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Design Thinking, Game Thinking, and Democracy Thinking

2025 , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Patricia Acosta-Vargas , Maria Elena Cruz-Artieda

Democracy is a fundamental value for every citizen, which has to do with human rights, societal development, peace, and security. Unfortunately, in recent times, it has faced ethical challenges at various levels, from the educational environment to political actors. It is imperative to inculcate these values from childhood, with the aim of sensitizing future generations to the importance of democratic governance, highlighting its values and principles as fundamental to achieving active participation, equality, security, and integral development in society. This study presents an experience with 150 primary and secondary school teachers who, through the application of Design Thinking and Game Thinking, collaborated in the design of educational resources supported by technology in order to promote the values and principles of democracy. The result of this process included the creation of interactive books, electronic voting systems, board games, and Escape Rooms that immersively encapsulate concepts and practices related to honesty and good practices of human beings. The purpose of these resources was to cultivate an interactive educational approach committed to democratic values. This initiative allowed teachers to immerse themselves in innovative and participatory educational experiences, thus enriching learning through interactivity and commitment to democratic principles.

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Promoting Water Culture Through Augmented Reality and Gamified Experiences

2025 , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Piedra Ansatuña, Mario , Marcos Chacón-Castro

This article examines the design and development process of interactive and immersive learning environments focused on conservation, management and responsible use of water. Using the Game Thinking methodology, interdisciplinary groups were formed, consisting of students from three different Master’s programs, along with designers, programmers, experts from the Quito Metropolitan Public Water and Sanitation Company (EPMAPS), and members of Foundation for the Support of Sustainable Development in Ecuador (FADSE). A total of 135 participants contributed diverse perspectives in education, user experience, technology, and sustainability. The objective was to develop proposals that would connect with children, young people, and adults to raise awareness about responsible water use, the consequences of waste, the contamination of water sources and simulate the consequences of water decisions in urban and rural environments. The study demonstrated that master’s students can play a significant role in addressing real urban challenges and that, when properly guided, their ideas can lead to innovative solutions aligned with emerging technologies. The developed solutions were evaluated by the students themselves alongside their peers, revealing that interactive tools not only promote active participation but also strengthen the emotional connection with the new water culture. Furthermore, the project emphasized accessibility, scalability, and cultural relevance, ensuring inclusive and sustainable educational solutions. In the future, the study will aim to assess the impact of these initiatives on public awareness and behavior.

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Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture

2025 , Valencia-Aragón, Kevin , Arias Flores, Hugo Patricio , Zapata, Mireya , Luis Aguirre-Morales , 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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The Impact of Card Games on Enhancing Financial Education and Daily Life Skills for Older Adults

2024 , Marcos Chacón-Castro , Jenny Rengifo , Arias Flores, Hugo Patricio , Jadán Guerrero, Janio

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.