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    The role of inhibitory control in the ability to solve problems of university students
    (2020) ;
    Acosta-Rodas P.
    ;
    Ortiz-Granja D.
    ;
    Lepe-Martínez N.
    ;
    Valle M.D.
    The aim of the present study was to analyze the role of inhibitory control in the ability to solve problems of university students. The sample consisted of 90 young people with typical development (Mage= 20.58, SD= 1.27), 39 females (43.33%) and 51 males (56.7%). The Stroop and the Anillas' Test tasks were applied as instruments. As results, it was found a directly proportional and predictive relationship between inhibitory control and problem-solving of university students (correlation between: r= .34 and .47, p= <.01; prediction: r2= .14, F(1,88)= 13.88, p= <.01). It concludes by reflecting on the contribution of conscious control to solve problems faced by the university student on a day-to-day basis in an efficient way and invites future research in order to train inhibitory control. © 2020 Fundacion para la difusion neurologica en Ecuador - FUNDINE. All rights reserved.
      24
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    Evaluation of Augmented Reality Applications for the Teaching-Learning Process
    Different studies show that A.R. has been implemented in several areas of education with positive and encouraging results, for example, in the teaching of anatomy [1] in the literature [23] for reading comprehension, immersive learning [1], preschool education, creation of educational video games to name a few examples. Therefore, the present research project aimed to evaluate 3 augmented reality applications used in the learning of human body systems, the applications evaluated were: Virtualiti Tee, Merge Object Viewer and Humanoid 4d. The evaluation of the platforms focused on determining which one offered the best augmented reality animations, the quality of information on the subject, the design of each application, the best application from the students’ perspective, among other aspects evaluated. The population consisted of 81 people made up of 36 men and 45 women whose age varies between 13 and 16 years of age (Mage=14,074), the exogenous variables were controlled: gender, socioeconomic level, age and academic level, so these characteristics were homogeneous in all participants. The intervention project was worked on in 8 sessions with a duration of 40 min each, in the last session the data collection instrument was applied which consisted of a survey, once the instrument was applied, we proceeded with the analysis and processing of the data from which the following results are derived, according to 42% of the students, the best application to study the systems of the body 43% of students consider that the application that has the best animations with augmented reality is Virtualiti Tee and 53% indicated that the application that provides the most complete information on the subject is HUMANOID 4D.
      33
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    Systematic Review of Executive Function Stimulation Methods in the ADHD Population
    (2024) ;
    Deyaneira Brito
    ;
    Brayan Rodríguez
    ;
    Brenda Guerrero
    ;
    Background/Objectives: Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterized by elevated motor activity, impulsivity, and attention deficit. Approximately 5% of the population suffers from this disorder. Among the key explanations of ADHD, executive functions play an important role in understanding the symptomatology present in this disorder and in determining the main treatment strategies for affected patients. We present a systematic review that seeks to identify the treatment methods developed to support executive functions in individuals with ADHD. Methods: Articles were analyzed in the SCOPUS, PUBMED, and Science Direct databases. Initially, 739 articles were found. After applying inclusion and exclusion criteria, 30 articles remained and were included in the data extraction process. Results: Among the primary treatments identified, 14 studies propose psychological training for executive functions, 9 studies recommend medication, 5 studies suggest digital interventions, and 1 study advocates for sports as beneficial for executive functions. Conclusions: The data are discussed around the need to develop new proposals to enhance the executive functions of individuals with ADHD, thereby improving their performance in educational, personal, social, and family activities impacted by this disorder.
      18  2
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    Virtual Tours of Museums to Promote Tourism
    Museums represent a collection of ancient and modern knowledge which must be protected, disseminated, and transmitted in the best viable way. Digital development and technology in recent years have made it possible to transform the way of interacting with museums through virtual tours (Palmieri et al in Springer Series in Design and Innovation, pp 71–82, 2023 [1]), which gained strength in times of pandemic, the products generated for virtual tours range from physical reproductions/faithful virtual images of historical artifacts to digital libraries that can be used by experts and others, in addition to 360º technology which allows a 360° viewing angle to be covered in two axes. That is, we can see everything around the point where it was made the photo or video. In this article, the virtual tours offered by some museums are analyzed, as well as the use of these tours as a tourism marketing strategy, giving the user the opportunity to interact with the place they plan to visit in a new way (Cóndor-Herrera and Ramos-Galarza in Marketing and smart technologies. Smart innovation, systems and technologies, pp 443–449, 2022 [2]). © 2024, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
      49
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    From Face-to-Face Learning to Virtual Learning: Students’ Perspective
    This article reports the results found in an investigation which analyzed the perception that students have regarding the virtual learning process developed during the COVID-19 pandemic. The study involved 38 students from a Latin American institution whose age ranged from 13 to 15 years of age, who carried out their academic activities virtually for a school year, once the school period ended, a survey was applied to collect information on the experience in virtual classes, once the results have been analyzed, it is evident that the vast majority of students issued responses in favor of virtual teaching and that virtual classes served to develop their skills in managing technological resources, on the other hand a number of participants They did not indicate the learning experience as positive or negative. This may be related to the fact that a group of participants did not have good quality internet. In the same way, the results reflect that the students consider that not having adequate equipment and good quality internet quality are a limitation in the learning process virtual lift. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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    Fundamental concepts in the neuropsychological theory [Conceptos fundamentales en la teoría neuropsicológica]
    (2017) ;
    Ramos V.
    ;
    ;
    Lepe-Martínez N.
    ;
    Paredes-Núñez L.
    This article presents three concepts that are fundamental in the neuropsychological theoretical: (a) historical data in the study of the human brain, (b) neuropsychological evaluation of brain functions and (c) neuropsychological rehabilitation of brain functions. As relevant data in the theoretical development of the study of the human brain is a tour of the trepanation acts performed hundreds of years ago, the contributions of phrenology, the masterful findings of Broca and Wernicke, the heuristic contribution of Luria and the current revolution with the neuro-image. In the neuropsychological evaluation of brain functions, the role of specific, non-specific and delayed observation tests in the interpretation of the neuropsychological state of the human being is analyzed, which allow analyzing neuropsychological functions in the laboratory and in real lifeactivities. Finally, we analyze the process of neuropsychological rehabilitation of brain functions, where mention is made of the processes of restoration, compensation, substitution, activation-stimulation and integration, which are very useful when intervening in a brain that has suffered an acquired damage. It is concluded that the current accelerated pace has determined the advance of neuroscience, where technology and the forceful scientific contribution propose new techniques and theories to understand the processes of evaluation and rehabilitation of brain functioning.
      30
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    Rehabilitation of Children Affected by Attention Deficit Disorder
    This paper presents the conceptual development of a technological application for the treatment of children with attention deficit disorder (ADD). This technological application will consist on serious-gaming to stimulate the different levels of attention. The first level is focused in attention and stimulates it by identifying stimuli through tactile interaction with the user. The second level is selective attention, for which, the child must select a stimulus leaving the irrelevant stimuli aside. The third level will work on sustained attention, where the child must fulfill a game with a longer duration. The next level will contain an activity to stimulate alternating attention, where the child must solve two tasks by alternating the focus of attention. Finally, for the divided attention, it must be resolved two tasks at the same time. With this application it is expected to improve the child’s motivation in the treatment and provide an intervention tool for the clinician. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.
      33
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    Mobile app for psycho-statistics learning
    The requirements to complete the curricula for psychology students has a nodal point which has not yet been solved, it is the acquirement of statistical analyses competences. In this sense, the present work represents the creative development of a mobile application for teaching statistics to Psychology students and professionals. Taking into account this problem and based on the technological use that a mobile cellphone has, our proposal as technological innovation is to create series of mobile applications, for Android and IOS, addressing students and professionals in this science that would like to conduct statistical analyses with high quality competences. In this first mobile application proposed, descriptive statistics will be taught, and it will have various stages with sub-components to interact with the user of the app. © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2020.
    Scopus© Citations 1  23
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    Creation of a Children’s Application to Prevent Cyberbullying
    Cyberbullying is the intentional and continuous abuse or aggression through the use of technological devices and the Internet. In cyberbullying, there is a dynamic of violence between an aggressor and a victim. This type of practice is very common nowadays, since human activity on the Internet is very important, for example, through the use of social networks, learning on virtual platforms, interaction in videoconferences, online video games, etc. The great problem of cyberbullying lies in the high damage, and it generates in the mental health of the victim, which in many cases can lead to suicide. With this background, this article presents the conceptual design of an application for children that seeks to prevent cyberbullying in the context of children. This smartphone application aims to help children to become aware of their behavior and impact within the virtual spaces in which they coexist. This work seeks to reduce the problem of cyberbullying in the school context. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
      25
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    Serious Games Created for Cognitive Rehabilitation: A Systematic Review
    Cognitive rehabilitation is a process by which people who have suffered some type of brain impairment recover their mental abilities. This type of treatment has classically been carried out with concrete materials of pencil and paper, however, currently the use of technology has provided a significant contribution to improve the motivation and interest of patients involved in this process. In this research, a systematic review of the main studies that have generated some type of technology for the cognitive stimulation and rehabilitation process was carried out. In the collection of studies, 24 published articles were found that allowed understanding aspects such as sample size, age, gender, countries, continents, type of interventions and the main technological developments that have been developed in recent years in favor of cognitive stimulation and rehabilitation. The results are discussed in relation to the importance of conducting this type of studies in favor of the treatment processes and the need to improve the quality of the treatment process
      20