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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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Authentication, Authorization, Administration and Audit Impact on Digital Security

2024 , Navarro F.A.C. , García M. , Jadán Guerrero, Janio

We can say technological security is in constant change. Security is constantly changing by the industry, because it is necessary to improve the integrity of technological security. These changes in technology come with new methods, processes, and technologies which lead to the need to be ahead in the new trends. The AAAA (Authentication, Authorization, Administration, Audit) is a topic of great relevance in organizations, it is a matter for everyone. This paper attempts to evaluate the variation presented in the Access Management after implementing digital security plans. The evaluation is visualized as an accompaniment for the improvement of the effectiveness in future decisions-making processes. The result of this analysis aims to find new improvement opportunities, due to the positive impact to growth in this field. The intention is to close the gap between the financial and technological security issues. Nowadays these issues are evaluated individually, and we pretend to unify these subjects. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.

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Technology in Favor of Disability: Prevalence Study in Ecuador

2021 , Arias Flores, Hugo Patricio , Acosta-Rodas P. , Jadán Guerrero, Janio , Ramos Galarza, Carlos

People with disabilities and special needs are very important part of the society, their needs have not been covered over time. Globalization and technological development helped identify the importance of various groups with disabilities. In Ecuador, this identification allows this social group to be visible and particularly people with visual disabilities, who represent approximately 11% of the population with disabilities. The objective of this research is to identify Ecuador’s cities that maintain a higher prevalence of people with disabilities. To comply with the study, a descriptive analysis was conducted from public information about people registered by the authorized government control body. Obtaining this information makes it possible to establish a baseline of attention with real data, which allows getting a greater focus on the development of this social group and the attention they should receive. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

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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.

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Q’inqu: Inclusive Board Game for the Integration of People with Disabilities

2020 , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Altamirano, I.

The educational inclusion of people with disabilities continues to be a great challenge for society. Due to the field’s diversity and complexity, people with disabilities have few opportunities to be integrated into educational activities or even entertainment. This article describes a novel educational resource developed within the field of applied technologies. Q’inqu is an inclusive board game that encourages the family and educational inclusion of people with disabilities. Q’inqu is a Quechua word meaning “Labyrinth”. This is a metaphor for the challenges faced by families living with a person with disabilities, and it also reflects its narrative structure based on the “Legend of the Incas’ treasure”. Q’inqu has the general theme of a traditional board game where turns are taken until the treasure is found. What makes it different is the integration of inclusive elements through the use of technology. There are cards with a braille code, a rectangular board with high relief, and a circular board with textures. An App reads QR codes and also patterns, which present additional information based on augmented reality. These features provide support to blind players and to those who are unable to read, making the game both entertaining and educational. Q’inqu was developed and tested by a multidisciplinary team of 80 people, which included students and professionals from design, education and pedagogy. The most relevant result was that out of 367 ideas that were presented, it was awarded first prize in the category Toys for children with disabilities in the CMA contest held in Ecuador. © 2020, Springer Nature Switzerland AG.

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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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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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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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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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Educational Management: A Construct of Added Value using a Model under R software

2023 , Vera E.D.M. , Chacón-Castro M. , Díaz I.P. , Jadán Guerrero, Janio

During the admission of Basic Education students to the university campus, they apply with a minimum score in the Saber 11 tests, which indicates that they do not meet the necessary skills in mathematics, physics, critical reading, citizenship skills and English. For this reason, a tool has been created to measure the added value that universities provide in Higher Education training. The objective of this research is to determine the Added Value in students, through a mathematical model under the R software. The methodological approach of this work is quantitative, descriptive and correlational through Software R. Favorable results will have a positive impact on academic programs. The research was validated with the test carried out by the Colombian Institute for the Evaluation of Education (ICFES), in which a correlation is made between the data obtained in the Saber T&T, Saber Pro, generating continuous reports of indicators that reflect the added value and student progress. Finally, the statistical analysis shows that the competencies have advanced significantly in the course of university life. © 2023 IEEE.