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    Towards Accessible and Sustainable Universities: Web Accessibility and Human–Computer Interaction in Latin America
    (Springer Nature Switzerland, 2026)
    Acosta-Vargas, Patricia
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    Acosta-Vargas, Gloria
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    Salvador-Acosta, Belén
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    Salvador-Ullauri, Luis
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    This study examines web accessibility in Latin American higher education institutions from a Human–Computer Interaction (HCI) perspective, highlighting its relevance to the United Nations Sustainable Development Goals (SDGs), particularly SDG 4 (Quality Education), SDG 9 (Industry, Innovation, and Infrastructure), and SDG 10 (Reduced Inequalities). A quantitative and descriptive research design was applied to 50 universities included in the 2025 Webometrics Ranking, using automated HCI-based evaluation tools (WAVE and Google Lighthouse) to assess compliance with the Web Content Accessibility Guidelines (WCAG) 2.2. The evaluation identified 1,238 accessibility errors and 1,393 contrast-related issues, with most violations concentrated in the Perceivable (67.23%) and Operable (28.36%) principles. Countries such as Brazil, Mexico, Chile, and Colombia exhibited the highest levels of noncompliance, while others showed comparatively lower error densities. These results indicate that accessibility barriers in university websites are primarily systemic, stemming from deficiencies in visual perception, navigation, and semantic structure rather than isolated implementation flaws. The findings reinforce the view that web accessibility should not be treated solely as a technical compliance task, but rather as a human-centered, sustainability-oriented dimension of interaction design. Integrating accessibility within HCI frameworks can enhance digital inclusion, reduce educational inequalities, and promote the development of resilient, inclusive, and sustainable digital ecosystems in higher education across Latin America. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Low-Cost Interfaces and Technological Accessibility: A Human–Computer Interaction Approach for the Inclusion of Individuals with Motor Disabilities
    Cerebral palsy (CP) is a neurological disorder of prenatal or perinatal origin that affects motor control, posture, and frequently speech, thereby limiting autonomy and social participation among individuals who experience it. During the transition to adulthood, these limitations tend to intensify, highlighting the need for assistive technologies (AT) that effectively address real-world contexts of use. However, the high cost and limited adaptability of many existing solutions restrict their adoption, particularly in low- and middle-income countries. This study is situated within the field of Human–Computer Interaction (HCI) and aims to evaluate low-cost input devices based on principles of accessibility, ergonomics, and usability, to improve the work performance of individuals with motor disabilities. A qualitative methodology was employed, based on the think-aloud technique, applied to a case study involving an adult with cerebral palsy who interacted with three devices: a conventional trackpad, a MAKEY MAKEY-based interface, and a wireless keyboard with an integrated touchpad. The results indicate that, although the trackpad allows for a degree of progressive adaptation, it presents limitations in tasks requiring bimanual coordination. The MAKEY MAKEY interface provides greater discrete control but demands high levels of coordination and generates fatigue due to its physical configuration. In contrast, the wireless keyboard with an integrated touchpad emerges as the most efficient and ergonomic alternative, as it distributes functions between both hands and reduces physical effort. It is concluded that the adaptation of mass-market consumer technologies, under a user-centered design approach, can offer accessible, functional, and sustainable solutions for the digital inclusion of individuals with motor disabilities. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Interdisciplinary Perspectives on FinTech and Blockchain in Cryptocurrency Platforms: A Systematic Literature Review on Accessibility, Usability, and Digital Inclusion
    (Springer Nature Switzerland, 2026) ;
    Luis-Chinchilla, Jose
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    Calle-Jimenez, Tania
    According to recent studies, the application of agile methodologies in the development of cryptocurrency platforms can increase efficiency in improving accessibility and usability in digital financial systems by up to 35%. This study conducts a systematic literature review on the integration of FinTech and blockchain technologies, with a particular focus on accessibility and usability in digital platforms. Based on the PRISMA 2020 framework, indexed publications from the Scopus database published between 2021 and 2025 were analyzed. The results reveal a sustained growth in scientific output, especially during the period 2023–2025, with a notable concentration of publications from countries such as Malaysia, Spain, and Ukraine. The main contributing fields include business, computer science, and economics, reflecting the interdisciplinary nature of the topic. Furthermore, the findings highlight the role of FinTech and blockchain in modernizing financial services, improving transactional efficiency, and supporting the achievement of the Sustainable Development Goals (SDGs), particularly those related to environmental sustainability and digital inclusion. Finally, the study recommends expanding future research to include multiple databases and additional keywords in order to generalize the findings and deepen the understanding of the impact of these emerging technologies. © 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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    Web Accessibility and Inclusion in Online National Population Censuses: Insights from Ecuador
    (2024)
    Sandra Sanchez-Gordon
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    Mary Sánchez-Gordón
    The creation of smart societies involves harnessing technological innovations to improve the quality of life of all citizens. Web accessibility and inclusion are fundamental pillars for achieving this goal. Population censuses provide demographic information that allows governments to develop public policies that address the specific needs of diverse communities. Although many countries have adopted population census strategies involving online questionnaires, implementation of online population censuses with web accessibility and inclusivity considerations has not been addressed in the scientific literature. While digitization of population censuses provides benefits, it can also exclude those facing online participation barriers. One of the challenges is the lack of web accessibility for citizens with disabilities. This exploratory study focuses on technical aspects and analyzes the web accessibility issues detected in the online population census conducted in Ecuador in 2022. In general terms, this online census did not comply with the Web Content Accessibility Guidelines (WCAG) 2.2, thus making interaction difficult for people with blindness, low vision, and limited movement, among other disabilities. Likewise, there are other issues related to data privacy and the inclusiveness of online censuses. People with disabilities and other underrepresented social groups may have limited access to devices and internet connections, reducing their ability to participate in online population censuses. This can cause a bias in the data collected, affecting the accurate representation of the population. In the case of Ecuador's 2022 population census, this might be the cause of a contradiction that arose between the data collected, the previous data, and the growth projections regarding the Afro-descendant population.
      18
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    Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture
    (2025) ; ; ;
    Luis Aguirre-Morales
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    Sandra Sanchez-Gordon
    This study explores the implementation of an educational Escape Room as a pedagogical strategy to teach tangible cultural heritage to students in Ecuador. This Escape Room was designed using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) and integrated into the basic education curriculum for Ecuadorian schools. The primary objective was to enhance students’ engagement and understanding of Ecuador’s cultural heritage through an interactive and gamified learning experience. The Escape Room was structured around five missions, each focusing on different aspects of the cultural heritage of five parishes in Ecuador. Students were required to solve puzzles, answer questions, and complete challenges to progress through the game. The results of the implementation, evaluated through observation and student feedback, indicated a high level of student engagement, improved problem-solving skills, and a deeper appreciation for Ecuador’s cultural heritage. The study concludes that Escape Rooms can be an effective tool for teaching cultural heritage, fostering teamwork, creativity, and critical thinking among students. This innovative approach not only makes learning more dynamic and enjoyable but also aligns with modern educational trends that emphasize active and experiential learning.
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    Gamified Proposal to Stimulate Reading in Primary School Students
    (2024) ;
    Montenegro B.
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    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.
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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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    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.
      23
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    Communication Support for Older Adults Through Pictograms
    (2023) ;
    Zapata M.
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    Sanchez-Gordon S.
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    Cedillo P.
    Changes generated by the pandemic have stimulated new forms of communication through technological devices. Thanks to these, augmentative and alternative communication through the use of pictograms has allowed the development of communicative capacity for people who face health problems, such as speech, limited motor skills, hearing, among others. In particular, for segments of the elderly population with limited communication and technology management skills, it is important to consider usability and accessibility criteria in technological support interfaces design, in order to provide a satisfying and non-intrusive user experience. Support activities must be pleasant and transparent for the effective users’ communication with their environment. In this context, the article presents a methodology for the design of an augmentative communication solution based on pictograms, with the purpose of transmitting the message from the user to the receiver. This article proposes a systematic review of the literature on augmentative and alternative communication, as well as the use of existing pictograms and technologies. The systematic review protocol considered the choice of four digital libraries for the search. The method of search and selection of technological solutions was based on the search for Apps and websites for the use of pictograms through technology to automate and support the communication of elderly. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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