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
66 results
Now showing 1 - 10 of 66
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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, Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture(2025); ; ; ;Luis Aguirre-MoralesSandra Sanchez-GordonThis 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.21 - 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, Web Accessibility and Inclusion in Online National Population Censuses: Insights from Ecuador(2024) ;Sandra Sanchez-Gordon; Mary Sánchez-GordónThe 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 - 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, Q’inqu: Inclusive Board Game for the Integration of People with Disabilities(2020); ; 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.Scopus© Citations 6 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, The Impact of Card Games on Enhancing Financial Education and Daily Life Skills for Older Adults(2024) ;Marcos Chacón-Castro ;Jenny Rengifo; 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 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Communication Support for Older Adults Through Pictograms(2023); ;Zapata M. ;Sanchez-Gordon S.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.25
