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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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Dragon Ball Z, The Legendary Tribes: A Gamified Experience in English

2024 , Harry Chica , Marcos Chacón-Castro , Jadán Guerrero, Janio

Gamification is a methodology as well as a ludic medium that is growing in popularity and is increasingly used to motivate students and enable active learning. The objective of this research is to design and evaluate a contextualized gamification such as “Dragon Ball Z” to improve the communicative skills of students in a high school in Colombia at A1 level of English. This study used a mixed non-experimental design approach, where an intervention was conducted with a sample of 22 high school students, divided into 4 groups (tribes). For the application, interactive digital tools were used in a series of 26 sessions composed of activities divided into “missions”, which allowed students to acquire English skills in a playful and participatory way. Students’ progress was assessed using rubrics and qualitative data were collected. Finally, it was shown to be a successful strategy for learning English; this methodology generated a playful, motivating and enriching environment, which promoted student participation, interest and meaningful learning. The results support the importance of using this type of strategies in language teaching, and suggest that contextualizing learning methods to the students’ current context can improve their academic performance and classroom participation.

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Experiences and challenges in designing non-traditional interfaces to enhance the everyday life of children with intellectual disabilities

2014 , Jadán Guerrero, Janio , Guerrero L.A.

Some experiences regarding children with disabilities carried out in Ecuador, Costa Rica and Spain have contributed to realize the importance of reading in order to enhance their daily life activities, independence and social integration. This article describes a qualitative study to understand general issues related to the design of non-traditional technologies for children with intellectual disabilities. A methodological approach is described and explained through the results of exploratory surveys and interviews. According to the information obtained from experts and the method of literacy acquisition proposed by Troncoso and Del Cerro, the design of a smart kit using non-traditional user interfaces is presented. A preliminary evaluation of the first prototype is described. The paper concludes by reflecting upon the importance of literacy acquisition and the challenges to design non-traditional interfaces to support learning of children with intellectual disabilities. The development of the phase two of the prototype and empirical evaluation is part of the future work. © 2014 Springer International Publishing.

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Used of Cloud Computing Tools and Importance for Learning English as a Foring Language

2024 , Quezada-Sarmiento, Pablo Alejandro , Jadán Guerrero, Janio , Christian Junior Arrobo-Ordoñez , Mónica Consuelo Sarauz-Montalvo

The research aimed to demonstrate how using cloud computing tools as technology to learn the English language can enhance communication skills. This improvement allows individuals to better express actions, emotions, and intentions in both personal and professional settings. There is a growing emphasis on enhancing educational methods, teaching strategies, and integrating technology in foreign language education. Technology transforms outdated teaching approaches, placing communication skills at the core of language acquisition. Continuous innovation is crucial for advancing education, mainly by developing new teaching methods and technological tools that support learning, even from home. Educators, who play a pivotal and integral role in motivating students to utilize these tools to enhance their learning experience, need to become proficient in new language teaching technologies.

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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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Attention Deficit Hyperactivity Disorder: Behavioral Report from Professors and Self-Report from University Students

2018 , Ramos-Galarza C. , Fiallo-Karolys X. , Ramos V. , Jadán Guerrero, Janio

In this article, we analyze the internal consistency of the Diagnostic and Statistical Manual of Mental Disorders-5th ed. (DSM-5) diagnostic criteria for attention-deficit/ hyperactivity disorder (ADHD) in the adult population, in addition, we analyze the correlation between the teacher's report and the student's own, the prevalence of the disorder and the risk of presenting it according to gender. The sample was composed by 175 university students aged between 16 and 36 years old (M = 21.49, SD = 3.22) that belonged to the private higher education system of Quito, Ecuador. As measurement instruments, two scales were used based on the 18 items of the diagnostic criteria for ADHD described in the DSM-5. As a result, it was determined that the scales used present adequate internal consistency coefficients (attention deficit α = .77 & α = .90; hyperactivity/impulsivity α = .74 & α = .91 & the total scale α = .83 & α = .92 filled by the student and the professor, respectively), all scales correlated significantly between .15 and .88. As far as the ADHD prevalence percentage in university students, findings showed that the subtypes would be present between 7.42% and 26.85% of the time. As a risk factor, it was found that men present more probability to have ADHD than women. The article concludes pointing out the importance to implement intervention programs for university students that could present ADHD, since the condition could influence negatively the spheres in which the students with the disorder perform. © 2018 American Psychological Association.

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Automated Music Composition Software Using Algorithms and Melodic Generators

2025 , Sebastian Garcia Surianu , Marcos Chacón-Castro , Martha Sánchez , Jadán Guerrero, Janio

This paper deals with the design and development of the software ‘AUTOMATIC COMPOSER’, a creative tool for the automated generation of polyphonic musical compositions. The problem statement focuses on the need to provide composers with an accessible and versatile tool for musical experimentation. The methodology employed includes the design of algorithms for melody generation, the development of an interactive user interface and the implementation of a system of melodic generators based on mathematical concepts. The main findings and results demonstrate the software’s ability to generate complex and varied scores, allowing users to control multiple aspects of the composition, such as articulations, dynamics, metric sequences, scales, rhythmic durations, instrumental ranges, melodic contours, rests, and metric mixtures. The main conclusion highlights the potential of the software as an innovative tool in the field of automated music composition, offering new creative possibilities for composers and musicians.

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LAURA: Let’s Arrange User Requirements Accurately

2025 , Franklin Parrales-Bravo , Jadán Guerrero, Janio , Lorenzo Cevallos-Torres , Giampaolo Delgado-Olea , Alfredo López-Lozano , Leonel Vasquez-Cevallos

One of the most important skills in software engineering is the ability to specify clear unambiguous requirements. Students in the software engineering degree program at the University of Guayaquil present difficulties in describing user requirements (without using technical words) in an unambiguous manner. Thus, the present work proposes a serious game called LAURA (which is the acrostic of “Let’s Arrange User Requirements Accurately”) to support software engineering students in developing their ability to specify unambiguous user requirements in natural language. LAURA has been conceived following the EMERGO methodology. To evaluate the effectiveness of the game when improving the students’ specifications and to collect their perceptions about the learning experience, we performed an experiment with 64 participants, who were divided into two groups: one that used the game and one that received a traditional training session. It reports that both groups improved their ability to specify unambiguous functional user requirements after the training sessions. However, the game group showed a higher preference for the activity experience and learning experience, considering LAURA as a game that stimulates their learning, maintaining attention with non-tense interactions, and recognizing it as a tool for learning to specify unambiguous user requirements. All in all, the experiment demonstrates that the proposed LAURA serious game can be a useful learning tool that produces learning results similar to those obtained with blackboard class while improving its requirement specifications in an interactive way.

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Bioeconomic Strategies for Sustainable Efficiency in Rice Production: An Adaptive Approach to Optimizing Yield, Cost, and Environmental Impact

2025 , Susana A. Arias T. , Victor H. Dominguez , Tania Carolina Tapia , Jadán Guerrero, Janio

The challenge for rice production today is how to improve yields without overly increasing pressure on natural resources. Modern farm practices often orient toward short-term returns, leading to runoff, soil erosion, greenhouse gas emissions, and other negative consequences. It underscores the urgent need for measures that balance productivity against environmental stewardship. This research explores a flexible model aimed at enhancing yield efficiency in rice cultivation while reducing the ecological impact. The first and foremost issue addressed is that of input dependency, nitrogen fertilizers in particular, which may result in economic loss as well as environmental consequence. We want the input to be optimized and the system to be sustainable for production. An adaptive efficiency model was applied to simulate different combined reductions and changes of inputs from heterogeneous rice-growing regions. The system also provided real-time feedback on data allowing for dynamic adjustments to inputs such as fertilizers and irrigation, making recommendations based on actual performance. We also included environmental metrics like CO2 emissions to evaluate potential sustainability benefits. The study showed that modest reductions in fertilizer application substantially increased N use efficiency, reducing emissions by up to 20%, without compromising yield. Productivity gains were further modified by cost adjustments across domains without straining any resource. These results suggest that a responsive, feedback-driven approach can reconcile high-yield production with stewardship. The model addresses this issue by optimizing input utilization, making it a potential solution for resilient, eco-friendly rice cultivation

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Neuropsychological assessment of attention: Symbols and digits test.

2018 , Ramos Galarza, Carlos , Acosta-Rodas P. , Jadán Guerrero, Janio , Guevara-Maldonado C.B. , Zapata-Rodríguez M. , Apolo-Buenaño D.

Introduction: The symbol digit modality test is a reactive which provides great support in neuropsychological evaluation. Its execution permits to evaluate brain functions such as visual perception, stimuli recognition, attention (focal, selective and sustained), task supervision, interference control among others. Object: The purpose of the current research study was to analyze the normative percentiles of the execution of the test, to identify the performance activity of the reactive according to age group and gender; applying the test in a sample of college students. Method: The sample included 250 university students,142 (56.8%) males and 108 (43.2%) females. The age range of the participants was between 18 and 34 years old (M=21.53, DE=2.25). A transversal, non-experimental, quantitative research model with a correlational scope was used. Results: The correct answer average for the test was 52.83 (DE=13,60) and for percentile P5 31,55 right answers were found; for percentile P75 60,00 right answers, P25 had 46,00 right answers, and for P95 74,45 right answers were found. No significant differences were found for the mean of errors in the test in terms of age group f(3, 246)=0,67, p=0,57 and gender t(248)=0,68, p=0,49 of the participants as comparison factor. Conclusions: Results were discussed based on prior research pointing out the importance of counting with a first statistical parameter of the test as ground for neuropsychological clinical practice in Ecuador. © 2018 Fundacion para la difusion neurologica en Ecuador - FUNDINE. All rights reserved.