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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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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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Analysis of the Spread and Evolution of COVID-19 Mutations in Ecuador Using Open Data

2024 , Guevara Maldonado, César Byron , Dennys Coronel , Byron Salazar , Jorge Salazar , Arias Flores, Hugo Patricio

Currently, the analyses of and prediction using COVID-19-related data extracted from patient information repositories compiled by hospitals and health organizations are of paramount importance. These efforts significantly contribute to vaccine development and the formulation of contingency techniques, providing essential tools to prevent resurgence and to effectively manage the spread of the disease. In this context, the present research focuses on analyzing the biological information of the SARS-CoV-2 viral gene sequences and the clinical data of COVID-19-affected patients using publicly accessible data from Ecuador. This involves considering variables such as age, gender, and geographical location to understand the evolution of mutations and their distributions across Ecuadorian provinces. The Cross-Industry Standard Process for Data Mining (CRISP-DM) methodology is applied for data analysis. Various data preprocessing and statistical analysis techniques are employed, including Pearson correlation, the chi-square test, and analysis of variance (ANOVA). Statistical diagrams and charts are used to facilitate a better visualization of the results. The results illuminate the genetic diversity of the virus and its correlation with clinical variables, offering a comprehensive understanding of the dynamics of COVID-19 spread in Ecuador. Critical variables influencing population vulnerability are highlighted, and the findings underscore the significance of mutation monitoring and indicate a need for global expansion of the research area.

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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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Value Proposal: A Participatory Brand Construction Model

2023 , Borja Galeas, Carlos , Arias Flores, Hugo Patricio

The brand is not only from the Unagotion, goes further, it is as if the consumer inner-Izara the product or service. It is searching from consistency, preubey, pursuit, trust, content, and reaching the client, and these elements are the way for the construction of the brand. The corporate image is created from a cultural internalization of management and will be reflected in the identity that will be reflected toward the whole world, and this design is born from the participation of the designer and the senior executives, who transform the ideas through the use of tools innovative The objective of this research is to generate a model that integrates the use of the business model canvas and participatory design, identifying the value proposition of the company. By using a heuristic matrix, which plasma the differentiating elements of the company, iconic elements represent them, together with the colors and typographies that together build the brand with its components: (1) morphology, (2) color, and (3) typography. The participatory design of the actors at each stage accelerates the brand construction, the results are integrated into the best corporate identity, and resistors are avoided in their adoption. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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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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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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Q’inqu: Inclusive Board Game for the Integration of People with Disabilities

2020 , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Altamirano, I.

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.

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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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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.