- Mobile Learning in Education
- Augmented Reality Applications
- Educational Games and Gamification
- Virtual Reality Applications and Impacts
- Digital Accessibility for Disabilities
- E-Learning and Knowledge Management
- Digital literacy in education
- Educational Innovations and Technology
- IoT and Edge/Fog Computing
- Tactile and Sensory Interactions
- Technology-Enhanced Education Studies
- Information Retrieval and Data Mining
- Technology Adoption and User Behaviour
- Impact of Technology on Adolescents
- Grit, Self-Efficacy, and Motivation
- Educational Methods and Impacts
- Consumer Retail Behavior Studies
- Cloud Data Security Solutions
- Vocational and Entrepreneurial Education
- Education and Digital Technologies
- Robotics and Automated Systems
- QR Code Applications and Technologies
- Global Socioeconomic and Political Dynamics
- Tourism, Volunteerism, and Development
- Information Technology and Learning
Universidad de Las Américas
2017-2025
State University of Padang
2024
Beirut Arab University
2024
Latin University of Costa Rica
2022-2023
Today’s world demands more efficient learning models that allow students to play a active role in their education. Technology is having an impact on how instruction delivered and information found share. Until very recently, the educational encouraged memorization as essential skill. These days, technologies have changed model access information. Knowledge available online, mostly free, easily accessible. Reading, sharing, listening and, doing are currently necessary skills for Mobile...
With the rise of information technology and digitization, education has been faced with need to adopt new learning models using create innovative educational methodologies. In addition, due pandemic restrictions in order help contain spread virus (COVID-19), all institutions have forced switch immediately online education. The application augmented reality (AR) provides important benefits, such as increased engagement interactivity, can minimize negative effects disruption face-to-face...
Over the years, educational institutions have faced significant difficulties in teaching process at all levels, due to lack of motivation, concentration, attention, and confidence, among other aspects. In this sense, information communication technologies can be answer transform models. One most promising accessible recent years is mobile augmented reality (MAR), which allows students visualize content through a device combining real environment with virtual environment, providing an...
M-learning is a teaching and learning methodology that uses mobile devices have wireless connectivity, the use of these offers opportunity to learn anytime, anywhere. Several studies reveal high penetration in recent years, for example, by end 2015 phones world amounted 97 %. Nowadays number globally reached 7.9 billion, more than people on our planet. Although several researchers demonstrate importance m-learning process, there certain limitation device barriers acceptance this technology....
Currently, mobile devices are widely used as a support in education for teaching and learning of multiple academic subjects. An example this is educational applications, which recent years have been massively developed generated downloads use the classroom. Despite their features benefits, such smartphones not usually allowed classrooms due to distraction they can generate. This paper aims evidence why it should be model. To do this, proposed compare two teaching-learning methodologies...
The pandemic caused by COVID-19 impacted the entire world, but significant challenges to be faced during this crisis opened an opportunity for organizations evolve toward a digital transformation. Educational institutions were concrete example of use technologies, which abruptly incorporated into teaching–learning model. Although initiative was initially challenge teachers and students, it has now become tool new innovative teaching models, such as hybrid, online, flexible models. impact...
Currently, social networks and Internet access have become a place that fosters risky experiences for their users, who are vulnerable can victims of violence, online abuse, extortion, etc. Therefore, it is considered necessary to make people aware the appropriate use information communication technologies (ICTs) access, minimize risks vulnerabilities associated with these practices. This research analyzes game-like mobile application called CiberSecApp, which was designed support teaching...
This study aims to evaluate the mental workload perceived by students when using Build_3D, a mixed reality (MR) application, as an educational tool for learning PC and smartphone hardware, well analyze teachers' perceptions of its impact on teaching process. The NASA-TLX was applied measure in 60 students, assessing six dimensions: demand, physical temporal performance, effort, frustration level. Additionally, qualitative observations were collected from teachers regarding use MR practical...
Advancements in technology within education have resulted an expanded incorporation of digital tools and interactive learning methodologies. Within the realm Technical Vocational Education Training (TVET), there is a growing emphasis on cultivation practical skills employability response to industry needs. This paper analyses contribution e-learning Problem-Based Learning (PBL) fostering development soft skills, including communication, teamwork, problem-solving, among TVET students....
Dyslexia is a cognitive disorder that affects the evolutionary ability to read, write, and speak in people, affecting correct learning of large percentage population worldwide. In fact, incorrect caused because educational system does not take into consideration accessibility parameters people with dyslexia need maintain sustainable level equal others. Moreover, use mobile devices, such as smartphones tablets, has been deployed education programs, offering many benefits; however, lack those...
Language is the primordial element for cultural transfer in indigenous communities; if it not practiced, there a risk of losing and with it, large part history community. Ecuador multicultural multiethnic country 18 peoples. Currently, this country, some native languages are at disappearing due to factors such as racial discrimination, underestimation language, and, above all, lack interest motivation new generations learn language. Information technologies have made possible create mobile...
The main objective of this research is a working example how hybrid methodology combining traditional methodologies and mobile devices can be used to contribute the literature on learning in teaching English as second language. This work was carried out because, many Latin American countries, students are taught language throughout their primary secondary education. However, at end studies, most unable communicate with other people English, let alone native speakers. Moreover, it must taken...
The study of educational innovations has attracted increasing attention from academics and researchers around the world. Educational innovation proposes implementation new approaches or practices that are beneficial make an impact on individuals academic communities. current model many higher education institutions (HEIs) was not designed for this generation "digital natives". For reason, HEIs face challenge building teaching strategies generate meaningful experiences. This research seeks to...
Currently, medium and small businesses face a significant change in the way consumers purchase their services, products, or goods. This is fundamentally due to pandemic caused by 2019 coronavirus disease, during which people were forced use information communication technologies satisfy needs interact with other people. After pandemic, people’s dependence on technology increased exponentially, such an extent that Internet has become channel through any product can be purchased agile varied...
Today, the video game industry is one of most profitable business markets in world. Video games are not only being used as a means entertainment but also to reinforce education. Even though there unbroken barriers for disabled people use this kind applications. Lack accessible technologies and functions real problems way discrimination. It challenge every software development organization, even those who focuses line work. Many impaired enjoy playing despite their disabilities; however, some...