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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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    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, Sandra
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    Acosta-Vargas, Patricia
    Water 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
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    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.
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    Hernández-Lugo, Marena de la C.
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    Broche-Pérez, Yunier
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    Introduction 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.
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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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    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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    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.
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    Q’inqu: Inclusive Board Game for the Integration of People with Disabilities
    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
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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.
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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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