DOI: https://doi.org/10.33262/ap.v7i2

Published: 2025-04-03

“Just Dance” as a gamification strategy towards the inclusion of ADHD in physical education

Introduction. ADHD affects children's academic and social performance, making it difficult for them to be included in Physical Education. Gamification, such as “Just Dance,” can improve motivation and motor control. Objective. To explore the effectiveness of “Just Dance” as a gamification strategy in PE to promote the inclusion of students with ADHD. Methodology. A mixed approach was used with quantitative and qualitative observations in 21 students, including three with ADHD. The gamification strategy was developed in eight levels with multisensory activities, analyzing inclusion through descriptive statistics and content analysis. Results. Gamification improved social interaction, emotional self-regulation, and motivation of students with ADHD. Greater group cohesion and social acceptance were observed, reducing impulsive behaviors and improving concentration. Conclusion. The gamification strategy “Just Dance” promoted the inclusion of students with ADHD in Physical Education, improving their social interaction, self-regulation, and motor skills. Adaptive gamification proved to be effective for educational inclusion. General Area of Study: Education. Specific area of study: Inclusive Physical Education. Type of study: Original articles.

July Janina Ramos Barrera, Jorge Armando Tenorio Hurtado, Lenin Esteban Loaiza Dávila, Giceya de la Caridad Maqueira Caraballo

6-25

Gamification, a didactic strategy in the teaching and learning process of natural sciences in second year elementary school students

Introduction. Gamification, an innovative didactic strategy, has proven to be effective in the teaching-learning process of natural sciences in second year elementary school students. Objective. The purpose of this study was to analyze gamification as a didactic strategy to improve the teaching-learning process of Natural Sciences in second-year elementary school students. Methodology. For this purpose, a mixed, exploratory, descriptive, and applied approach was used. Classroom observation, performance test and interview were used. The sample consisted of 16 students and 4 teachers of the second year of EGB. Results. The initial diagnosis showed that most teachers associate gamification with digital platforms, limiting its pedagogical potential. Students showed superior performance in basic concepts of Natural Sciences. Observation highlighted their interest and participation. The proposal included interactive activities, improving learning, motivation, and socioemotional skills. Conclusion. It is concluded that gamification emerges as an innovative and effective didactic strategy to teach Natural Sciences to second year elementary school students. By combining game elements with educational objectives, this technique promotes active, participatory, and meaningful learning, providing students with the necessary skills and competencies to understand and apply scientific concepts in their daily lives. General Area of Study: Education. Specific area of study: Gamification. Type of study: Original articles.

Paulina Marison Cargua, Andrea Jacqueline Amaya Cortez, Keila Herrera Rivas , Elizabeth Vergel Parejo

26-57

Biophilic design patterns in architecture. Contributions to energy performance and user well-being. A systematic review

Introduction. The exponential growth of cities has triggered significant inequalities and put the sustainability of urban development at risk. This phenomenon has led to a growing disconnect between urban dwellers and their natural environment. At the same time, millions of people live in densely populated areas with inadequate conditions, reflecting the lack of an accessible and environmentally friendly urban model. The expansion of cities must consider strategies that allow a balance between development and environmental preservation, prioritizing solutions that guarantee a healthier and more sustainable lifestyle for all. Objective. The objective of this paper was to identify biophilic design patterns in architecture by evaluating the potential for energy efficiency and user well-being that these patterns have in buildings. Methodology. A systematic review of the existing scientific literature between 2015 and 2024 was conducted. To achieve this, the PRISMA method was used. The search was carried out in digital journals through databases such as Scopus, Web of Science, Science Direct, Taylor & Francis, Pro Quest and Google Scholar for articles on energy efficiency and user well-being in the application of biophilic design patterns. Results. Of the 164 articles reviewed regarding biophilic design patterns in architecture and their contributions to energy performance and user well-being, 32 were selected, which address the application of biophilic design patterns. Conclusion. By uncovering the connection of biophilic design patterns, it becomes clear that their integration has emerged as a response to the demand for resource efficiency and the challenges of climate change. Adoption biophilic design is a key necessity for mental and energetic well-being. General Area of Study: Architecture. Specific area of study: Constructions with a mention in sustainable construction management. Type of study: Bibliography Review.

Dayana Lizbeth Quizhpe Pullaguari, Manuel Salvador Álvarez Vera, Marco Avila Calle

58-80

Interactive digital environments in the development of literacy skills in basic general education

Introduction: The problem identified lies in the need to evaluate how the use of digital platforms, artificial intelligence, educational video games and immersive technologies influence the acquisition and strengthening of reading and writing skills in the school context. Objectives: The general objective of this research was to analyze the impact of interactive digital environments on the development of reading and writing in Basic General Education students in the "5 de Junio" Educational Unit, in the Sucúa canton, province of Morona Santiago, during the 2022-2023 school year. Methodology: The methodology used was quantitative, cross-sectional, and correlational, with a non-experimental design, applying a structured survey with a Likert scale to 260 students. Descriptive and correlational statistical analyses were performed using Spearman's coefficient to determine the relationship between the variables. Results: The main results showed that immersive technologies and artificial intelligence have a positive impact on reading comprehension and written production, with significant correlations (0.664** and 0.821**, respectively). However, the use of digital platforms showed a negative understanding of reading comprehension (-.146*), suggesting that its effectiveness depends on the pedagogical approach employed. Conclusions: It was concluded that technology can enhance reading and writing but requires strategic implementation in the classroom. Teacher training, the progressive integration of digital tools and combined methodologies that favor meaningful learning are recommended. General area of study: education. Specific area of study: Educational technologies / literacy in Basic Education. Item Type: Original

Marcia Edith Solórzano Cedeño, Juan Eduardo Anzules Ballesteros, Elizabeth Esther Vergel Parejo

81-112

Media discourse on Venezuelan immigration in Riobamba: analysis by La Prensa in the second half of 2023

Introduction: Venezuelan migration has generated new social dynamics in cities in central Ecuador, such as Riobamba. In this context, the media play a key role in constructing imaginaries about migrants. This study analyzes the news coverage of the newspaper La Prensa regarding the Venezuelan population during the period July-December 2023. Objectives: The study aims to: a) Identify the narrative approaches used by the newspaper, characterize the type of coverage, and evaluate the social representations attributed to Venezuelan migrants, and b) Identify and characterize the news published in the newspaper La Prensa related to this population. Methodology: The research applied a mixed-method approach. In the quantitative phase, a content matrix was developed to analyze 33 publications. In the qualitative phase, discourse analysis and semi-structured interviews were used with a journalist from the newspaper, a migration expert, and a Venezuelan community representative. Results: Coverage on migration was limited and focused on issues of security, assistance, and the informal economy. Official sources predominated, while direct participation by migrants was limited. Representations reinforced an institutional and welfare-based approach. Conclusions: Media coverage restricts understanding of the migration phenomenon and perpetuates stereotypes. Develop more inclusive journalistic practices and narratives that make migrants' agency visible within the local context. General area of ​​study: Communication. Specific area of ​​study: Communication and Media Coverage. Item Type: Original

Raúl Edison Lomas Badillo, Luis Fernando Tenelema Zavala

113-128

Artificial intelligence in education: transforming digital environments for personalized learning

Introduction. The integration of artificial intelligence (AI) in the educational field has caused an unprecedented transformation in digital learning environments, driving the personalization of teaching and redefining traditional pedagogical methodologies. Objective. The general objective of the research was to analyze the impact of Artificial Intelligence (AI) on the transformation of digital learning environments and its contribution to educational personalization. The research problem lies in that, although AI has the potential to improve education, its adoption faces barriers such as the lack of teacher training, inequality in access to technological infrastructure, and resistance to change in some institutions. Methodology. Regarding the methodology, a quantitative, non-experimental, cross-sectional, and correlational-causal approach was used. A survey was used to analyze student perceptions of the integration of AI in education. Results. The research was conducted at the "Ángel Polivio Chávez" Basic Education School, in Cuenca, with a population of 150 Upper Basic students, selected through non-probabilistic convenience sampling. A key finding was the Spearman correlation (ρ = 0.903, p = 0.000), which indicates an extraordinarily strong and positive relationship between AI integration and the impact on personalized learning. That is, the greater the implementation of AI, the greater the personalization of teaching. Conclusion. In conclusion, while AI can transform education, its success depends on teacher training, technological infrastructure, and equity of access. General area of ​​study: Education Specific area of ​​study: Pedagogy in Digital Environments Type of study: Original article.

Yessenia Fernanda Suquinagua Arévalo, Nancy Catalina Arévalo Luna, Juan Eduardo Anzules Ballesteros, Tatiana Tapia Bastidas

155-179

Pedagogical proposal for the integration of Moodle and mobile applications in the learning of general accounting

Introduction. In the San Antonio de Padua Educational Unit of Tulcán, it was identified that tenth-year students of Higher Basic General Education face difficulties in learning general Accounting, especially in recording, classifying, and analyzing financial transactions. Given this problem, the research proposes how Objective: propose the integration of the virtual teaching-learning environment Moodle and complementary applications to promote a dynamic, accessible, and attractive environment that enhances learning. Methodology: combined theoretical methods such as Synthetic Analysis, Systematization and Structural-Functional Systematic, with empirical methods such as Scientific Observation, Surveys and Interviews applied to students and teachers. The Iadov Technique to obtain a structured view of the level of satisfaction. The diversity and combination of these provided a more complete perspective of the phenomenon studied, together with descriptive statistics and frequency distribution to analyze the data. Results. The pedagogical proposal contributes to the learning of General Accounting in tenth-year students, improves the educational experience and constitutes an opportunity to promote more dynamic and collaborative learning at any time and place. Conclusion. The pedagogical proposal is based on a philosophical framework that promotes constructivism and a humanistic approach. By prioritizing active learning, personalization and collaboration, the aim is not only to improve the understanding of accounting concepts, but also to prepare tenth-year students of Higher Basic General Education to face the challenges of the current world of work, promoting a more inclusive and meaningful education. General Area of Study: Education. Specific area of study: Pedagogy in digital environments. Type of study: Original article.

Valeria Janeth Insuasti Sandoval, Elizabeth Carolina Heras Castro, Zeidy Sandra López Collazo, Rudy Garcia Cobas

180-204

Gamification strategy for the teaching and learning of electrical welding in technical high school

Introduction: High school students often face difficulties in learning electric welding due to technical complexity and lack of connection to immediate practical applications. The gamification strategy can transform these barriers into opportunities by turning learning into an interactive and motivating experience. By integrating challenges, rewards, and playful elements, teachers can make the subject more dynamic and engaging, thus facilitating the understanding of key concepts, and encouraging greater student engagement. Objective: To develop gamification strategies that enrich the process of teaching and learning electric welding in the technical baccalaureate. Methodology: The study was based on a quasi-experimental post-test and control group design. The sample consisted of 26 third-year high school students distributed in two predetermined groups that made up the experimental and control groups. While the experimental groups were exposed to instructional strategies that incorporated gamification tools, the control group was trained using traditional methods. To evaluate the results, two multiple-choice questionnaires of 10 questions were administered in the post-test, designed by the authors, and validated by experts. The analysis of the broad questions posed in the study was conducted using descriptive statistics. In addition, independent and paired t-tests were used to compare post-test scores between groups and determine the presence of significant differences. Results: The results of the study show that the gamification strategy applied to the experimental group was significantly more effective than the traditional method used in the control group. The students in the experimental group achieved an average improvement of 4.23 points between the pre-test and the post-test, reaching a final average of 8.77/10, while the control group improved 3.08 points with an average of 7.08/10. In addition, all students in the experimental group mastered the learning established by the Ministry of Education of Ecuador, while in the control group several students were at lower levels. These findings confirm that gamification facilitates conceptual understanding and knowledge transfer in technical topics such as electric welding. Conclusion: The study confirms that gamification is an effective strategy to improve the teaching of electric welding in technical high school, surpassing traditional methods. The students in the experimental group achieved significantly higher performance, with greater mastery of learning, evidencing that the integration of interactive tools such as Genially increases motivation, comprehension, and retention of knowledge. These results underline the potential of gamification to address complex technical content and suggest its application in other educational contexts to optimize teaching-learning processes. General area of study: Education. Specific study area: Welding. Type of article: original.

Galo Santiago Guevara Falconi, Edgar Eduardo Santillán Hernández, Rosa Roxana Chiquito Chilan

205-228

Impact of artificial intelligence on higher basic education

Introduction: The knowledge society requires urgent transformations in global education systems. These changes must be aligned with modern technologies and intangible services. We are in the era of Artificial Intelligence (AI), which has a significant impact on areas such as transportation, healthcare, financial services, entertainment platforms, robotics, manufacturing, and more. Objective: To analyze the impact of artificial intelligence on teaching and learning processes in higher education, identifying its benefits, challenges, and applications in the classroom. Methodology: the purpose of this projective research with bibliographic design is to propose a methodology for the use of AI in the educational field. Results: The results of the proposal are divided into several categories: supervision processes, university admission and retention processes, early detection of behavioral problems. Conclusions: As a main conclusion, it was determined that AI is a technology with incalculable value in the market, not only in monetary terms, but also for its ability to optimize non-commercial processes, such as in the education sector. AI represents and will continue to be a decisive factor in the transformation of traditional educational paradigms. General area of study: Education. Specific area of study: Educational technology. Item type: Original.

Nancy Marisol Cedeño Zambrano, Virginia Dolores Cedeño Zambrano , Efraín Velastegui López, Tatiana Tapia Batidas

229-252