the seven most visited health websites in the world. To analyze the accessibility of medical websites, we apply an automatic review method. The results show that health websites have frequent problems related to the lack of alternative text, empty links, and contrast errors. This research can contribute to future work related to accessibility in health and medical sites. Finally, we suggest designing a combined method to review each website’s accessibility barriers to complement the automatic review. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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    Generative AI in Higher Education: Bridging Research, Ethics, and Curriculum Innovation
    (2025)
    Susana A. Arias
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    Robert Vaca Alban
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    Luis Arias Villaroel
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    In this paper we explore integrating generative AI methods into educational frameworks, and its potential to increase accessibility, the point of view, to foster} critical thinking, and to force re-evaluation by both educator and learner educator and learner alike. An extensive review of the research trends, key players and thematic areas suggest that machine learning, data science, and applied computing are the key drivers behind generative AI in education. To help promote responsible use, we discuss some ethical questions like fairness, transparency, and bias reduction. By matching technological innovations with educational goals, this study provides tangible suggestions for curriculum design, faculty development, strategic alliance development, assisting educational practice to be transformed by AI in the current academic environment.
      7
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    Artificial Intelligence and Tomorrow’s Education
    Nowadays, there is a rapid technological progress around the world that has enabled realities long ago unimaginable. We live in a technological era that represents new possibilities and challenges for society, and for the educational models in each country [1]. Research on smart education, which has forced the educational community to rethink on new ways of learning and teaching has been developed globally. Due to the advent of artificial intelligence (AI), the educational model for both, teachers and students will change. Nevertheless, to transform educational systems, it is necessary to update and train students, educators, and administrators effectively [2]. This research aims to describe the possible applications of AI in education from: 1) the automation of administrative tasks; 2) collection and analysis of information [3] to create smart content; 3) the implementation of virtual assistants in the teaching-learning process; 4) the potential delivery of lectures by humanoid robots with AI. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.
    Scopus© Citations 3  38
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    Web Accessibility in Latin American Universities: A Path to Global Rankings and Digital Inclusion
    (2025)
    Patricia Acosta-Vargas
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    Gloria Acosta-Vargas
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    Belen Salvador-Acosta
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    Marcos Chacon-Castro
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    Web accessibility is increasingly recognized as a key factor in assessing higher education institutions’ quality, inclusion, and social responsibility. This topic is particularly relevant in Latin America, where significant disparities in digital equity and access to resources persist. This study analyzes the web accessibility of the top 20 Latin American universities based on their rankings in QS World University Rankings, Webometrics, SCImago Institutions Rankings, and Times Higher Education (THE). Using automated and manual assessment tools, including WAVE, PageSpeed ​​​​Insights, and expert assessments, the study identifies 434 contrast errors, 210 missing text alternatives, and 262 navigation issues on university websites. The results show that universities such as USP, UNAM, and Unicamp rank high in international rankings but have critical accessibility deficiencies, highlighting the gap between digital visibility and inclusion. By aligning with WCAG 2.2 and the Sustainable Development Goals (SDGs), in particular SDG 4 (Quality Education), SDG 9 (Industry and Innovation), and SDG 10 (Reduced Inequalities), universities can improve global competitiveness while fostering digital inclusion. This research proposes a structured framework to promote accessibility through a seven-phase methodology, addressing barriers, implementing improvements, and validating effectiveness. The findings provide a systematic approach for universities to optimize accessibility, improve user experience, and strengthen their international positioning
      21
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    Redefining the Museum Experiences in the Virtual Age
    (2023) ;
    Mendoza M.
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    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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