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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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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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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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Didactic Strategy for the Teaching of Educational Robotics and Programming at Secondary Level

2024 , Sarro K.A. , Chacón-Castro M. , Molina Madrigal E.G. , Jadán Guerrero, Janio

This research article focuses on the use of programming through the Scratch program as an educational tool to develop computational thinking skills and robotics in high school students of the Polytechnic High School of the National University of Moreno (ESPUNM). The main objective is to evaluate the feasibility of developing computational thinking in high school students through the teaching of programming with Scratch, emphasizing interdisciplinarity, creativity and problem solving. The methodology comprises two stages. In the first, practical activities were carried out with Scratch, involving students from 11 to 15 years old who are taking the Educational Robotics workshop. In the second stage, a semi-structured observation was carried out and a virtual forum was established for the evaluation of the students, which showed consistency in the data found. After analyzing the results, it was found that the students responded favorably to the teaching strategies implemented in the process. Finally, it is concluded that Scratch is an effective tool for teaching programming and the development of computational thinking, thus allowing to face the challenges of a constantly changing technological context. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.

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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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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.

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Geo-colonizing Mars: A fun way to raise awareness about environment caring and teach Geometry

2021 , Arroyo-Cruz L. , Chacón-Castro M. , Jadán Guerrero, Janio

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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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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Movement Detection Algorithm for Patients with Hip Surgery

2019 , Guevara C. , Santos M. , Jadán Guerrero, Janio

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.

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Role changes in software development projects using agile methodologies: A case study of private companies in Guatemala City

2022 , Santos-Tiberio H. , Vinueza A. , Jadán Guerrero, Janio

This new era of software development began to generate changes in the way software development teams are organized, new roles and functions are established in project management. In many cases this role does not exist and a similar role must be chosen and the project manager must adapt. This research seeks to know the changes made by software project managers in private companies in Guatemala City. The research hypothesizes that the implementation of agile methodologies produces an update in the functions and roles in the area of project management in private institutions. For this purpose, a four-phase study was carried out: Design of the instrument, Distribution of the instrument, Processing of the information and Analysis of the information. A sample of 35 private companies was worked with the participation of software development team leaders. The results obtained from an online survey allowed us to discover that there are considerable changes in the roles and responsibilities of project leaders in organizations that migrate from traditional methodology to agile methodology. © 2022 IEEE.