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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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Application to guide people with visual disability on internal buildings, using beacon bluetooth positioning systems

2020 , Lara Álvarez, Patricio , Jadán Guerrero, Janio , Guevara Maldonado, César Byron , Sanchez-Gordon, S. , Calle-Jimenez, T. , Salvador-Ullauri, L. , Acosta-Vargas, P. , Espinoza, W.I.

In the actuality there are many devices to help people with visual disability, at the level of mobile devices like Smart Phones, tablets, PCS, some of them increasing the size of the letter, or reading icons or maybe incorporating voice technology to read the text or to recognize the voice, these devices help to people with visual disability that they can interact and do things that people couldn’t do every day, helping their day by day, and above all do activities of interaction of man with machine. Additionally there are several applications that incorporate GPS navigation technology, for localization and geography location, one person can use navigation applications for be able to locate even using just the GPS module without the need to have internet connection, little by little this service has become very popular, it is include in autonomous cars, to be able to go to one place to another easily, just showing the destination the people are directed without the need to drive, however this system doesn’t work inside of the buildings or internal structures because the GPS signal could be lost and the navigation and obtaining the location is not accurate. The propose of this article is for the use of beacons with techniques based on the received signal strength indication (RSSI), also distance mediation techniques to calculate the exact position of the individual, solving the lost signal of GPS devices, this calculation is done using triangulation algorithms to get the localization, Additionally, it was used beacons, this devices are operate with Bluetooth technology 4.0, and by not having GPS location antenna this devices can be obtained a proximity value and distance to the beacon using UUID, and proximity, connecting to an Smart Phone device or a tablet to the connection through the Bluetooth, In addition an application was developed using Studio Android and a library called proximi.io this library is absolutely compatible with IOS and Android, this application connects to a database to determinate the position and identify the beacons, Additionally to identify the location of the individual through his Smart We use a triangulation algorithm to obtain data with greater precision it is necessary to use at least 3 beacons, to complete the study, were performed test in corridors of buildings and several places obtaining good results it could be verified that the triangulation algorithm with some improvement variants facilitates to obtain the location with greater effectiveness in general, for our purpose it was possible to determine that is feasible to use these devices in favor of people with visual disabilities, you can use many projects with beacons and applications in public places such as hospitals, airports, educational institutions, museums, shopping centers, etc.,. In short, the application is very broad and many benefits can be obtained. © Springer Nature Switzerland AG 2020.

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Fuzzy model for back posture correction during the walk

2020 , Guevara Maldonado, César Byron , Jadán Guerrero, Janio , Bonilla-Jurado, Diego , Salvador-Ullauri L. , Acosta-Vargas P. , Calle-Jimenez T. , Lara Álvarez, Patricio

The body posture is not a purely aesthetic problem, due to it can produce a multitude of adverse effects on health, even extremities disorders (injuries) and malfunction of organs. This study focuses on the correct and incorrect detection of the position of the spine and extremities while walking. A database of three patients with lumbago and sciatica, with diagnosis of muscle tension due to poor posture while walking, has been used in this article. These patients underwent physiotherapy treatment and were later filmed taking a short walk of 2 min to see the results. This process was developed for a period of 4 weeks, divided into 2 h of physiotherapy per week and 1 h of compilation of videos with the results obtained. To detect the correct movement of each of the patients, the Kinect Xbox One device was used. It identifies all body points, alignment, speed and angles during the walk. 25 points of human body in three dimensions are detected in real time by the Kinect, which allows to generate a data collection in real time and more efficiently. With the database of patients, a pre-processing of the information is done to identify the most relevant points for our study. A fuzzy model is generated which determines maximum and minimum thresholds for the posture of the back (angle of inclination), shoulders posture (shoulders inclination with respect to the spine), head posture (inclination with respect to horizontal vision) and movement of arms. The model dynamically identifies which position is correct for the movement during the walk, and in addition, the progress that is generated during a time series. This prototype detector is used for rehabilitation of high-performance athletes and is an approximation for the correct posture during long and medium distance races, jumps, among other sports that use the walk as a basis in their workouts. This study was based on the solution of back problems in clinical patients. These preliminary tests have given excellent results in the testing phase, which validates it as an option to prevent injuries in patients with these conditions. © Springer Nature Switzerland AG 2020.

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Teaching stem competencies through an educational mobile robot

2020 , Varela Aldas, José , Buele, Jorge , Jadán Guerrero, Janio , Andaluz V.H.

The STEM (Science-Technology-Engineering-Mathematics) competences have taken the classroom of new generations, due to the need to instill interest in technical sciences and promote the careers of the future. In underdeveloped countries, free access to technology is limited by the scarcity of economic resources, for this it is required low-cost tools that facilitate better multidisciplinary learning. This work presents the implementation of an educational mobile robot to teach STEM competencies; the physical structure has been designed using 3D modeling and printing in PLA. The electronic system presented in this work is based on the Arduino embedded card that connects distance, weight, temperature and color sensors, two DC motors, and an LCD screen. In addition, the mobile robot has Bluetooth communication to connect it to external devices. The interaction with the user (student) is done through a mobile application and an HMI that is displayed on a personal computer. The robot’s features allow the measurement of physical variables, conversion of magnitudes, analysis of the operation of sensors and actuators, and the use of control interfaces. Experimental performance tests are carried out by individuals with an average age of 12 years (K-12), who are subjected to a learning test before and after applying this proposal. Finally, usability tests are carried out on teachers to validate the system developed. © Springer Nature Switzerland AG 2020.

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Development of an accessible video game to improve the understanding of the test of honey-alonso

2020 , Salvador-Ullauri, L. , Acosta-Vargas, P. , Jadán Guerrero, Janio , Guevara Maldonado, César Byron , Sanchez-Gordon, S. , Calle-Jimenez, T. , Lara Álvarez, Patricio

When evaluating the learning styles of several individuals using the Honey-Alonso test, some users did not understand the meaning of several of the questions. This may be due to problems of context, tiredness in front of the extension of the test, lack of understanding or disinterest. The Honey-Alonso test consists of four groups of twenty questions each. Each group of questions allows identifying the level that an individual possesses on each one of the four learning styles. These styles are: active, reflective, theoretical and pragmatic. Answering a questionnaire of eighty questions is not an easy task from an andragogical point of view. This article proposes the creation of an educational video game designed with a script based on the questions of the Honey-Alonso test. The answers selected by the player are taken as a condition to determine the order of the next questions presented to the player. © Springer Nature Switzerland AG 2020.

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Accessibility assessment in mobile applications for android

2020 , Acosta-Vargas, P. , Salvador-Ullauri, L. , Jadán Guerrero, Janio , Guevara Maldonado, César Byron , Sanchez-Gordon, S. , Calle-Jimenez, T. , Lara Álvarez, Patricio , Medina, A. , Nunes, I.L.

At present, the lack of adequate methods to test whether a mobile application is accessible has become a major challenge for accessibility experts. This study was applied to ten mobile applications, the most popular according to PCMAG. We propose to use the Web Content Accessibility Guidelines 2.1 through manual review and automatic review with the Google Play Store Accessibility Scanner validator for the Android. The evaluation results of the mobile applications indicate that the applications are not accessible because they do not comply with the minimum required level proposed by WCAG 2.1. The research proposes suggestions to improve and raise awareness among the designers of mobile applications, in such a way that more inclusive mobile applications accessible to all types of users are built. © Springer Nature Switzerland AG 2020.

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Improving usability with think aloud and focus group methods. A case study: an intelligent police patrolling system (i-PAT)

2020 , Calle-Jimenez, T. , Tutillo-Sanchez, D. , Sanchez-Gordon, S. , Jadán Guerrero, Janio , Guevara Maldonado, César Byron , Lara Álvarez, Patricio , Acosta-Vargas, P. , Salvador-Ullauri, L. , Nunes, I.L.

This study proposes the use of Think Aloud and Focus Group methods for evaluating the usability of the Intelligent Police Patrolling System (I-Pat). The study was conducted with twenty-one students of computer engineering. The study included two evaluation methods. First, the application of Think Aloud using audio recordings, image capturing and questionnaires. Second, the application of a Focus Group for brainstorming. The total number of the usability problems identified was fifteen. Comprehensiveness (46%) and layout (43%) problems were the most frequently found. The study showed that the problems encountered were due to the lack of understanding of the system’s functions, so it is recommended increasing the users’ levels of knowledge about the system. The application of these methods caused the students to find a greater number of errors than when applying a single method, allowing them to generate a report with usability improvements according to the reported errors. © Springer Nature Switzerland AG 2020.

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3D Object Reconstruction Using Concatenated Matrices with MS Kinect: A Contribution to Interiors Architecture

2020 , Buele, Jorge , Varela Aldas, José , Castellanos E.X. , Jadán Guerrero, Janio , Barberán J.

Interior architecture is part of the individual, social and business life of the human being; it allows structuring the spaces to inhabit, study or work. This document presents the design and implementation of a system that allows the three-dimensional reconstruction of objects with a reduced economic investment. The image acquisition process and treatment of the information with mathematical support that it entails are described. The system involves an MS Kinect as a tool to create a radar that operates with the structured light principle to capture objects at a distance of less than 2 meters. The development of the scripts is done in the MATLAB software and in the same way the graphical interface that is presented to the user. As part of the initial tests of this prototype, the digitization of geometric shape structures has been performed with an accuracy of over 98%. This validates its efficient operation, which serves as the basis for the development of modeling in interior architecture for future work. © 2020, Springer Nature Switzerland AG.

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Implementation of controls for insertion of accessible images in open online editors based on WCAG guidelines. Case studies: Tinymce and summernote

2020 , Sanchez-Gordon, S. , Calle-Jimenez, T. , Villarroel-Ramos J. , Jadán Guerrero, Janio , Guevara Maldonado, César Byron , Lara Álvarez, Patricio , Acosta-Vargas P. , Salvador-Ullauri L.

It is important to raise awareness among people who create web content about barriers that exist for people with visual disabilities to perceive images. This study had for purpose the implementation of features and controls for insertion of accessible images in two open online editors: TinyMCE and Summernote. TinyMCE is used in content management systems such as WordPress, Joomla and Drupal. Summernote is an open online editor distributed under an open MIT license. The accessibility of TinyMCE was improved in the insertion of images by adding entry fields for the type of image to be inserted, long description and title. As for Summernote, in the option to insert images, entry fields were added for the type of image to be inserted, alternative text, long description and title. Controls were implemented to validate mandatory and optional fields according to the type of image. The purpose is that open online editors comply with Part B of the Authoring Tool Accessibility Guidelines. A discussion is presented about how the original code of the two open online editors was written, how image accessibility was improved and how evaluation was performed via test scenarios, automated tools and usability surveys to both content authors and blind users. The HTML code generated with both editors showed compliance with the Web Content Accessibility Guidelines. Blind users stated that they were able to perceive the images when interacting with web pages created with both editors. © Springer Nature Switzerland AG 2020.

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Building hybrid interfaces to increase interaction with young children and children with special needs

2020 , Jadán Guerrero, Janio , Guevara Maldonado, César Byron , Lara Álvarez, Patricio , Sanchez-Gordon, S. , Calle-Jimenez, T. , Salvador-Ullauri, L. , Acosta-Vargas, P. , Bonilla-Jurado, Diego

Young children as well as children with special educational needs learn from their environment with social, emotional and physical stimuli. In this context, educational resources and teaching strategies play a main role for them in order to understand the new information. This paper describes the experience of building hybrid interfaces that combine technology with traditional educational resources. A total of 60 teachers divided in two groups completed some tasks which consisted of generating new educative resources with tecnology. Through Design Thinking methodology, teachers designed three hybrid interfaces: 1. Interactive books, combining traditional fairy tales books with mobile devices, where QR codes and NFC tags give life to the stories; 2. Educational Board Games, where augmented reality markers give an extra information to the players; 3. Tangible educational resources, which integrate Makey-Makey device and Scratch with fruit, clay, aluminum foil or water to build laboratory. © Springer Nature Switzerland AG 2020.