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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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A real-time algorithm for movement assessment using fuzzy logic of hip arthroplasty patients

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

The present work proposes a model of detection of movements of patients in rehabilitation of hip surgery in real time. The model applies the Fuzzy Logic technique to identify correct and incorrect movements in the execution of rehabilitation exercises using the motion capture device called XBOXONE Microsoft’s Kinect. An algorithm generates a multivalent logical model that allows the simultaneous modeling of deductive and decision-making processes. This model identifies the correct and incorrect movements of the patient during the execution of rehabilitation exercises. This model uses all the information collected from 24 points of the body with their respective axes of coordinates (X, Y, Z). Using data mining analysis, the algorithm selects the most remarkable attributes, eliminating non-relevant information. The main contributions of this work are: creation of a patient profile based on the movement of the human being in a generic way for the detection and prediction of execution of physical exercises in rehabilitation. On the other hand, an avatar was developed in 3D, which copies and evidences graphically the exercises performed by patients in real time. © Springer International Publishing AG, part of Springer Nature 2019.

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Kiteracy: A kit of tangible objects to strengthen literacy skills in children with Down syndrome

2015 , Jadán Guerrero, Janio , Jaen J. , Carpio M.A. , Guerrero L.A.

Kiteracy is an educational kit designed to improve the literacy process of children with Down syndrome by enabling higher levels of interaction. The kit is based on two Spanish literacy methods: global and phonics. In this work, we present a qualitative study based on video-recorded sessions with twelve children from a Down syndrome institution. The study analyzes three forms of interactions: cardboard, multi-touch and tangible. The task carried out by special education teachers and children in the experimental sessions involved working in pairs (Teacherchild) and autonomous self-learning (child only). Through the sessions, we identified situations in which the teacher took the control in the cardboard version. In the multi-touch version, both the teacher and the child shared the control. However in the tangible version the child took the control. In the self-learning sessions, we observed that multi-touch and tangible interaction seems to offer an enjoyable time for children. Surveys and interviews with teachers revealed that tangible objects offered greater adaptability to create playful reading strategies. © 2015 ACM.

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Technological Intervention Through the Virtual Assistant Alexa in the Development of Linguistic Skills of a New Language

2021 , Cóndor-Herrera, Omar , Jadán Guerrero, Janio , Acosta Rodas P. , Ramos Galarza, Carlos

Nowadays, technological advances have made possible the constant innovation of education, adding resources, tools, and technological devices that are rapidly updated, and improved, is in this scenario where it is proposed to take advantage of the benefits that technology offers, plus the set of informatic abilities that current students have developed from early stages, in benefit of education, since these abilities make easier for teachers to introduce tools, and technological devices into the teaching-learning process. The present research consisted on a technological intervention using the virtual assistant Alexa, with the aim of working on linguistic abilities to learn a new language. The study was conducted with a sample of 32 children aged between 9 and 12 years old. The procedure consisted in the application of an initial assessment (pre-test), then, along 6 weeks an intervention based on the application of Alexa virtual assistant was made, and, at the end of the intervention, a post-test was applied. The intervention focused on four abilities: vocabulary, comprehension of English language, communication skills, and skills of meaning. As results, in vocabulary, there were found statistically significant differences between the pre (M = 4.06), and post-test (M = 7.19); in the comprehension of English language, pre (M = 2.38), and post-test (M = 3.47); regarding communication skills, pre (M = 2.28), and post-test (M = 3.09); and, in skills of meaning, the mean obtained in the pre-test was (M = 3.31), and post-test (M = 4.66); these results contribute with empirical evidence about the improvement in learning a new language. From this research, it is proposed to continue using, and discovering the benefits of different innovations in educative context. © 2021, Springer Nature Switzerland AG.

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Cognitive Interventions Based on Technology: A Systematic Literature Review

2021 , Ramos Galarza, Carlos , Cóndor-Herrera, Omar , Arias Flores, Hugo Patricio , Jadán Guerrero, Janio , Bolaños-Pasquel M. , Cedillo P.

This article reports a systematic review of research done about the positive impact of cognitive treatment for people with some type of brain disorder through the use of inclusive technologies. The article collected 21 publications of high impact magazines uncovering that countries such as Spain, France, and Russia have a significant number of contributions on this topic. Inclusive technological innovations which are intended for work on brain functions such as attention, memory, verbal fluency, problem-solving and behavior regulation have been mainly developed in devices such as Tablets and Robots. The data discussed highlights the need to continue in this line of research to determine the effect of this type of intervention, as well as the future projection of developing new technological devices facilitating human brain functions. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Efeco scale for assessing executive functions in self-report format [La escala efec'o para valorar funciones ejecutivas en formato de auto-reporte]

2019 , Ramos Galarza, Carlos , Bolanos-Pasquel M. , Garcia-Gomez A. , Siiarez P.M. , Jadán Guerrero, Janio

EFEC'O questionnaire is an instrument that allows assessing executive functions from an ecological perspective because it is based on a day-by-day behavioral report of an individual. The aim was to validate EFEC'O questionnaire in a self-report format. Participants were 250 Ecuadorian adolescents aged between 13 and 18 years (3/a?e=16.23. SD=\.Ti). As results, there was found a significant internal consistency (a=.64-.95), correlation among items (r=.32-.62), correlation among sub-scales (r=.40-76). confirmatory factor analysis of two factors (x2=3S.S7, CFI=98, RMSEA=. 065 [035-094], SRMR=027) and discriminant capacity in monitoring, cognitive flexibility. organization of material, initiative, working memory and planning of adolescents with differences on academic performance. In the discussion part, results are presented in relation to previous findings and taking on account the importance of having an instrument with an ecological validity to assess executive functions. © 2019 AIDEP. All rights reserved.

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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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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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Fostering Business Education Using Playful and STEAM Pedagogy

2022 , Sigcho N. , Jadán Guerrero, Janio

STEAM educates children in science, technology, engineering, art, and mathematics fields with an interdisciplinary approach, leading from an early age to adapt to an ever-changing world. This research proposes the use of recyclable materials that exist at home to create domestic laboratories for the development of scientific thinking that support the resolution of problems in daily life. The research methodology was based on data collection from 9 teachers and 130 eighth-year high school students. For data collection, a questionnaire on logical reasoning was applied, which evaluated the ability of students to respond to everyday situations and teachers were surveyed to find out if they use technological educational resources in classrooms. With the results obtained, it is proposed to develop: “Instruments for domestic laboratories.” The results aroused great interest in teachers and students when conducting a satisfaction survey, in which a high degree of motivation and interaction with the resources developed was obtained. © 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Fundamental concepts in the neuropsychological theory [Conceptos fundamentales en la teoría neuropsicológica]

2017 , Ramos Galarza, Carlos , Ramos V. , Jadán Guerrero, Janio , Lepe-Martínez N. , Paredes-Núñez L. , Gómez-García A. , Bolaños-Pasquel, Mónica

This article presents three concepts that are fundamental in the neuropsychological theoretical: (a) historical data in the study of the human brain, (b) neuropsychological evaluation of brain functions and (c) neuropsychological rehabilitation of brain functions. As relevant data in the theoretical development of the study of the human brain is a tour of the trepanation acts performed hundreds of years ago, the contributions of phrenology, the masterful findings of Broca and Wernicke, the heuristic contribution of Luria and the current revolution with the neuro-image. In the neuropsychological evaluation of brain functions, the role of specific, non-specific and delayed observation tests in the interpretation of the neuropsychological state of the human being is analyzed, which allow analyzing neuropsychological functions in the laboratory and in real lifeactivities. Finally, we analyze the process of neuropsychological rehabilitation of brain functions, where mention is made of the processes of restoration, compensation, substitution, activation-stimulation and integration, which are very useful when intervening in a brain that has suffered an acquired damage. It is concluded that the current accelerated pace has determined the advance of neuroscience, where technology and the forceful scientific contribution propose new techniques and theories to understand the processes of evaluation and rehabilitation of brain functioning.