Now showing 1 - 10 of 89
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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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Comprehensive Program for the Induction of Artificial Intelligence Knowledge in Secondary Education: Case of Neural Networks, Fuzzy Logic and Image Processing

2024 , Chacón-Castro M. , Chacón-Rangel J.G. , Arias-Flores H. , Jadán Guerrero, Janio

The education demand in the Artificial intelligence (AI) area does not have solutions in the traditional teaching methods. It is important to implement new educative strategies which are able to cover these new demands. Moreover, the industry, the company, health, transport and culture, boost by the new tech- nologies which use AI, constantly change. This happens mainly in the field of neuronal networks, Fuzzy logic, digital image processes, but this process does not happen in the education in the technological scenario. The researcher witnesses the gap between the fast growth of the digital technologies and the growth of theories, strategies, teaching methods in these aspects in the middle education. The purpose of this paper is to propose an induction and reinforcement program of basic knowledge about AI in middle education in the neuronal network, fuzzy logic, digital image processes field. We plan the following phases: 1. Describe the relevant information. 2. Select teaching strategies to allow to stimulate and rein- force knowledge about artificial intelligence in middle education. 3. Design the practical AI teaching scenarios in middle education. 4. Make a proposal about an integral program as induction of knowledge about artificial intelligence in middle education in the case of neuronal networks, fuzzy logic and digital image pro- cesses. We take data from perception evaluations and specialized literature. This work intends to reduce the gap between the appearance of new technologies and the AI teaching in middle school. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.

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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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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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Examining the usability of touchscreen gestures for adults with DS

2021 , Cáliz D. , Ravivanpong P. , Schankin A. , Jadán Guerrero, Janio , Caraguay W. , Arellano L.

This document is part of a global investigation that aims to establish best practices in usability testing of mobile applications, that fit the specific needs of persons with cognitive disabilities. The motivating factor is to improve the quality of life of people with special needs. As a first step, we want to discover what are the skills of people with DS (DS) when using a mobile device. Thanks to its direct manipulation interaction style, multi-touch technology is the ideal mechanism for learning activities with a view to the social inclusion of people with DS. This paper investigates the most common touchscreen gestures on commercial existing software. A commercial analysis was carried out to discover the touch screen gestures used by 103 free software Apps running on a mobile touch screen tablet of 11 where the applications run”. The commercial analysis showed that most applications support tap and drag operations on multi-touch technology. Additionally, the research sought to discover the adults with DS (19–54 years of age) ability to perform other gestures on multi-touch surfaces. A DS user skill study was performed to assess the ability of this user segment to interact with multi-touch surfaces. The analysis involved 53 participants, aged between 19 and 54 years, from two vocational training centers attended by people with DS in Madrid. Authors used the Gesture Games App for experimenting with multi-touch gestures such as tap, double tap, long press, drag, scale up, scale down, and one-finger rotation. Tap, double tap, and drag were the three gestures that the most participant could use. In contrast, participants had difficulty performing one-finger rotation and long press gesture. Our statistical analysis showed that the ability to perform each gesture was independent of gender, age group, and previous experience with touchscreen of a participant. © 2021, The Author(s), under exclusive licence to Springer Nature Switzerland AG part of Springer Nature.

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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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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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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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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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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.