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1.
6th World Conference on Smart Trends in Systems, Security and Sustainability, WS4 2022 ; 578:431-444, 2023.
Article in English | Scopus | ID: covidwho-2249377

ABSTRACT

Anxiety and depression in infants are a problem that is increasing, this being a consequence of the global pandemic caused by COVID-19. The current panorama indicates that infants are possible victims of suffering from these moods at very early ages and in the worst case, it becomes the leading cause of child suicide. For this reason, it is very important to seek resources and means to mitigate the situation. The current project consisted of making a web application for the control of emotions in primary school children through modules made up of theoretical sessions that cover the management of emotions, thoughts, assertiveness, frustration, breathing, and muscle relaxation. Each module in turn has an intervention session, which consists of situations that are presented to the infants with the aim of analyzing the psychological impact that the theoretical sessions had, with the main purpose of improving or intervening the control of their emotions. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

2.
24th International Conference on Human-Computer Interaction, HCII 2022 ; 1654 CCIS:646-653, 2022.
Article in English | Scopus | ID: covidwho-2173717

ABSTRACT

Aggressive conflicts are part of the natural social behavior of students in schools, which can lead to bullying when there is a form of discrimination or abuse of power, either because of their characteristics or their way of life (sexual orientation, gender identity, nationality, immigration status, ethnicity, sex, socioeconomic status, health, disability, religious beliefs, pregnancy, among others). In the face-to-face mode, the aggressors could be identified and in some way the conflicts were mediated by teachers or authorities of the institution. However, since education changed to a virtual modality caused by the global coronavirus pandemic, new forms of aggressive behavior have emerged with cyberbullying. In this new scenario teachers, parents and law enforcement should take an active role in raising awareness about bullying and cyberbullying. The main objective of this paper is to describe a proposal based on gamification strategy to prevent and raise awareness of aggressive behaviors among students in a virtual environment. The study focuses on three objectives: a) to study the use of visual methods based on microlearning and the techniques to engage students;b) to identify game scenarios and strategies to design an interactive Escape Room;and c) to evaluate the design and content with three experts in psychology. The results indicate that the Escape Room is a different alternative to understand the problems derived from Bullying and cyberbullying. In the future, we are planning to carry out an intervention with students from Ecuador and Colombia to evaluate the impact. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

3.
24th International Conference on Human-Computer Interaction, HCII 2022 ; 1654 CCIS:542-549, 2022.
Article in English | Scopus | ID: covidwho-2173716

ABSTRACT

The educational level of technical high schools has been affected by the current state of emergency caused by the Covid-19 pandemic, due to the lack of educational resources for subjects that require laboratory practice. The objective of the research is to describe a pedagogical strategy using interactive support material focused on augmented reality for equipment installations and electrical machines learning, in order to supply the lack of laboratories. The research carried out surveys to seven teachers, who teach practical subjects, and evaluations to 60 students who underwent the intervention with the application of augmented reality. The results of the pre-test and post-test were analyzed to verify the stated objectives, demonstrating that there are motivating results with the application of two tools Mywebar and Assemblr in the performance of the classes, affirming that the augmented reality tool impacts and motivates the teaching-learning process in the technical area in the professional figure of installations, equipment and electrical machines in a favorable way. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

4.
5th International Virtual Conference on Human Interaction and Emerging Technologies, IHIET 2021 and 6th International Conference on Human Interaction and Emerging Technologies: Future Systems, IHIET-FS 2021 ; 319:68-73, 2022.
Article in English | Scopus | ID: covidwho-1446014

ABSTRACT

The COVID-19 pandemic transformed education from face-to-face to virtual. This accelerated the creation of new learning environments based on the everyday use of mobile devices, presenting new challenges for education. Emerging technologies today drive mobile learning or m-learning. This research focuses on the development of a mobile application that seeks to strengthen the mathematical abilities of whole number empowerment in high school students in a blended mode. The application includes four missions that make up an interactive game, in which the player has three lives and accumulates points. Mate-potencia Olympics faces two players, who must meet the challenges of each mission, the winners go to a second round, until they have the winner. Students learn the process of calculating square powers, identifying each of its elements, allowing dynamic, ubiquitous and flexible learning. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

5.
AHFE Conference on Human Factors in Training, Education, and Learning Sciences, 2021 ; 269:324-330, 2021.
Article in English | Scopus | ID: covidwho-1366311

ABSTRACT

The studies continuity during COVID-19 pandemic has led to the widespread use of information technologies. They keep inadequate ergonomic positions, which lead to various health conditions due to the curricula huge demands. The current learning practices developed in conditions of social isolation and at home exacerbate ergonomic factors unfavorable to young students’ health. The objective is to describe the problems associated with ergonomic factors affecting young Ecuadorian university students. The research is developed under a descriptive approach. It has been carried out based on the application of a survey to a non-probabilistic sample of 585 students who are being trained as teachers. The descriptive analysis of the data informs: inadequate conditions concerning to furniture, illumination, noise, temperature and chromatography. Most of the students showed difficulties in adapting to virtual learning. Finally, it is concluded that the ergonomic challenges described find a research in the immediate future between the disciplines of school health promotion pedagogy, technology and learning ergonomics. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

6.
AHFE Conference on Human Factors and Systems Interaction, 2021 ; 265:219-226, 2021.
Article in English | Scopus | ID: covidwho-1359871

ABSTRACT

The coronavirus disease (COVID-19) pandemic has disrupted family life around the world. Families had to adapt to teleworking and online learning to maintain young children’s learning at home. During quarantine and nationwide school closures, parents of young children and children with disabilities had to act as teachers, therapists and caregivers. The role of parents gained relevance and it was needed to be able to guide their children to use technology during online learning. Digital resources provided an opportunity for children to keep learning, take part in games and keep in touch with their friends and teachers. But it increased access online brings heightened risks for children’s safety, protection and privacy, so it is necessary that parents observe their children and support them. In this context, this paper presents the perception from parents about on the use of digital resources and techno-logical tools that teachers applied before and during pandemic. This study surveyed 773 Peruvian parents to know which of the resources used by teachers helped their children to understand the content of the course and which of tools allowed a better interaction with their classmates and teachers. According to the results of the survey, the most used resource before pandemic has been WhatsApp (32.1%), followed by office tools (Word or Excel 20.3%) and email (8.7%). However, for carrying out online activities during the pandemic the most digital used resource by the teachers has been WhatsApp (29.9%), then YouTube (17.6%), Google Drive (16.7%) and Google Docs. (7.9%). Regarding to a good interaction to increase a better interaction between their classmates and teacher were Zoom (61.7%), Google Meet (25.1%) and WhatsApp (11.6%). These results suggested that the use of digital resources and technological tools during the pandemic has been problematic and challenging for families. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

7.
23rd International Conference on Human-Computer Interaction, HCII 2021 ; 1421:122-131, 2021.
Article in English | Scopus | ID: covidwho-1355936

ABSTRACT

As a result of social isolation due to the COVID-19 pandemic, museums around the world have closed their physical doors, but some of them have opened digital windows to be able to visit them through virtual tours. Through them, interactive and sensory experiences are created developing educational and training spaces, which constitute pedagogical mediators that help teachers make their virtual classes more innovative, creating the interest of their students. This article describes the interactive museums as pedagogical mediators that propose a fusion of knowledge and new experiences, which transport the student to a cultural environment fostering the interest of interacting, knowing and visiting museums;in this way they can renew and create new interactive and innovative experiences. Through interactive museums, it is intended to promote a different learning dynamic, and at the same time improve the student’s disposition to receive new knowledge. This proposal contributes to the teaching-learning process with the use of innovative, interactive teaching resources that are at the same time consistent with the current environment in which children grow up. It is relevant to be able to encourage teachers to apply new educational strategies supported by technology, and thereby enrich their teaching management, achieve better teaching results with their students and seek other interrelationships. The study is also consistent and timely with current times, as teachers and students continue to interact in a virtual mode. The study delves into interactive museums and investigates the type of digital resources that can support the teaching-learning process in the area of Sciences. These ideas are intended to contribute to the design of innovative teaching resources that are based on the experiences of virtual visits to interactive museums, through which it is possible to take advantage of all the advantages and benefits they offer. © 2021, Springer Nature Switzerland AG.

8.
2nd International Conference on Information Systems and Software Technologies, ICI2ST 2021 ; : 79-86, 2021.
Article in Spanish | Scopus | ID: covidwho-1345859

ABSTRACT

Information and Communication Technologies (ICT) offer the possibility of creating a massive resource and knowledge base in the educational field. Learning Objects (LOs) are digital instructional elements that help users' complete tasks. This diversity has made it difficult to easily integrate them into educational software solutions, which is why this document presents a study of the characteristics, standards, and tools for creating and reusing OAs. For this purpose, a systematic literature review of 1023 scientific articles were carried out. With the results of 42 selected articles, a website was developed based on the SCRUM methodology, which integrates OAs oriented to the use of ICT tools to contribute to virtual education generated by the global crisis of the pandemic by the COVID-19. This study can serve as an input in future studies related to SCRUM-based learning objects. © 2021 IEEE.

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