Arias Flores, Hugo Patricio
Preferred name
Arias Flores, Hugo Patricio
Main Affiliation
Quito
Email
hugoarias@uti.edu.ec
ORCID
0000-0003-0106-6661
Scopus Author ID
57210802646
72 results
Now showing 1 - 10 of 72
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Item type:Publication, Designing the UI/UX of a Gamified Platform to Raise Awareness About Water Conservation Using the User-Centered Design Method(Springer Nature Switzerland, 2026); ; ; ;Sanchez-Gordon, SandraAcosta-Vargas, PatriciaWater conservation and responsible usage are critical to ensuring the sustainability of life on Earth. Raising awareness about these practices is essential to fostering behavioral changes in everyday life. This study aimed to design a gamified environment, integrating both digital and physical mediums, to promote awareness of water conservation. The proposed solutions included digital games, board games, interactive maps, and card games, blending entertainment with education. The research employed the Game Thinking methodology, involving ten master’s students specializing in user experience design. The process adhered to the principles of user-centered design across all phases. Initially, the problem of water scarcity was explained to participants, who subsequently proposed design concepts tailored to this issue. These concepts were developed into prototypes and tested with users representative of the intended age groups. Preliminary results from the first usability tests revealed areas for improvement. Feedback from peer reviews highlighted the need to enhance narrative elements, interface design, usability, and accessibility. Iterative refinements based on this feedback significantly improved the prototypes’ alignment with the project’s educational objectives. In conclusion, the study demonstrated the potential of gamification as a powerful tool for promoting water conservation awareness. Future work will focus on completing functional prototypes and evaluating their impact in real-world settings to measure their effectiveness in instilling responsible water usage behaviors - Some of the metrics are blocked by yourconsent settings
Item type:Publication, The hierarchical scaffolding model of executive functioning in university students: a self-reported explanatory approach(Frontiers Media SA, 2026-07-29) ;Díaz-Guerra, Diego D. ;Hernández-Lugo, Marena de la C.; ;Broche-Pérez, YunierIntroduction Executive functions are cognitive processes that are fundamental to academic success among university students. However, most explanatory models have been developed using laboratory-based tasks, which limits their ecological validity. Self-report measures offer a complementary approach by capturing perceived executive functioning in real academic contexts. Objective To construct and validate an explanatory model of executive functioning in Cuban university student Methods A cross-sectional sample of 1,233 students was analyzed (mean age = 20.08 years, SD = ±1.02; 59.3% women). The Cuban adaptation of the UEF-1 was administered. Analyses combined decision trees using the CHAID method to identify predictors and structural equation modeling (SEM) to confirm the relationships among variables and construct a unified model. Results The final model showed satisfactory fit (CFI = 0.915, RMSEA = 0.048, SRMR = 0.045). Executive functions were organized into four hierarchical levels: (1) Metacognitive Evaluation and Supervision, comprising Conscious Monitoring of Responsibilities and Behavioral Verification for Learning; (2) Emotional and Behavioral Regulation, comprising Conscious Regulation of Emotions and Conscious Regulation of Behavior; (3) the Operational Attentional System; and (4) Goal-Directed Action and Task Resolution, comprising Decision-Making and Management of Elements to Solve Tasks. Conclusion The proposed model constitutes the first unified explanatory framework of executive functioning in Cuban university students, specifically as assessed through self-report measures. Its four-level hierarchical structure provides an empirically grounded guide for future research and interventions, capturing the subjective dimension of executive performance as a complementary and ecologically relevant level of analysis closely tied to academic adaptation and self-regulation. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Artificial Intelligence and Tomorrow’s EducationNowadays, there is a rapid technological progress around the world that has enabled realities long ago unimaginable. We live in a technological era that represents new possibilities and challenges for society, and for the educational models in each country [1]. Research on smart education, which has forced the educational community to rethink on new ways of learning and teaching has been developed globally. Due to the advent of artificial intelligence (AI), the educational model for both, teachers and students will change. Nevertheless, to transform educational systems, it is necessary to update and train students, educators, and administrators effectively [2]. This research aims to describe the possible applications of AI in education from: 1) the automation of administrative tasks; 2) collection and analysis of information [3] to create smart content; 3) the implementation of virtual assistants in the teaching-learning process; 4) the potential delivery of lectures by humanoid robots with AI. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.Scopus© Citations 3 38 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Development of Websites as an Academic Integrative Project to Strengthen Businesses in the Popular and Solidarity EconomyThis article explores the development of websites as an academic integrative project aimed at strengthening businesses within the popular and solidarity economy (EPS) in the province of Pichincha, Ecuador. Fifth-semester students from the Digital Marketing program at Universidad Indoamérica, as part of their integrative project, worked on creating customized websites for 12 local businesses that already had marketable products, including labels, packaging, and other presentation tools. Using the WordPress platform, the students developed websites tailored to the specific needs of each business, with the goal of improving their digital presence, facilitating access to broader markets, and increasing the competitiveness of their products and services. In addition to the technical development, graphic design elements such as professional product photography and promotional videos were integrated, along with digital marketing strategies that included search engine optimization and social media integration. The results indicate that the creation of these customized websites significantly increased the online visibility of the businesses and enhanced consumer perception of professionalism and trust. This study highlights the importance of applied academic projects as tools for community engagement and local economic development in vulnerable sectors. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.12 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Gamified Proposal to Stimulate Reading in Primary School Students(2024); ;Montenegro B.Zapata M.The lack of motivation and interest in reading in students is a fundamental problem since the minimum levels of reading competence for their age and educational level are not being reached. This research was developed with the aim of identifying motivation problems and using gamification as a pedagogical strategy to encourage reading in students. The study had a quantitative and descriptive approach that involved 30 students. Data were collected through the survey technique. The results of the research showed that reading demotivation is due to the lack of support at home, boredom and low reading comprehension that results from the use of traditional resources such as books that fail to capture and maintain the attention and interest of students. In addition, it was identified that the students present as main reading difficulties: problems of recognition of compound phonemes, lack of reading habit and motivation, as well as the deficit of reading comprehension, so it was necessary to implement a virtual strategy based on gamification through the digital tools Genially and Classflow. With the development of the research, it is concluded that the use of gamification as a pedagogical tool allows to motivate the reading of children, since its interactive elements and rewards create a stimulating and pleasant atmosphere that generates a positive impact on the performance of the student body. © 2024, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.35 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Applying Usability Engineering in Educational Video Games. Case Study: Learning English for Spanish-Speaking Children Aged 6 to 8 Years(2025) ;Tania Calle-Jimenez; ;Maria-Elena Cruz-ArtiedaSandra Sanchez-GordonThe English Proficiency Index results from 2024 show that the Spanish-speaking population has limited English proficiency. This deficiency has an impact on the population's academic training, as well as on job opportunities. Promoting early English language learning in Spanish-speaking children is essential to ensure comprehensive development at this crucial stage. The methodology proposed in this study focuses on creating an attractive and friendly user experience using design principles based on usability engineering to maximize learning effectiveness. This research aims to solve the problem related to information retention and friendly interaction for Spanish-speaking children aged six to eight years with an educational video game for learning English. The application aims to promote English learning from an early age, taking advantage of children's innate abilities to absorb a language effectively during this development phase. In this research work, an educational video game was designed to ensure that it is usable at all stages of development, from requirements specification to design, coding, and usability testing. Additionally, usability tests were conducted to evaluate the interface and the level of information retention. The results show that the video game developed using the proposed methodology complies with the usability principles.14 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Development of Behavior Profile of Users with Visual Impairment(2020); ; ; ; Borja M.The interaction of the user with visual impairment with assistive technologies, and in particular with screen readers, generates a group of actions and events during their navigation. These interactions are defined as behavioral patterns, which have a sequence that occurs at specific time slot. Understanding user behavior by analyzing their interaction with applications, in addition, details the characteristics, relationships, structures and functions of the sequence of actions in a specific application domain. The objective of this document is to find activity patterns from a set of commands used by the user, combining data mining and a Bayesian model. This model calculates the probability of the functions used with the screen reader and generates a behavior profile to improve the user experience. For this study, the screen reader JAWS version 2018, the Open Journal Systems platform version 3.0.1 and a computer with Windows 10 operating system were used. During the first phase, command history used by the user by interacting with the Open Journal Systems platform were collected. The result is that the accessibility of users with visual impairment to interact with the computer and its applications has been improved by applying this model. © Springer Nature Switzerland AG 2020.20 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Editorial Design Based on User Experience Design(2020); ; ; ; Fierro-Saltos, W.This research deals with editorial design based on user experience design. The traditional editorial design has had to adapt to the new digital media composition, where multimedia audiovisual elements unthinkable a few years ago need to be integrated. The participation of the reader, as an external observer who only receives information through texts and images, now has new scenarios in which he can actively participate and decide what will come to his hands. In this study, a work methodology based on UxD User Experience Design is presented, in which will generate the editorial design of an educational book on environmental issues, which includes augmented reality for children from 6 to 8 years of age. The aim of this study is to know if an editorial product with augmented reality and developed from the user experience design can improve meaningful learning in a playful and active way. For its development, a composition model based on the Fibonacci sequence and the golden ratio will be used. Additionally, its graphic composition will be guided by the Massimo Vignelli canon and will be complemented by the reticular model of Beth Tondreau. The augmented reality markers position will also be based on the composition model previously mentioned, which will allow keeping the attention of the reader in the printed document and in the augmented reality animations. The user experience design will be applied with teachers, parents and students from 4 schools in Quito and Ambato. Once the production is completed, the impact on teaching-learning process will be evaluated with a control and a test group, and the methodology with which they will work in the classroom with the educational material developed will be defined. At the end of the study, copies of the book will be delivered to the participating schools of this research for its implementation. © Springer Nature Switzerland AG 2020.38 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Optimizing Agriculture with LoRaWAN and HCI: A Smart Approach to Sustainable Farming(2025); ; ;Cristopher ToapantaModern agriculture faces challenges including water scarcity, excessive fertilizer use, and limited connectivity in rural areas, all exacerbated by climate change. This paper presents a smart agriculture system leveraging LoRaWAN technology and human-computer interfaces (HCI) to address these issues. The proposed system integrates low-cost sensors, a LoRaWAN-based network, and a user-friendly dashboard for real-time monitoring of critical variables such as soil moisture, ambient humidity and temperature. A proof-of-concept implementation demonstrates the system’s effectiveness in optimizing water and fertilizer use while maintaining scalability for large agricultural operations. The system operates reliably within rural environments without relying on traditional internet infrastructure, offering an affordable and sustainable solution. Field tests validate the system’s performance, highlighting its potential to enhance decision-making and resource efficiency in floriculture and beyond. Future work aims to expand the system’s capabilities with additional sensors, artificial intelligence for predictive analytics, and automated control mechanisms, further supporting sustainable farming practices.24 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Profiling of E-Learning Users with Accessibility Needs(2021) ;Calle-Jimenez T. ;Sanchez-Gordon S.Currently, there are millions of people who are studying professional training using e-Learning environments. A trend that has been exacerbated by the global health crisis caused by the COVID-19 virus pandemic. This circumstance has forced students around the world to switch to an emerging online modality in 2020. E-Learning environments has become an important option, maybe the only one, to keep studying, as long as these environments and the educational resources they host are accessible. In this context, it is relevant to have a mechanism to describe the accessibility preferences and need of students through the management of personal profiles. In this study, authors carried out a literature review regarding models designed to enable the creation of profiles in the Massive Open Online Courses (MOOCs) and presents an analysis of scientific research published by other researchers and shows the current state of the art of the research area of profiling of students with disabilities in MOOC platforms. This literature review will serve as input to propose a model that allows covering the lack of profiling of students with disabilities within e-Learning platforms to meet the needs of students who have disabilities. As far as we know, this is the first literature review of this kind. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.30
