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Tití App, an Interactive Psycho-Pedagogical Recovery Tool: A Pilot Study

2022 , Gordón J. , Caicedo, Andrés , Subia Arellano, Andrés

The acquisition of reading and writing is a complex and decisive process for the knowledge appropriation of children and their culturalization; similarly, the number of children who do not achieve the expected literacy level for their age and schooling is also a matter of concern. One of the explanations lies in the learning situation, which regularly develops in a classroom. Nowadays, the incorporation of new technologies that include smartphones and tablets as learning-enhancing resources is crucial. Due to the absence of contextualized tools for the Ecuadorian population, Tití application is proposed. It is focused on reducing the errors in children’s reading by solving tasks that are based on the errors determined in the literacy analysis test, TALE, in a contextualized and motivating digital scenario. The user-centered design is the basis for the construction of this tool with characteristics that are specific to Ecuador such as the use of the Spanish language in an Ecuadorian context, navigation on a map of Ecuador, and rescue of endangered endemic animals. This allows children to identify with their environment and engage in the dynamics of the tool. In the research, a repeated measures study design was applied to assess statistically significant differences between a first and second evaluation. A marked decrease in the number of errors in the elements of the TALE test can be observed. © 2022, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Psycho-pedagogical Recovery Tool Based on the User-Centered Design

2020 , Gordón, Jacqueline , Caicedo, Andrés , Salcedo, D. , Ron, G. , Quintero, G. , Cajas, N. , Narváez, S.

This paper refers to the construction of an interactive tool for digital learning environments. The application—Tití app‖ aims to reduce the quantity of errors in reading and writing processes of schoolchildren by solving tasks based on—Toro y Cervera test de análisis de lectura y escritura‖ in a contextualized and motivational digital scenario. The process of acquisition of reading and writing skills is complex, the elements of teaching play a decisive role in it, therefore it becomes significant to rethink the learning environment in which new technologies including mobile devices such as smartphones and tablets are employed as learning enhancement resources. For the development of the app, a user-centered methodology was utilized in order to improve the user’s experience in a different learning process. In addition, a review of the efforts made in the development of applications focused on the reduction of reading and writing errors with statistically significant results was conducted in order to ensure that—Tití app‖ will become a useful psycho-pedagogical resource with an interactive and attractive design. © Springer Nature Switzerland AG 2020.

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Application of the Tití App Technological Tool in Reading and Writing Comprehension

2025 , Pérez Pérez, Paulina , Caicedo, Andrés

Education at its various levels seeks to foster social change among all stakeholders, particularly students and teachers. In primary school, persistent learning difficulties have been identified, most of which are linked to mastering literacy skills - an essential foundation for educational progress. The interactive tool TitíApp, designed to correct errors such as omissions, substitutions, and rotations, has proved effective in enhancing children's reading abilities. This application not only supports the teaching - learning process but also helps narrow the digital divide across different sectors. The aim of this study was to compare children's reading competencies before and after using TitíApp. A pre and post-assessment methodology was employed with the Toro and Cervera Reading-Writing Analysis Test, applied in accordance with ethical standards for minors. The sample comprised 234 students from public and private schools in Pichincha Province. Findings revealed a reduction in errors when reading letters, syllables, and words, as well as an overall improvement in reading comprehension. The discussion highlights the growing positive impact of technological tools in education, noting that Tití App was particularly effective in improving students' reading fluency and comprehension. Ultimately, the use of this tool offers an engaging and effective means of restoring reading skills while reflecting a culturally grounded approach within the Ecuadorian context. © 2025 IEEE.

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Diagnosis of User Experience (UX) and Accessibility in Traditional Recruitment Tools: Foundations for the Future Implementation of Gamified Processes

2025 , Caicedo, Andrés , Guerra Guerra, Paulina

Traditional personnel selection processes, based on printed tests and face-to-face interviews, present increasing challenges in terms of user experience (UX), usability, and accessibility. Elements such as candidate satisfaction, the learning curve required to understand and complete the processes, and the levels of frustration detected negatively impact fairness and effectiveness in skills assessment. This analysis represents the initial phase of a broader research project, whose ultimate goal is to develop gamified solutions grounded in a user-centered approach. In this initial stage, a qualitative study was conducted through in-depth interviews with six human resources specialists from different organizations, with the aim of identifying the limitations of conventional procedures and examining the perception of gamification as an improvement strategy. The findings indicate that conventional procedures result in a fragmented and unsatisfactory experience, imposing a high cognitive and emotional load on candidates. The specialists highlight persistent obstacles regarding clarity of instructions, limited feedback, unequal accessibility, and the lack of adaptability to diverse profiles. Likewise, they acknowledge the potential of game-based platforms to enhance motivation, reduce frustration, and provide more inclusive experiences. These findings underpin the design of a future quasi-experimental phase that will evaluate, using metrics such as the System Usability Scale (SUS), the comparative effectiveness of traditional versus gamified tools in selection processes. © 2025 IEEE.