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3D Printing for STEAM Education

2022 , Zapata-Rodríguez M. , Arias Flores, Hugo Patricio , 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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Long-Distance Relationships: Use of Technology Advances in Communication, Idealization and Satisfaction

2021 , Acosta-Rodas P. , Arias Flores, Hugo Patricio , Ramos Galarza, Carlos

Long distance romantic relationships are becoming more and more common nowadays. There can be various concrete reasons that are the causes for this occurrence, among the most common, the pursuit of career opportunities, educational goals, military service, and migratory issues. The aim of this study is answering the question: how is possible to maintain this kind of relationship? This is explained from two variables: the first one refers to the technology advances which help the communication and the second one studied from the psychological periscope, the romantic idealization. It is approach the perception of this new type of relationships in the general population. Understanding technology influences in human life could help to develop more technological advances to the people to feel closer and to keep healthy relationships with themselves and the others, as well, it could bring lights to counseling and psychological therapy. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Artificial Intelligence and Tomorrow’s Education

2021 , Cóndor-Herrera, Omar , Arias Flores, Hugo Patricio , Jadán Guerrero, Janio , Ramos Galarza, Carlos

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.

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Profiling of E-Learning Users with Accessibility Needs

2021 , Calle-Jimenez T. , Sanchez-Gordon S. , Arias Flores, Hugo Patricio

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.

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Analyzing serious games and literacy

2022 , Pucha G. , Arias Flores, Hugo Patricio , Borja-Galeas C.

Technology allows access to a wealth of resources that facilitate learning, in the case of literacy offers audiovisual resources that streamline cognitive skills. However, pedagogical strategies are required to implement technologies and achieve meaningful learning. Serious games arise as a proposal that seeks the development of learning through the development of activities of the game adjusting to the main way in which it is learned: through what is said and done. In this context, the objective of the research is to establish the use of serious games aimed at reinforcing literacy skills that strengthen the learning of second-year students of EGB. The focus of the research is qualitative with a descriptive scope, in which interviews were conducted with the actors of the educational process. The results show that children fail to develop their literacy skills, due to scarce didactic resources, ignorance of methodologies, lack of practice exercises and poor integration of innovative strategies that stimulate collaborative learning in the learning environment. The development of a strategy based on serious games, from mobile applications for the strengthening of literacy skills, with positive reinforcement and constant feedback, will allow students to maintain interest and develop these skills that are indispensable to continue in the educational process. © 2022 IEEE Computer Society. All rights reserved.

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Editorial Design Based on User Experience Design

2020 , Borja Galeas, Carlos , Guevara Maldonado, César Byron , Castillo Salazar, David Ricardo , Arias Flores, Hugo Patricio , Fierro-Saltos, W. , Rivera, R. , Yandún-Velasteguí, M. , Varela Aldas, José , Hidalgo-Guijarro J.

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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Gamified Proposal to Stimulate Reading in Primary School Students

2024 , Arias Flores, Hugo Patricio , 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.

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Twitter Mining for Multiclass Classification Events of Traffic and Pollution

2020 , Chamorro V. , Rivera R. , Varela Aldas, José , Castillo Salazar, David Ricardo , Borja Galeas, Carlos , Guevara Maldonado, César Byron , Arias Flores, Hugo Patricio , Fierro-Saltos W. , Hidalgo-Guijarro J. , Yandún-Velasteguí M.

During the last decade social media have generated tons of data, that is the primal information resource for multiple applications. Analyzing this information let us to discover almost immediately unusual situations, such as traffic jumps, traffic accidents, state of the roads, etc. This research proposes an approach for classifying pollution and traffic tweets automatically. Taking advantage of the information in tweets, it evaluates several machine learning supervised algorithms for text classification, where it determines that the support vector machine (SVM) algorithm achieves the highest accuracy value of 85,8% classifying events of traffic and not traffic. Furthermore, to determine the events that correspond to traffic or pollution we perform a multiclass classification. Where we obtain an accuracy of 78.9%. © Springer Nature Switzerland AG 2020.

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Development of a Model for the Construction of Corporate Manuals with QR Codes

2024 , Borja Galeas, Carlos , Arias Flores, Hugo Patricio , Piedra M.

The creation of a brand manual that includes QR triggers makes it possible to unify and update the traditional editorial design with new technologies. The present study exposes a construction model of these corporate identity manuals and all the processes that must be carried out to obtain positive results in their application. The unit of analysis of this research was developed with three brand manuals from companies in the city of Quito, to which augmented reality QR triggers were included, which allowed access to complementary audiovisual material that helps the suppliers of these companies to use and apply the mark appropriately. © 2024, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Detection of Student Behavior Profiles Applying Neural Networks and Decision Trees

2020 , Guevara Maldonado, César Byron , Sanchez-Gordon S. , Arias Flores, Hugo Patricio , Varela Aldas, José , Castillo Salazar, David Ricardo , Borja M. , Fierro-Saltos W. , Rivera R. , Hidalgo-Guijarro J. , Yandún-Velasteguí M.

Education worldwide is a significant aspect for the development of the peoples and much more in developing countries such as those in Latin America, where less than 22% of its inhabitants have higher education. Research in this field is a matter of interest for each of the governments to improve education policies. Therefore, the analysis of data on the behavior of a student in an educational institution is of utmost importance, because multiple aspects of progress or student dropout rates during their professional training period can be identified. The most important variables to identify the student’s behavior are the socio-economic ones, since the psychological state and the economic deficiencies that the student faces while is studying can be detected. This data provides grades, scholarships, attendance and information on student progress. During the first phase of the study, all the information is analyzed and it is determined which provides relevant data to develop a profile of a student behavior, as well as the pre-processing of the data obtained. In this phase, voracious algorithms are applied for the selection of attributes, such as greedy stepwise, Chi-squared test, Anova, RefiefF, Gain Radio, among others. In this work, we apply the artificial intelligence techniques, the results obtained are compared to generate a normal and unusual behavior of each student according to their professional career. In addition, the most optimal model that has had a higher accuracy percentage, false positive rate, false negative rate and mean squared error in the tests results are determined. © Springer Nature Switzerland AG 2020.