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Providing Access to Educational TV for Children Using RFID Technology

2022 , Zapata-Rodríguez M. , Álvarez-Tello J. , Arias Flores, Hugo Patricio

Television is a communication medium found in most homes, facilitating accessibility to educational content through the reading-learning process. This paper presents a control system for educational television that allows the selection and playback of pre-recorded videos in a television decoder using RFID tags. This has been designed based on a controller that allows replacing the commands sent by a conventional remote control. To meet this educational objective, a prototype is developed from the mechanical, electronic and computer concept, to integrate a technological proposal that facilitates reading-learning, through a televised program and satellite transmission, integrating an instrument of personalized pedagogical assistance to an Ecuadorian spectacled bear for the assistance of children of a young age or with any type of disability that prevents them from handling a remote control. As a result, we obtained the experimental development of a basic prototype for learning-reading that works with connection to satellite equipment and activates the components for learning through television by means of an RFDI system. A unique tag is used for each pre-recorded program. When the RFID reader reads a tag that has been previously assigned, the TV module will transmit the sequence of signals needed to the TV decoder to play the specific movie or report. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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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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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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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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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.

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Technological Project Management Proposal for Designing a Social Robot

2023 , Zapata M. , Alvarez-Tello J. , Arias Flores, Hugo Patricio

Introduction: Social robotics is integrated into everyday activities, addressing social interactions with diverse groups of people. Therefore, the development of Autonomous Social Robot for Ecuadorian Universities (ASREU), an evolutionary social robotic platform in hardware and software that allows the exploratory research of social, technological, and energetic variables for the generation of social robotics prototypes. Method: To improve the management of the project, the structures for the development of technological projects are analyzed from the administrative management of the project, as well as the execution and technological implementation of the Results: A diagram is obtained to identify the interaction of technical, engineering and scientific working groups and the interaction with the project management, as well as a roadmap for the development of technological products defining the systems, the type of prototyping and the intellectual property protection, in addition to the circular strategy for the integration from and for society in the area of social robotics and the identification with the evolution of the prototype with the corresponding intellectual property protection for feasible results to Conclusion: Currently the development of technological projects lead mostly software developments in social robotics, when integrated with physical systems (mechanical, electrical and electronic), there is planning from traditional environments and agile environments, which need a coexistence to jump from one to another environment. Finally, guidelines and tools have been developed to facilitate the management and design of social robots, in the case of ASREU, a 6 DoF and autonomous mobile robot (AMR). © 2023, 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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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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Understanding Bullying and Cyberbullying Through Video Clips on Social Media Platforms

2023 , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Acosta-Vargas P.

Bullying and cyberbullying are widely recognized as complex problems that have serious negative repercussions for the health and society of children and adolescents. Bullying can take place in-person at school, home or work, irrespective of age, gender, or role. Cyberbullying can take place on messaging platforms, social media platforms, gaming platforms, or marketing platforms. For example, posting embarrassing photos or videos of someone on social media sending hurtful or spreading lies, as well as abusive or threatening messages, images, or videos through messaging platforms. Offenders impersonate someone and send malicious messages to others in their name or through fake accounts. In this sense, the use of short videos based on the principles of microlearning is scented as a proposal to understand and prevent bullying and cyberbullying. The objective of this article is to analyze how video clips are used on social platforms to raise awareness of bullying and cyberbullying and to propose the creation of new video clips as resources for an awareness-raising MOOC. The methodology followed a phase of analysis of videos on the TikTok and YouTube networks, in order to have a baseline prior to the creation of new video clips by twelve students of the Digital Design and Multimedia career. The content of the videos was evaluated by a psychologist to finally select the appropriate ones for a marketing campaign of an awareness MOOC. © 2023, 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.