Now showing 1 - 10 of 89
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Building an Escape Room to Raise Awareness of Bullying and Cyberbullying

2022 , Jadán Guerrero, Janio , Chacón-Castro M. , Illescas L. , Chacón J.

Aggressive conflicts are part of the natural social behavior of students in schools, which can lead to bullying when there is a form of discrimination or abuse of power, either because of their characteristics or their way of life (sexual orientation, gender identity, nationality, immigration status, ethnicity, sex, socioeconomic status, health, disability, religious beliefs, pregnancy, among others). In the face-to-face mode, the aggressors could be identified and in some way the conflicts were mediated by teachers or authorities of the institution. However, since education changed to a virtual modality caused by the global coronavirus pandemic, new forms of aggressive behavior have emerged with cyberbullying. In this new scenario teachers, parents and law enforcement should take an active role in raising awareness about bullying and cyberbullying. The main objective of this paper is to describe a proposal based on gamification strategy to prevent and raise awareness of aggressive behaviors among students in a virtual environment. The study focuses on three objectives: a) to study the use of visual methods based on microlearning and the techniques to engage students; b) to identify game scenarios and strategies to design an interactive Escape Room; and c) to evaluate the design and content with three experts in psychology. The results indicate that the Escape Room is a different alternative to understand the problems derived from Bullying and cyberbullying. In the future, we are planning to carry out an intervention with students from Ecuador and Colombia to evaluate the impact. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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A Virtual Repository of Learning Objects to Support Literacy of SEN Children

2015 , Jadán Guerrero, Janio , Guerrero L.A.

Literacy development is an essential process for special education needs children. Otherwise, they will have additional difficulties in their daily life activities and hence their social inclusion. It is a big challenge for parents and teachers, but it is easier if the process begins since childhood. In this paper, we present Tic@ula, a virtual repository for creating, centralizing, and sharing learning objects based on the IEEE learning object metadata standard. The framework aims to enhance the adaptation of the resources for literacy to the Costa Rican reality and extend its application to children with moderate intellectual disability. The educational resources are based on the literacy method proposed by Spanish authors in their book Down Syndrome: Reading and Writing. The method and the resources were evaluated in a case study. The preliminary results showed that the method cannot only be applied in local context but also assists teachers and parents in the design and use of literacy resources for special education. © 2013 IEEE.

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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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Empowering Collaborative Learning Processes in Educational Institutes

2024 , González R.A. , Jadán Guerrero, Janio , Chacón-Castro M.

This research article proposes to illustrate the advantages of the collaborative learning process that motivates the creation of harmonious environments in the educational environment. In this analysis the educational institute is considered as a company. For this reason, the traditional educational model known as “Master Class” where the professor gives an explanation, and the student takes notes or simply listens the class to acquire knowledge is obsolete. Nowadays the education is more participative where the students have a main role in the learning process. The students collaborate in the learning process sharing knowledge, ideas and information as they are part of a team work. Moreover, leadership types such as the methodology of accompanying leadership which helps professors in their daily labors in aspects such as. Situational leadership, Empowerment, role games, shared vision and work tools. Finally, the results illustrate the advantages of the collaborative learning process which motivates the creation of harmonic environments in the educational environment. © 2024, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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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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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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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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Redefining the Museum Experiences in the Virtual Age

2023 , Jadán Guerrero, Janio , Mendoza M. , Alvites-Huamaní C.

Technology has the potential to redefine museums, opening the opportunity of new ways to connect with visitors. In the pandemic, museums had to close their doors and in-person visits were canceled. In reaction to this reality, many museums rushed to generate digital tours of their works and collections. The creation and development of these visits were born from the need to continue with virtual visits to continue to bring the knowledge that these institutions house closer. Today a possible approach is to create hybrid experiences that utilize digital technology capable of enriching a physical visit to museums. In this context, this paper addresses three experiences developed in Ecuador: (1) The Spiral of Memory proposal developed at the National Museum of Ecuador (MUNA), (2) The Animals of Yesterday and Today proposal developed at the Smithsonian Virtual Museum and (3) Interactive Museums as Pedagogical Mediators, digital educational resources in virtual learning environments. The conclusion of these experiences led to the conclusion that museums are spaces of interaction that contain an infinity of resources that allow children to create their own stories and compositions from the observation of real facts and situations, presented through the creation of physical or virtual experiences in these cultural spaces. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Anomaly detection with negative selection and graphs of user behavior profiles [Detección de anomalías con selección negativa y gráfos de perfiles de comportamiento del usuario]

2018 , Maldonado C.B.G. , Jadán Guerrero, Janio

This work proposes the application of a Negative Selection Algorithm inspired in Artificial Immune Systems and the use of Graphs. This approach allows to identify anomalous activities based on user's behavior, during the execution of tasks, as well as at the end of the user session. The main contributions of this work are: creation of a graph-based user profile for the detection and prediction of anomalies in execution tasks. In addition, the generation of anomalous behaviors for the detection of irregularities at the end of the user session. The article presents in detail the development and the acceptable result in the detection of fraudulent tasks, showing an optimum precision and a low percentage of false positives. © AISTI 2016.

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Neuropsychological evaluation of inhibitory control and interference control: Validation of experimental tasks in the ecuadorian context

2017 , Ramos Galarza, Carlos , Jadán Guerrero, Janio , Ramos D. , Bolaños M. , Ramos V. , Fiallo-Karolys M.X.

This article reports a study in which three experimental tasks (SIMON, Go / No-Go and Stroop Victoria) were adapted and validated to evaluate the inhibitory control and interference control in a sample of Ecuadorian students. The sample consisted of 100 students between 6 and 15 years old (M = 10.13 years, SD = 2.48) belonging to the public education system of Ecuador. The process followed in the adaptation and validation was through the linguistic translation of the experiments, followed by an expert judgment and a pilot study. In the results it was found that there are no statistically significant differences in the measures that assess the inhibitory control and the interference considering the sociodemographic variables of the participants as comparison factors. In the correlation analysis we found a statistically significant association between the measurements of the experiments. We conclude by analyzing the associations found and underlining the need to continue providing evidence in the research line of adaptation and validation of test for using in neuropsychological evaluation.