Now showing 1 - 10 of 59
No Thumbnail Available
Publication

Autonomous Learning Mediated by Digital Technology Processes in Higher Education: A Systematic Review

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

The concept of autonomous learning has been resignified in recent years as a result of the expansion of the different types of study. Online education in higher education institutions has become an effective option to increase and diversify opportunities for access and learning, however, high rates of dropout, reprisal and low averages still persist. academic performance. Recent research shows that the problem is accentuated because most students have difficulty self-regulating their own learning process autonomously. From this perspective, the purpose of the study was to examine and analyze, through a systematic review of the literature, on autonomous/self-regulated learning, theoretical models and determine which variables influence a learning process mediated by technology processes in the higher education. The findings indicate that: (1) autonomous learning is a synonym of self-regulation; (2) Pintrich’s self-regulatory model is the most used in digital contexts; and (3) the self-regulatory variables identified are wide and varied. © Springer Nature Switzerland AG 2020.

No Thumbnail Available
Publication

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.

No Thumbnail Available
Publication

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.

No Thumbnail Available
Publication

Mathematical model of intrusion detection based on sequential execution of commands applying pagerank

2020 , Guevara Maldonado, César Byron , Hidalgo, J. , Yandún, M. , Arias Flores, Hugo Patricio , Zapata-Saavedra, L. , Ramirez-Morales, I. , Aguilar-Galvez, F. , Chalco-Torres, L. , Ortiz, D.P.

Cybersecurity in networks and computer systems is a very important research area for companies and institutions around the world. Therefore, safeguarding information is a fundamental objective, because data is the most valuable asset of a person or company. Users interacting with multiple systems generate a unique behavioral pattern for each person (called digital fingerprint). This behavior is compiled with the interactions between the user and the applications, websites, communication equipment (PCs, mobile phones, tablets, etc.). In this paper the analysis of eight users with computers with a UNIX operating system, who have performed their tasks in a period of 2 years, is detailed. This data is the history of use in Shell sessions, which are sorted by date and token. With this information a mathematical model of intrusion detection based on time series behaviors is generated. To generate this model a data pre-processing is necessary, which it generates user sessions (Equation presented), where u identifies the user and m the number of sessions the user u has made. Each session (Equation presented) contains a sequence of execution of commands (Equation presented), that is (Equation presented), where n is the position in wich the C command was executed. Only 17 commands have been selected, which are the most used by each user u. In the creation of the mathematical model we apply the page Rank algorithm [1], the same that within a command execution session (Equation presented), determines which command (Equation presented) calls another command (Equation presented), and determines which command is the most executed. For this study we will perform a model with sb subsequences of two commands, (Equation presented), where the algorithm is applied and we obtain a probability of execution per command defined by (Equation presented). Finally, a profile is generated for each of the users as a signal in time series, where maximum and minimum normal behavior is obtained. If any behavior is outside those ranges, it is determined as intrusive behavior, with a detection probability value. Otherwise, it is determined that the behavior is normal and can continue executing commands in a normal way. The results obtained in this model have shown that the proposal is quite effective in the testing phase, with an accuracy rate greater than 90% and a false positive rate of less than 4%. This shows that our model is effective and adaptable to the dynamic behavior of the user. On the other hand, a variability in the execution of user commands has been found to be quite high in periods of short time, but the proposed algorithm tends to adapt quite optimally. © Springer Nature Switzerland AG 2020.

No Thumbnail Available
Publication

Smart Signage with Augmented Reality: Inclusive Coworking

2024 , Arias Flores, Hugo Patricio , Borja Galeas, Carlos , Piedra Ansatuña, Mario

This project focuses on the implementation of augmented reality signage designed to enhance user experience in a coworking space. The signage integrates 2D animations and virtual tours to provide an intuitive and immersive experience, from entry to the desired destination within the establishment. At the main entrance, a totem with a coworking directory features a QR code that visitors can scan to access an interactive directory. The 2D animations, thoughtfully designed with an inclusive approach, utilize validated corporate colors to ensure accessibility, especially for individuals with color vision deficiencies. Each business in the coworking space is identified by a unique corporate color, and internal business floor plans use analogous colors, adjusted to maintain aesthetic coherence and accessibility. In addition to being an effective navigation tool, these animations reinforce the visual identity of the coworking space. Each business within the establishment has an interactive virtual tour that guides visitors from entry to their final destination, providing real-time visual information for effective orientation. The signage system is based on WordPress to offer a seamless and efficient experience without the need to download a specific application. Upon scanning the QR code, users are redirected to a mobile-optimized web page. This page not only provides access to the 2D animations and virtual tours but also offers useful information such as business hours, links to the businesses’ and coworking space's social media, and other relevant details for the visit. This augmented reality signage approach not only enhances the functionality of the space but also ensures that all visitors, regardless of their needs, enjoy an inclusive and efficient experience in the coworking space.

No Thumbnail Available
Publication

Adoption of Technological Products and Services in an Ecuadorian University for External Consumers

2021 , Palacio-Fierro A. , Arias Flores, Hugo Patricio

This article describes the experiences, initiatives and advances in disability issues for external consumers at a university in Ecuador, which has promoted collaboration agreements with various institutions. This synergy has allowed technological solutions to be developed in the field of disability. These include software for blind students, an augmentative communication board app for people with hearing disabilities, a telerehabilitation platform using the Kinect sensor for those with physical disabilities, a literacy kit with tangible interfaces and RFID sensors. Also, an inclusive board for people with intellectual disabilities which integrates Braille code, QR codes and augmented reality. These technologies have transcended academic frontiers and today, thanks to projects of connection with society, they support a vulnerable and traditionally forgotten population. In terms of educational inclusion, figures and initiatives that the university carries out through its Academic Department and Research Institute are presented. In the workplace, the institution developed a MOOC platform to raise awareness on the treatment of people with disabilities, through which nearly 800,000 public sector workers have been trained. Thanks to all these technological initiatives, a teleworking proposal was generated, which is still in development to connect people with disabilities and companies in carrying out intellectual tasks through a technological platform. The result of all these initiatives has left gratifying experiences and increasingly higher challenges in favor of educational and labor inclusion, especially of people with disabilities where there are more barriers in society than due to their abilities. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

No Thumbnail Available
Publication

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.

No Thumbnail Available
Publication

Web Accessibility and Inclusion in Online National Population Censuses: Insights from Ecuador

2024 , Sandra Sanchez-Gordon , Arias Flores, Hugo Patricio , 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.

No Thumbnail Available
Publication

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.

No Thumbnail Available
Publication

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.