Conferencia
Permanent URI for this collectionhttps://hdl.handle.net/11285/636053
Presentación o disertación realizada dentro de un congreso o evento similar, o como evento académico independiente, tales como: Conferencia inaugural, conferencia magistral, conferencia de clausura.
Browse
Search Results
- Formative assessment in DGBL: a qualitative analysis of players perceptions of game-based feedback in complex scenario(Springer Link, 2024-10-23) Ramirez Montoya, María Soledad; Patiño Zúñiga, Irma Azeneth; Hernandez, L. E.; https://ror.org/03ayjn504Formative assessment in Digital Game-Based Learning (DGBL) involves evaluating students' learning progress through interactions within a game environment. This study aimed to analyze players’ perceptions of game-based feedback during a DGBL intervention among university students. Utilizing a qualitative approach, data were gathered through learning analytics embedded in the game, an online survey and video recordings of the game sessions. The study engaged 11 university students enrolled in a private higher education institution in Mexico, analyzing the data through content analysis and descriptive statistics. The study identified several key findings: (a) the game provided four types of feedback: guided, diegetic, outcome, and static; (b) these feedback types are integrated with game mechanics, quizzes, minigames, and NPCs; (c) perceptions of content-related feedback efficacy varied, with 27.3% average, 54.5% good, and 18.2% excellent, while game-related feedback was rated 9.1% poor, 36.4%average, 45.5% good, and 9.1% excellent; (d) specific feedback types influenced players’ financial behaviors, such as investing and saving strategies. These findings have significant implications for educational communities and decisionmakers, highlighting the importance of effectively integrating feedback mechanisms in educational games to enhance learning outcomes and behavior modification.
- User experience in digital ecosystems with integration of Artificial Intelligence: a systematic literature mapping from 2010 to 2024(Springer Link, 2024-10-23) Valenzuela-Arvizu, S. Y., Ramírez-Montoya, M. S., & García-Peñalvo, F.J.; https://ror.org/03ayjn504Analyzing users’ experience in digital ecosystems (DE) is essential to ensure effective spaces capable of satisfying their needs and interests. The present study analyzed the publications in the Scopus and Web of Science (WoS) databases from 2010 to 2024 on the study topic of “user experience (UX) in DEs that integrate artificial intelligence (AI).” One hundred eighty-two published articles were reviewed using the Systematic Mapping methodology. Inclusion, exclusion, and quality criteria were applied to obtain the most relevant information. The results showed a) the preponderance of empirical research articles over theoretical/conceptual; b) the mixed methodology approach and the concurrent triangulation design were the most used; c) the main areas of interest were Health, Education, and Technology, which reflects in d) the contexts of the most cited articles and e) the areas of specialization of the main journals analyzed; f) the United States tops the list of the leading countries in this research topic, followed by China and Australia; and e) the studies emphasized assessing the usability and satisfaction with chatbots, the most prevalent and studied AI tool. This review provides a framework for identifying the state of the art of the research topic, making it possible to identify current and emerging research trends.
- Regulatory challenges and optimization strategies for open large language models: a multidimensional framework for efficient management(Springer Link, 2024-10-23) García López, Iván Miguel; Ramírez Montoya, María Soledad; Molina Espinosa, José Martín; https://ror.org/03ayjn504Innovations in artificial intelligence are rapidly transforming various in-dustries, particularly through the development and deployment of Open Large Language Models (OLLMs). However, the absence of a robust regula-tory framework presents significant challenges in ensuring the ethical, safe, and effective use of these models. This research aims to address this gap by proposing a comprehensive regulatory framework designed to optimize the scalability and performance of OLLMs, emphasizing the importance of structured pruning techniques. By integrating both quantitative and qualita-tive analyses, the study will assess the technical capabilities and societal implications of OLLMs, ultimately providing clear guidelines that promote responsible and sustainable innovation. The expected outcomes include the development of a governance model that balances the need for innovation with ethical considerations, offering a pathway for the regulation of OLLMs that supports their continued evolution while safeguarding public interests.
- Digital educational ecosystem with artificial intelligence: evaluation of complex and computational thinking(Springer Link, 2024-10-23) Valenzuela-Arvizu, S. Y., Ramírez-Montoya, M. S., & García-Peñalvo, F.J.; https://ror.org/03ayjn504Due to the social, work, and technological demands characterizing 21st-century society, developing complex and computational thinking skills in the university environment is essential. This document aims to present the current status of a research plan for a doctoral thesis that analyses how university students’ development of computational and complex thinking skills are correlated using training experiences in an AI driven digital ecosystem. This research utilizes a mixed method concurrent design with a triangulation strategy, that is, the collection of quantitative and qualitative data carried out simultaneously (QUAN-Qual). The expected results will enable the development of an evaluation prototype for educational ecosystems with integration of AI. The document is organized into six sections: a) introduction: context and motivation underlying this research project, b) the state of the art of the primary theoretical constructs, c) the hypothesis and research objectives, d) the methodology followed, e) the status of the thesis and f) expected contributions. The research project will contribute to educational innovation, generating valuable knowledge by designing an evaluation prototype for digital ecosystems integrated with AI focused on developing complex and computational thinking skills in university students.
- Augmented reality as a driver to enhance engagement in high school students(Springer Link, 2024-08-05) Velarde Camaqui, Davis; Sanabria Zepeda, Jorge Carlos; https://ror.org/03ayjn504Educational innovation supported by Information and Communication Technologies (ICT) is presented as a way to promote quality education and improve student competencies. The integration of ICTs in schools facilitates access to information and knowledge, eliminating barriers of time and space. To achieve effective integration, it is important to consider Technologies for Learning and Knowledge (TAC), which seek to understand the entire teaching-learning process. Technologies such as augmented reality (AR) have proven to provide immersive experiences and enriching education, by offering significant opportunities to interact with different scenarios and facilitate the understanding of complex concepts. However, studies on the implementation of AR in education have mainly focused on the university level, but research has also been conducted at secondary and elementary school levels, showing positive effects on socio-emotional aspects, cognitive development and academic performance. Thus, the implementation of AR at the high school level is a niche to improve students’ academic engagement and motivation. To address this topic, a mixed study combining quantitative and qualitative approaches is proposed. This is achieved by implementing a Systematic Literature Review and proposing an AR initial incorporation model. The results show a lack of implementation of AR at the high school level. The implications of this study include to make a valuable contribution to the instructional design and technology field, specifically as a case study for high school education, which is an area that warrants additional investigation, particularly in Latin American contexts.
- Health monitoring kiosk: A use case of the DM4O design methodology(Springer Link, 2024-07) Álvarez Icaza Longoria, Inés; Montalvo Urquizo, Jonathan; Huerta Cardoso, Omar Ivan; https://ror.org/03ayjn504; https://ror.org/024mrxd33The rapid and revolutionary transitions in the second decade of the millennium are forcing us to observe and include new perspectives to shape our present and future. Some believe that, at this point, it is crucial to learn from the possibilities brought by diversity and the search for equity. The DM4O is a digital product conceptualization strategy for digital products developed to allow novel design practitioners or students to envision scenarios in which vulnerable groups of people might struggle with human-machine interactions. This document presents a use case in which the methodology was tested with a group of pre-grade Data Science students at Tecnologico de Monterrey University. The results show that 1) Engineering students can benefit from including human factors considerations in their conceptualization processes; 2) The DM4O is a practical approach to promote an inclusive approach; and 3) The application possibilities of the method can promote sustainable and inclusive solutions for digital product design.

