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    Development of Websites as an Academic Integrative Project to Strengthen Businesses in the Popular and Solidarity Economy
    This 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.
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    Artificial Intelligence and Tomorrow’s Education
    Nowadays, 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
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    Applying Usability Engineering in Educational Video Games. Case Study: Learning English for Spanish-Speaking Children Aged 6 to 8 Years
    (2025)
    Tania Calle-Jimenez
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    Maria-Elena Cruz-Artieda
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    Sandra Sanchez-Gordon
    The 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
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    Development of Behavior Profile of Users with Visual Impairment
    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.
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    The Impact of Card Games on Enhancing Financial Education and Daily Life Skills for Older Adults
    (2024)
    Marcos Chacón-Castro
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    Jenny Rengifo
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    Life expectancy is steadily increasing, and by the year 2030 it is estimated that one in six people in the world will be over 60 years of age. However, this aging population brings with it mental health challenges, with an alarming 20% of older adults facing mental disorders, with depression being the most prevalent. The purpose of this research article is to implement a gamified tool using pictograms to teach financial education to older adults. The methodology employed encompasses a literature review, the design of the gamified tool and the implementation of a pilot test with 11 older adults. According to the results obtained, they reveal that the game designed with pictograms is highly effective in the acquisition of financial knowledge and skills by older adults, thus concluding that gamification and the use of pictograms stand as valuable approaches for active and meaningful teaching, adapting effectively to different demographic groups.
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    Editorial Design Based on User Experience Design
    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.
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    Advancements in Assistive Robotics: A Systematic Review of Inclusive Technologies for People With Disabilities
    According to the World Health Organization, approximately 16% of the global population lives with some form of disability, be it physical, sensory, intellectual, or psychosocial. Individuals with disabilities face numerous challenges related to mobility, communication, access to education, and other essential aspects of daily life. In this context, robotic technologies have emerged as innovative solutions aimed at improving autonomy, rehabilitation, and social inclusion. The aim of this systematic review was to identify and synthesize the scientific evidence on robotic technologies developed to support people with disabilities. More specifically, the review sought to analyze the temporal and geographical distribution of research, classify the types of robotic technologies and their applications, examine methodological characteristics and participant demographics, and highlight the key contributions and gaps reported in the included studies. Following PRISMA guidelines, a comprehensive search was conducted in Scopus, PubMed, and IEEE Xplore. From an initial pool of 6,290 articles, 89 studies met the inclusion criteria and were analyzed. The results were categorized into five main themes: publication trends, types of robotic technologies and applications, methodological characteristics, participant demographics, and key contributions. The findings reveal a strong concentration of research on articulated robots for physical disabilities, alongside limited exploration of intellectual, sensory, and psychosocial contexts. While robotic interventions demonstrate significant potential for rehabilitation and daily assistance, challenges remain regarding sample sizes, diversity of disabilities addressed, and long-term validation studies. This review contributes to a deeper understanding of the state of the art in assistive robotics and identifies future research directions to enhance inclusion, accessibility, and clinical integration
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    Smart Signage with Augmented Reality: Inclusive Coworking
    This project focuses on the implementation of augmented reality signage designed to enhance user experience in a coworking space. The signage integrates 2D animations and virtual tours to provide an intuitive and immersive experience, from entry to the desired destination within the establishment. At the main entrance, a totem with a coworking directory features a QR code that visitors can scan to access an interactive directory. The 2D animations, thoughtfully designed with an inclusive approach, utilize validated corporate colors to ensure accessibility, especially for individuals with color vision deficiencies. Each business in the coworking space is identified by a unique corporate color, and internal business floor plans use analogous colors, adjusted to maintain aesthetic coherence and accessibility. In addition to being an effective navigation tool, these animations reinforce the visual identity of the coworking space. Each business within the establishment has an interactive virtual tour that guides visitors from entry to their final destination, providing real-time visual information for effective orientation. The signage system is based on WordPress to offer a seamless and efficient experience without the need to download a specific application. Upon scanning the QR code, users are redirected to a mobile-optimized web page. This page not only provides access to the 2D animations and virtual tours but also offers useful information such as business hours, links to the businesses’ and coworking space's social media, and other relevant details for the visit. This augmented reality signage approach not only enhances the functionality of the space but also ensures that all visitors, regardless of their needs, enjoy an inclusive and efficient experience in the coworking space.
      20
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    3D Printing for STEAM Education
    (2022)
    Zapata-Rodríguez M.
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    Alvarez-Tello, Jorge 
    3D printing has been considered a disruptive technology and its impact on education with the generation of educational resources that increase student engagement and improve STEAM learning by promoting their creativity, collaborative work, attention and participation in class, strengthening the development of their skills. This paper discusses the different applications that can be given to rapid prototyping through 3D printing in education and how it can influence the STEAM skills acquired by students. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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    Cognitive Interventions Based on Technology: A Systematic Literature Review
    This article reports a systematic review of research done about the positive impact of cognitive treatment for people with some type of brain disorder through the use of inclusive technologies. The article collected 21 publications of high impact magazines uncovering that countries such as Spain, France, and Russia have a significant number of contributions on this topic. Inclusive technological innovations which are intended for work on brain functions such as attention, memory, verbal fluency, problem-solving and behavior regulation have been mainly developed in devices such as Tablets and Robots. The data discussed highlights the need to continue in this line of research to determine the effect of this type of intervention, as well as the future projection of developing new technological devices facilitating human brain functions. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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