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    Interdisciplinary Perspectives on FinTech and Blockchain in Cryptocurrency Platforms: A Systematic Literature Review on Accessibility, Usability, and Digital Inclusion
    (Springer Nature Switzerland, 2026) ;
    Luis-Chinchilla, Jose
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    ;
    Calle-Jimenez, Tania
    According to recent studies, the application of agile methodologies in the development of cryptocurrency platforms can increase efficiency in improving accessibility and usability in digital financial systems by up to 35%. This study conducts a systematic literature review on the integration of FinTech and blockchain technologies, with a particular focus on accessibility and usability in digital platforms. Based on the PRISMA 2020 framework, indexed publications from the Scopus database published between 2021 and 2025 were analyzed. The results reveal a sustained growth in scientific output, especially during the period 2023–2025, with a notable concentration of publications from countries such as Malaysia, Spain, and Ukraine. The main contributing fields include business, computer science, and economics, reflecting the interdisciplinary nature of the topic. Furthermore, the findings highlight the role of FinTech and blockchain in modernizing financial services, improving transactional efficiency, and supporting the achievement of the Sustainable Development Goals (SDGs), particularly those related to environmental sustainability and digital inclusion. Finally, the study recommends expanding future research to include multiple databases and additional keywords in order to generalize the findings and deepen the understanding of the impact of these emerging technologies. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Designing the UI/UX of a Gamified Platform to Raise Awareness About Water Conservation Using the User-Centered Design Method
    (Springer Nature Switzerland, 2026) ; ; ;
    Sanchez-Gordon, Sandra
    ;
    Acosta-Vargas, Patricia
    Water conservation and responsible usage are critical to ensuring the sustainability of life on Earth. Raising awareness about these practices is essential to fostering behavioral changes in everyday life. This study aimed to design a gamified environment, integrating both digital and physical mediums, to promote awareness of water conservation. The proposed solutions included digital games, board games, interactive maps, and card games, blending entertainment with education. The research employed the Game Thinking methodology, involving ten master’s students specializing in user experience design. The process adhered to the principles of user-centered design across all phases. Initially, the problem of water scarcity was explained to participants, who subsequently proposed design concepts tailored to this issue. These concepts were developed into prototypes and tested with users representative of the intended age groups. Preliminary results from the first usability tests revealed areas for improvement. Feedback from peer reviews highlighted the need to enhance narrative elements, interface design, usability, and accessibility. Iterative refinements based on this feedback significantly improved the prototypes’ alignment with the project’s educational objectives. In conclusion, the study demonstrated the potential of gamification as a powerful tool for promoting water conservation awareness. Future work will focus on completing functional prototypes and evaluating their impact in real-world settings to measure their effectiveness in instilling responsible water usage behaviors
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    Low-Cost Interfaces and Technological Accessibility: A Human–Computer Interaction Approach for the Inclusion of Individuals with Motor Disabilities
    Cerebral palsy (CP) is a neurological disorder of prenatal or perinatal origin that affects motor control, posture, and frequently speech, thereby limiting autonomy and social participation among individuals who experience it. During the transition to adulthood, these limitations tend to intensify, highlighting the need for assistive technologies (AT) that effectively address real-world contexts of use. However, the high cost and limited adaptability of many existing solutions restrict their adoption, particularly in low- and middle-income countries. This study is situated within the field of Human–Computer Interaction (HCI) and aims to evaluate low-cost input devices based on principles of accessibility, ergonomics, and usability, to improve the work performance of individuals with motor disabilities. A qualitative methodology was employed, based on the think-aloud technique, applied to a case study involving an adult with cerebral palsy who interacted with three devices: a conventional trackpad, a MAKEY MAKEY-based interface, and a wireless keyboard with an integrated touchpad. The results indicate that, although the trackpad allows for a degree of progressive adaptation, it presents limitations in tasks requiring bimanual coordination. The MAKEY MAKEY interface provides greater discrete control but demands high levels of coordination and generates fatigue due to its physical configuration. In contrast, the wireless keyboard with an integrated touchpad emerges as the most efficient and ergonomic alternative, as it distributes functions between both hands and reduces physical effort. It is concluded that the adaptation of mass-market consumer technologies, under a user-centered design approach, can offer accessible, functional, and sustainable solutions for the digital inclusion of individuals with motor disabilities. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture
    (2025) ; ; ;
    Luis Aguirre-Morales
    ;
    Sandra Sanchez-Gordon
    This study explores the implementation of an educational Escape Room as a pedagogical strategy to teach tangible cultural heritage to students in Ecuador. This Escape Room was designed using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) and integrated into the basic education curriculum for Ecuadorian schools. The primary objective was to enhance students’ engagement and understanding of Ecuador’s cultural heritage through an interactive and gamified learning experience. The Escape Room was structured around five missions, each focusing on different aspects of the cultural heritage of five parishes in Ecuador. Students were required to solve puzzles, answer questions, and complete challenges to progress through the game. The results of the implementation, evaluated through observation and student feedback, indicated a high level of student engagement, improved problem-solving skills, and a deeper appreciation for Ecuador’s cultural heritage. The study concludes that Escape Rooms can be an effective tool for teaching cultural heritage, fostering teamwork, creativity, and critical thinking among students. This innovative approach not only makes learning more dynamic and enjoyable but also aligns with modern educational trends that emphasize active and experiential learning.
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    Web Accessibility and Inclusion in Online National Population Censuses: Insights from Ecuador
    (2024)
    Sandra Sanchez-Gordon
    ;
    ;
    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.
      18
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    Gamified Proposal to Stimulate Reading in Primary School Students
    (2024) ;
    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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    Development of Behavior Profile of Users with Visual Impairment
    The interaction of the user with visual impairment with assistive technologies, and in particular with screen readers, generates a group of actions and events during their navigation. These interactions are defined as behavioral patterns, which have a sequence that occurs at specific time slot. Understanding user behavior by analyzing their interaction with applications, in addition, details the characteristics, relationships, structures and functions of the sequence of actions in a specific application domain. The objective of this document is to find activity patterns from a set of commands used by the user, combining data mining and a Bayesian model. This model calculates the probability of the functions used with the screen reader and generates a behavior profile to improve the user experience. For this study, the screen reader JAWS version 2018, the Open Journal Systems platform version 3.0.1 and a computer with Windows 10 operating system were used. During the first phase, command history used by the user by interacting with the Open Journal Systems platform were collected. The result is that the accessibility of users with visual impairment to interact with the computer and its applications has been improved by applying this model. © Springer Nature Switzerland AG 2020.
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    Optimizing Agriculture with LoRaWAN and HCI: A Smart Approach to Sustainable Farming
    Modern agriculture faces challenges including water scarcity, excessive fertilizer use, and limited connectivity in rural areas, all exacerbated by climate change. This paper presents a smart agriculture system leveraging LoRaWAN technology and human-computer interfaces (HCI) to address these issues. The proposed system integrates low-cost sensors, a LoRaWAN-based network, and a user-friendly dashboard for real-time monitoring of critical variables such as soil moisture, ambient humidity and temperature. A proof-of-concept implementation demonstrates the system’s effectiveness in optimizing water and fertilizer use while maintaining scalability for large agricultural operations. The system operates reliably within rural environments without relying on traditional internet infrastructure, offering an affordable and sustainable solution. Field tests validate the system’s performance, highlighting its potential to enhance decision-making and resource efficiency in floriculture and beyond. Future work aims to expand the system’s capabilities with additional sensors, artificial intelligence for predictive analytics, and automated control mechanisms, further supporting sustainable farming practices.
      24
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    Analysis of the Spread and Evolution of COVID-19 Mutations in Ecuador Using Open Data
    (2024) ;
    Dennys Coronel
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    Byron Salazar
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    Jorge Salazar
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    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.
      22
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    Exploring the Effectiveness of Assistive Technology: A Preliminary Case Study Using Makey Makey, Tobii Eye Tracker, and Leap Motion
    This study evaluates the usefulness and efficacy of three different continuous input devices - Makey Makey, Tobii Eye Tracker 4C, and Leap Motion - in promoting computer engagement for people with disabilities. A preliminary pilot study was conducted with the participation of one person with several disabilities. They were given various tasks to accomplish using each continuous input device, and their performance was assessed. To conduct the study, an experimental environment including two computers and a designed interface had to be setup. The findings showed that Leap Motion had poor perceived usability and that Makey Makey had the best usability, followed by Tobii Eye Tracker 4C. The pilot study also emphasizes the difficulties and modifications needed for people with disabilities to use these input devices in an efficient manner. These results highlight how crucial it is to create inclusive interfaces and technologies in order to improve accessibility for a range of user demographics
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