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    Smart Learning for Dyscalculia: Cognitive Support with a Pedagogical Approach
    This study explores the impact of the cognitive rehabilitation of dyscalculia, assessing its effectiveness in improving mathematical competencies and its potential as a complementary tool in educational and therapeutic settings. Preliminary results suggest a significant improvement in numerical performance, highlighting the importance of technology in inclusive education. Smart Learning for Dyscalculia represents an innovative pedagogical approach that combines adaptive technologies with inclusive educational strategies to support learners who experience persistent difficulties in mathematical cognition. Dyscalculia often affects numerical processing, pattern recognition, and problem-solving skills, leading to increased anxiety and reduced confidence in formal learning contexts. To address these challenges, Smart Learning environments integrate intelligent tutoring systems, interactive applications, and serious games designed to provide personalized guidance, real-time feedback, and dynamic scaffolding. From a pedagogical perspective, this approach emphasizes student-centered learning by recognizing individual rhythms, strengthening working memory, and promoting motivation through gamification and challenge-based tasks. Immediate feedback and progressive difficulty levels foster critical thinking, while reducing frustration and promoting a sense of achievement. The role of the teacher remains essential, as educators act as facilitators who interpret data from smart systems, adapt strategies, and provide socio-emotional support to ensure equitable learning outcomes. This cognitive support framework not only leverages technology to mitigate mathematical learning barriers, but also advances inclusive education by aligning innovation with pedagogical intentionality. Ultimately, Smart Learning for Dyscalculia contributes to the development of essential mathematical competencies, ensuring that students with diverse needs can participate fully and effectively in academic and everyday contexts. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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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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    FLAG: Fatty Liver Awareness Game for Liver Health Literacy in Last-Semester Software Engineering Students
    (MDPI AG, 2026-05-01)
    Parrales-Bravo, Franklin
    ;
    Borbor-Albay, José
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    ;
    Vasquez-Cevallos, Leonel
    Non-alcoholic fatty liver disease affects approximately thirty percent of the global population, yet public awareness remains dangerously low among young adults facing occupational risk factors. This study introduces the Fatty Liver Awareness Game (FLAG), an educational serious game designed to improve liver health literacy among software engineering students at the University of Guayaquil. While evaluated with this specific sample, FLAG is intended for the broader target population of young adults in developing nations who face occupational sedentary risk and limited access to preventive health education. Through a controlled experiment with fifty participants randomly assigned to game-based or traditional lecture instruction, the game demonstrated superior effectiveness, with a twenty-percentage-point advantage in post-test scores and a seventy-two percent reduction in incorrect responses compared to fifty percent in the lecture group. The large effect size (Cohen’s d = 1.43) and reduced performance variability among game participants indicate that interactive, feedback-rich learning environments can outperform passive instruction for this population and content domain. While the present design does not isolate the contribution of individual game elements—such as narrative framing, explanatory feedback, or mini-game interleaving—the results establish FLAG as a replicable model for digital health interventions targeting underserved populations at critical developmental junctures. Future component analyses are needed to determine which specific design features drive the observed advantages. © 2026 by the authors.
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    Dragon Ball Z, The Legendary Tribes: A Gamified Experience in English
    (2024)
    Harry Chica
    ;
    Marcos Chacón-Castro
    ;
    Gamification is a methodology as well as a ludic medium that is growing in popularity and is increasingly used to motivate students and enable active learning. The objective of this research is to design and evaluate a contextualized gamification such as “Dragon Ball Z” to improve the communicative skills of students in a high school in Colombia at A1 level of English. This study used a mixed non-experimental design approach, where an intervention was conducted with a sample of 22 high school students, divided into 4 groups (tribes). For the application, interactive digital tools were used in a series of 26 sessions composed of activities divided into “missions”, which allowed students to acquire English skills in a playful and participatory way. Students’ progress was assessed using rubrics and qualitative data were collected. Finally, it was shown to be a successful strategy for learning English; this methodology generated a playful, motivating and enriching environment, which promoted student participation, interest and meaningful learning. The results support the importance of using this type of strategies in language teaching, and suggest that contextualizing learning methods to the students’ current context can improve their academic performance and classroom participation.
      12
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    Geo-colonizing Mars: A fun way to raise awareness about environment caring and teach Geometry
    (2021)
    Arroyo-Cruz L.
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    Chacón-Castro M.
    ;
    The technological boom in which we are immersed has caused the game rules in education to change to adapt to the new educational needs demanded by society. An increasingly digital age, where speed, change and transformation have become its fundamental characteristics. This article describes a pedagogical strategy that integrates elements, dynamics and games' mechanics in order to increase motivation in learning geometry, making it more active, lasting, meaningful and fun for Primary Education students. This proposal is based on a Breakout called Geo-Colonizing Mars, an immersive game that includes problem solving activities, experimentation, debates, and research related to geometry. The immersion is supported by a narrative that raises awareness about environment caring through videos and interactive material developed with Genially, Kahoot, Edpuzzle and Flippity. To evaluate this proposal, an intervention was carried out with 51 6th year Primary Education students from a public institution in Spain. The results showed a motivational change that led to a proactive attitude towards learning, collaborative work and problem solving. © 2021 ACM.
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    Q’inqu: Inclusive Board Game for the Integration of People with Disabilities
    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.
    Scopus© Citations 6  35
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    Analysis and improvement of the web accessibility of a tele-rehabilitation platform for hip arthroplasty patients
    (2019)
    Calle-Jimenez T.
    ;
    Sanchez-Gordon S.
    ;
    Rybarczyk Y.
    ;
    ;
    Villarreal S.
    This paper explains some of the challenges that exist to make accessible the web interfaces of a Tele-rehabilitation platform for hip arthroplasty patients and propose an iterative method to improve the level of accessibility using automatic evaluation tools. Web accessibility is not concerned with the specific conditions of people who use the Web, but with the impact that their conditions have on their ability to use it. If the web interfaces of the Tele-rehabilitation platform for hip arthroplasty patients are not accessible enough, the patients will not be able to understand, perceive or operate adequately the platform to benefit completely of the physical therapy. The Web Content Accessibility Guidelines (WCAG 2.0) provides a set of rules and recommendations to help solve the problems of Web accessibility. Additionally, there are evaluation tools that allow identifying main web accessibility problems. These tools are best exploited when used by accessibility experts. The purpose of this research is threefold. First, to present the results of a web accessibility evaluation of the web interfaces of the Tele-rehabilitation Platform for Hip Arthroplasty Patients using three the evaluation tools: WAVE, AChecker and TAW. Second, to analyze the results presented by the tools according to the WCAG 2.0 guidelines to define a list of accessibility improvements. Third, to implement the improvements through the re-factorization of the existing code and re-testing the improved web interfaces to verify that they meet acceptable accessibility levels. © Springer International Publishing AG, part of Springer Nature 2019.
      19
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    Neuropsychological evaluation of inhibitory control and interference control: Validation of experimental tasks in the ecuadorian context
    (2017) ; ;
    Ramos D.
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    Bolaños M.
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    Ramos V.
    This article reports a study in which three experimental tasks (SIMON, Go / No-Go and Stroop Victoria) were adapted and validated to evaluate the inhibitory control and interference control in a sample of Ecuadorian students. The sample consisted of 100 students between 6 and 15 years old (M = 10.13 years, SD = 2.48) belonging to the public education system of Ecuador. The process followed in the adaptation and validation was through the linguistic translation of the experiments, followed by an expert judgment and a pilot study. In the results it was found that there are no statistically significant differences in the measures that assess the inhibitory control and the interference considering the sociodemographic variables of the participants as comparison factors. In the correlation analysis we found a statistically significant association between the measurements of the experiments. We conclude by analyzing the associations found and underlining the need to continue providing evidence in the research line of adaptation and validation of test for using in neuropsychological evaluation.
      14
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    Comprehensive Plan for the Induction of Environmental Awareness Based on Household Waste
    This article presents the results of an investigation applied to 30 residents of a neighborhood in the municipality of Piedecuesta, Santander. The purpose of this research is to develop a comprehensive plan to promote environmental awareness based on household waste (DR), through the application of a survey that allows to know the previous knowledge of the community about the environmental management generated daily in their homes. The strategy employed focuses on environmental education talks, interactive presentations and the delivery of a brochure that comprehensively addresses environmental awareness in relation to household waste. A mixed methodology was used in the research, through the following phases: exploration, planning, observation and reflection. Finally, the following findings were obtained: it is observed that the community lacks information on the separation of DR: organic, recyclable and non-recyclable. In conclusion, the lack of environmental education in the municipality has resulted in a large amount of household waste that is neither separated nor properly used, which generates several negative consequences such as: environmental pollution, greater accumulation in landfills, greenhouse gases (GHG), among others. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
      5
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    Sustainable Tourism in the Galapagos Islands: Strategies and Challenges for Conserving Natural Heritage and Tourism for Adults
    (2025) ;
    Patricia Marisol Chango-Cañaveral
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    ;
    Mónica Consuelo Sarauz
    This research emphasizes the significance of the Galapagos Islands as a unique tourist destination with exceptional biodiversity and valuable natural heritage for adult tourists. It explores how adventurous tourists of different ages, particularly older adults, have become a crucial source of economic income and a catalyst for the development of local communities. The study also discusses the importance of implementing sustainable tourism practices to protect fragile ecosystems and the islands’ endemic biodiversity. It also addresses challenges such as the introduction of alien species, the impact of increasing tourism demand on resources and infrastructure, and the crucial need for a balance between economic development and environmental conservation. The research examines how sustainable tourism has significantly benefitted local communities, not only in terms of employment generation but also in promoting environmental awareness and community participation, instilling hope and optimism for a sustainable, prosperous future. The research concludes by emphasizing the need for a holistic and adaptive approach to ensure that the Galapagos Islands remain a model of sustainable tourism, protecting its natural heritage and ensuring a sustainable, prosperous future for its inhabitants and adult tourists.
      25