Bolaños-Pasquel, Mónica
Preferred name
Bolaños-Pasquel, Mónica
Main Affiliation
Quito
Scopus Author ID
57195721974
19 results
Now showing 1 - 10 of 19
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Item type:Publication, 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 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Evaluation of Augmented Reality Applications for the Teaching-Learning Process(2024); ; ; Clemencia Marcayata-FajardoDifferent 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 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Impact of Technological Development on Human Cognitive Functioning(2024); ;Patricia García-Cruz; Human beings have several cognitive functions (memory, attention, language, perception, executive functions and others) that allow them to perform all their daily activities. In the context of the stimulation of human cognitive functions, classic activities based on tangible resources such as pencil and paper have been developed. In this context, there is an opportunity for technological development to make proposals to create games that stimulate human mental abilities. In this context, this article reports a quantitative systematic review of research about games to cognitive stimulation. Among the main results obtained, games that stimulate skills such as perception, attention, memory, executive functions, psychomotor skills and information processing speed were identified. The following are some of the results processed in this systematic review.23 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, 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 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Virtual Tours of Museums to Promote TourismMuseums 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 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, From Face-to-Face Learning to Virtual Learning: Students’ PerspectiveThis 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.30 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Psychological Factors that Influence Decision Making at the Time of Purchase(2024); ;Micaela Silva; In the buying process there are several factors that determine consumer behavior, which is a central topic of interest in the Neuromarketing research line. In this article we reflect on psychological factors that influence this context: Following fashion stereotypes, the role of the frontal lobe, product purchase anxiety, the psychology behind colors, and personality traits that influence the buying process. The methodology followed was the review of classic research and theories that allowed us to analyze the psychological factors involved in the buying process. The article ends by discussing the need to understand the factors discussed in this research in order to better understand consumer behavior.25 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, University Students’ Rejection to Learning Statistics: Research from a Latin American Standpoint(2023); ;Ramos V.; Introduction: Negative beliefs, fear, avoidance behaviors, and superficial attitudes surrounding the learning of statistics create significant problems for university students in Latin America. Objective: To analyze the impact of fearful behavior, superficial work, and avoidance displayed by university students when it comes to statistics. Method: In this article, we give details about a quantitative research project carried out by two independent studies. The first (N = 310) focused on the development of a scale to assess negative beliefs, fears, and avoidance behaviors towards statistics, in which goodness of fit was determined in a 3-factor model. In the second study (N = 250), it was hypothesized that undergraduates perform superficially due to negative beliefs and avoidance behaviors when learning statistics. Findings: The proposed model explained 42% of the variance. In addition, in the analysis of the proposed mediation model, an adequate adjustment was found. In the discussion of this research project, the need to intervene in the negative beliefs, fears, and avoidance behaviors displayed by university students towards statistics is highlighted. Novelty: This research project explains why college students dislike or avoid learning statistics in depth. The findings will allow for a modification in the way statistics is taught so that Latin American professionals achieve better performance in this field. © 2023 by the authors. Licensee ESJ, Italy.15 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Why Do We Buy Things that We Don’t Need: Reflections from Neuropsychology(2024) ;Ramos-Galarza C.The process that human mind follows to buy any article involves a series of steps. This work reflects from a neuropsychological point of view, the implication that executive functions have in this process. Inhibitory control, emotional regulation, decision making, planning, cognitive flexibility, error correction, and internal language regulating behavior are the executive functions that are analyzed on the possibility of generating an automatic or conscious behavior to make a purchase, for example, when an article is acquired because there is the need versus when a purchase is made only because of impulsive. As conclusion, evidence of the complex dynamics when buying a thing is left, where it is possible to consider executive functions for future marketing campaigns, thus, increase the sales of a specific product. © 2024, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.27 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Rehabilitation of Children Affected by Attention Deficit Disorder(2021); ;Acosta-Rodas P.; ; Saez-Delgado F.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
