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Interactive Storytelling Books for Fostering Inclusion of Children with Special Needs

2020 , Jadán Guerrero, Janio , Sanchez-Gordon S. , Acosta-Vargas P. , Alvites-Huamaní C.G. , Nunes I.L.

Children with Special Needs may have difficulty understanding the content of a book or associating words and sentences with their meaning. Teachers use the storytelling as a powerful literacy tool which engage children in making connections between academic content and pedagogy. This strategy is also useful to integrate the diversity of the classroom. Increasing or varying the types of materials available to children is another way to make the classroom more inclusive. This paper proposes a new approach for fostering interaction and inclusion development during shared reading. We sought to increase the interactivity of traditional tale books by incorporating elements of technology and storytelling. To develop prototypes we recruited 30 teachers divided into six groups. Each group worked with two challenges: (1) to incorporate technology into a traditional storybook and (2) create an interactive storytelling book for left-handed children. During five work sessions each group developed two proposals: The first proposal was designed with QR codes and the second with NFC tags and augmented reality patterns to facilitate left-handed activities among teachers and children. The proposals were evaluated in the classroom and with experts’ reviews, finding interesting results. © 2020, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Serious videogames for teaching recycling based on the STEM Project

2022 , Chacon-Castro M. , Lopez-Quintero J. , Acosta-Vargas P. , Luna-Pineda J. , Jadán Guerrero, Janio

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.

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A Case Study: Developing reusable Learning Objects

2021 , Santorum M. , Carrion-Toro M. , Guacapina M.-B. , Acosta-Vargas P. , Jadán Guerrero, Janio

Information and Communication Technologies (ICT) offer the possibility of creating a massive resource and knowledge base in the educational field. Learning Objects (LOs) are digital instructional elements that help users' complete tasks. This diversity has made it difficult to easily integrate them into educational software solutions, which is why this document presents a study of the characteristics, standards, and tools for creating and reusing OAs. For this purpose, a systematic literature review of 1023 scientific articles were carried out. With the results of 42 selected articles, a website was developed based on the SCRUM methodology, which integrates OAs oriented to the use of ICT tools to contribute to virtual education generated by the global crisis of the pandemic by the COVID-19. This study can serve as an input in future studies related to SCRUM-based learning objects. © 2021 IEEE.

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Analysis and improvement of the web accessibility of a tele-rehabilitation platform for hip arthroplasty patients

2019 , Calle-Jimenez T. , Sanchez-Gordon S. , Rybarczyk Y. , Jadán Guerrero, Janio , Villarreal S. , Esparza W. , Acosta-Vargas P. , Guevara C. , Nunes I.L.

This paper explains some of the challenges that exist to make accessible the web interfaces of a Tele-rehabilitation platform for hip arthroplasty patients and propose an iterative method to improve the level of accessibility using automatic evaluation tools. Web accessibility is not concerned with the specific conditions of people who use the Web, but with the impact that their conditions have on their ability to use it. If the web interfaces of the Tele-rehabilitation platform for hip arthroplasty patients are not accessible enough, the patients will not be able to understand, perceive or operate adequately the platform to benefit completely of the physical therapy. The Web Content Accessibility Guidelines (WCAG 2.0) provides a set of rules and recommendations to help solve the problems of Web accessibility. Additionally, there are evaluation tools that allow identifying main web accessibility problems. These tools are best exploited when used by accessibility experts. The purpose of this research is threefold. First, to present the results of a web accessibility evaluation of the web interfaces of the Tele-rehabilitation Platform for Hip Arthroplasty Patients using three the evaluation tools: WAVE, AChecker and TAW. Second, to analyze the results presented by the tools according to the WCAG 2.0 guidelines to define a list of accessibility improvements. Third, to implement the improvements through the re-factorization of the existing code and re-testing the improved web interfaces to verify that they meet acceptable accessibility levels. © Springer International Publishing AG, part of Springer Nature 2019.

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Understanding Bullying and Cyberbullying Through Video Clips on Social Media Platforms

2023 , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Acosta-Vargas P.

Bullying and cyberbullying are widely recognized as complex problems that have serious negative repercussions for the health and society of children and adolescents. Bullying can take place in-person at school, home or work, irrespective of age, gender, or role. Cyberbullying can take place on messaging platforms, social media platforms, gaming platforms, or marketing platforms. For example, posting embarrassing photos or videos of someone on social media sending hurtful or spreading lies, as well as abusive or threatening messages, images, or videos through messaging platforms. Offenders impersonate someone and send malicious messages to others in their name or through fake accounts. In this sense, the use of short videos based on the principles of microlearning is scented as a proposal to understand and prevent bullying and cyberbullying. The objective of this article is to analyze how video clips are used on social platforms to raise awareness of bullying and cyberbullying and to propose the creation of new video clips as resources for an awareness-raising MOOC. The methodology followed a phase of analysis of videos on the TikTok and YouTube networks, in order to have a baseline prior to the creation of new video clips by twelve students of the Digital Design and Multimedia career. The content of the videos was evaluated by a psychologist to finally select the appropriate ones for a marketing campaign of an awareness MOOC. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Analysis and improvement of the usability of a tele-rehabilitation platform for hip surgery patients

2019 , Pilco H. , Sanchez-Gordon S. , Calle-Jimenez T. , Rybarczyk Y. , Jadán Guerrero, Janio , Villarreal S. , Esparza W. , Acosta-Vargas P. , Guevara C. , Nunes I.L.

The Tele-Rehabilitation platform for hip surgery allows patients to carry out part of their rehabilitation at home, without the need to travel long distances to a rehabilitation centre. A lack of usability that may prevent effectiveness, efficiency, and the satisfaction of patients, may lead to problems of confusion, error and delay, or even abandonment of the physical therapy. To perform the usability analysis, a set of heuristics were selected relating to aspects such as navigation, visual clarity, coherence, prevention of errors, user guidance, online help and user control. A cognitive walkthrough technique was also applied. With the results of the analysis, the design and implementation of improvements were performed. The web interfaces of the Tele-Rehabilitation platform were evaluated once again and compared with the baseline to ensure there was an improvement in usability. © Springer International Publishing AG, part of Springer Nature 2019.

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Interaction with a tele-rehabilitation platform through a natural user interface: A case study of hip arthroplasty patients

2019 , Rybarczyk Y. , Villarreal S. , González M. , Acosta-Vargas P. , Esparza D. , Sanchez-Gordon S. , Calle-Jimenez T. , Jadán Guerrero, Janio , Nunes I.L.

Using a tele-rehabilitation platform for motor recovery obliges the user to interact at a remote distance from the computer. In such a situation, a natural user interface can be used both to record the therapeutic movements performed by the patient, and to navigate in the web application. Nevertheless, it is necessary to assess the user experience to validate the system usability. The present paper describes an experiment to test the usability of a platform designed to enhance the recovery of patients after hip replacement surgery. The user experience is evaluated through several metrics (completion time and usability questionnaire) and the results are related to a sociodemographic questionnaire. A clustering approach is implemented to identify a relationship between the user’s profile and the interaction performance with the platform. © Springer International Publishing AG, part of Springer Nature 2019.

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Improve Accessibility and Visibility of Selected University Websites

2020 , Acosta-Vargas P. , Ramos Galarza, Carlos , Salvador-Ullauri L. , Chanchí G.E. , Jadán Guerrero, Janio

Currently, there are millions of websites, but not all of them are accessible and visible in search engines, and in the different devices and technologies used. The purpose of this research is to 1) suggest an accessibility evaluation model according to the Web Content Accessibility Guidelines 2.1 standards; 2) correlate Webometrics and SCImago rankings to improve visibility, and 3) determine whether an accessible website can improve visibility. As a case study, the authors applied to 30 web pages from Latin American universities. The results indicate that although an educational institution is in the first rankings of the Webometrics and SCImago classification, they do not necessarily satisfy web accessibility requirements. This study can be a guide for the definition of institutional efforts to improve accessibility and visibility in the design of more inclusive and visible websites. © 2020, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Towards Accessibility Assessment with a Combined Approach for Native Mobile Applications

2021 , Acosta-Vargas P. , Guaña-Moya J. , Jadán Guerrero, Janio , Alvites-Huamaní C. , Salvador-Ullauri L.

According to the Global Digital Report of 2020, mobile applications have increased significantly in recent years; more than 5.19 billion people use cell phones, with many users up to 124 million compared to 2019. There are thousands of mobile apps for education, health, business, economy, banking, each with its style and form. However, not all applications meet the standardization requirements proposed by the World Wide Web Consortium, which sets standards for applications or products to have an acceptable level of access and structure. This investigation got as a case study the accessibility problems of six mobile applications most used in 2020. In the accessibility assessment, we apply a combined method that performs automatic review with Accessibility Scanner and manual accessibility review. This research can contribute to future studies related to accessibility in native mobile applications. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Improvement of Accessibility in Medical and Healthcare Websites

2021 , Acosta-Vargas G. , Acosta-Vargas P. , Jadán Guerrero, Janio , Salvador-Ullauri L. , 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.