All Stories

  1. Musical Versus Narrated Serious Games Versions Effects in Toddlers and Children with ASD: A Comparative Study
  2. “Gráfica Popular” as a Pedagogical Resource: Feasibility and Contributions in Educational Settings in Guayaquil
  3. OSI-LEARN: THE EVALUATION OF SERIOUS GAMES AS A STRATEGY FOR LEXICAL-SEMANTIC LEARNING IN EARLY CHILDHOOD EDUCATION
  4. Optimizing Learning Analytics in Serious Games: Reengineering the MIDI-Am Dashboard
  5. Social Justice and Sustainability of Peasant Family Farming
  6. Estrategias de diseño en la creación de personajes para videojuegos educativos infantiles: caso MIDI-Musical
  7. Facial expression analysis in children with autism spectrum disorder using a refined Human-Robot-Game platform for active learning
  8. Convolutional Neural Network-based Classification of Parkinsonian Voice Disorders: A Spectrogram Approach
  9. Evaluation of an Intelligent Educational Toy-Game Prototype for Toddlers’ Motor Stimulation and Learning
  10. Design of a Technological Platform for Teaching Children's Musical Initiation Using Gamification
  11. Advanced Metrics to Evaluate Autistic Children’s Attention and Emotions from Facial Characteristics Using a Human-Robot-Game Interface
  12. Feasibility of Using Serious MIDI-AM Videogames as Resources in Early Childhood Education
  13. Metrics for a Human-Robot-Game platform to evaluate attention and emotion in children with ASD
  14. Usability of educational video games as a teacher's tool in virtuality - an evaluation model
  15. Educational Digital Games Evaluation as a Teaching Support Tool in Academic Virtuality
  16. MIDI-AM Videogame Usability in Virtual Learning as a Digital Pedagogical Tool in Emerging Economies
  17. MIDI-AM Model to Identify a Methodology for the Creation of Innovative Educational Digital Games
  18. MIDI-AM, serious games for children as supporting tools in educational virtuality for marginal areas of high vulnerability
  19. Visual Metrics for Educational Videogames Linked to Socially Assistive Robots in an Inclusive Education Framework
  20. Evaluations of Software Developed as Research Tools to Analyze Trends of Educational Videogames Characters
  21. LA PANDEMIA DE COVID Y LOS MIGRANTES: UNA AGENDA DE DIEZ PUNTOS PARA MITIGAR EL DESASTRE EN CURSO
  22. Refined metric interpretation in natural language for educational videogames using fuzzy logic
  23. Metrics Design of Usability and Behavior Analysis of a Human-Robot-Game Platform
  24. Natural Language to Facilitate the Analysis of Statistical Evaluation of Educational Digital Games
  25. MIDI-AM Model to Identify a Methodology for the Creation of Innovative Educational Digital Games
  26. Estructura y Maquetación con Diseño Adaptativo para Sitios Web sobre Autismo
  27. LOLY 1.0: A Proposed Human-Robot-Game Platform Architecture for the Engagement of Children with Autism in the Learning Process
  28. Statistical Representations of a Dashboard to Monitor Educational Videogames in Natural Language
  29. Monográfico: “Producción digital y arte audiovisual”.
  30. Evolución de Videojuegos y su Línea Gráfica, un enfoque entre la Estética y la Tecnología.
  31. Developing a Dashboard for Monitoring Usability of Educational Games Apps for Children
  32. Applying QCA with Fuzzy Logic to Generate a Refined set of Factors for Information Systems Adoption: The Case of Public Ecuadorian Organization, an Example of IS Adoption in Emerging Economies
  33. Using Fuzzy Logic in QCA for the Selection of Relevant IS Adoption Drivers in Emerging Economies
  34. Understanding Subjective Aspects in the Use of Human Computer Interface for Government Information Systems
  35. Fuzzy QCA applicability for a refined selection of drivers affecting IS adoption: The case for Ecuador
  36. Effectiveness of using Pluralist Methodology in Information System Adoption Studies: Position Paper: IS Qualitative — Quantitative Method