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Browsing by Author "Ortiz Carranco, Nelly Yolanda"

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    Assessment of adaptive behavior in the design of serious games for people with disabilities
    (2021-07) Corrales Gaitero, Carlos; Maldonado Garcés, Verónica Gabriela; Ortiz Carranco, Nelly Yolanda; Corrales Gaitero, Carlos
    This article shows the Integral Foundation users’ review for the Special Child (FINE), to the findings of an initial characterization and a derived statistic for applying psychotechnical instruments, specifically from the Adaptive Behavior Evaluation System. It shows important data regarding adaptive behavior and the users’ executive functions before designing serious games to improve their sociocognitive abilities. Among the most relevant results, it was determined that the study population shows limitations in the adaptive abilities obtaining the following scores: the rating of social domain 64 points, conceptual index 55.7, and the practical index 60, by which the general level of adaptive behavior stands at the one percentile, considering it at the lowest operating rank.
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    Characterization and Socio-Cognitive Needs of People with Intellectual Disabilities
    (2020-07-01) Corrales Gaitero, Carlos; Maldonado Garcés, Verónica Gabriela; Ortiz Carranco, Nelly Yolanda; Kalra, J. y Lightner, N.
    The following article presents the characterization of the Integral Foundation for the Special Child - FINE (Pomasqui, Ecuador) users and the selection of pedagogical models to guide the design, monitoring, evaluation, and formulation of training plans for the development of socio-cognitive skills in people with intellectual disabilities. To define the socio-cognitive characteristics and needs of users, their records and the cards issued by the Ministry of Public Health - MSP was reviewed by the foundation. Among the most relevant results, it was determined that the study population requires extensive support systems considering the various dimensions of human functioning. The use of an educational model based on multiple intelligences accompanied by a socio-ecological disability model that emphasizes the fit between the person and the environment, with a multidimensional approach, is recommended according to the new disability paradigm.
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    Cómo atender a estudiantes con necesidades educativas especiales
    (2019) Maldonado Garcés, Verónica Gabriela; Ortiz Carranco, Nelly Yolanda; Valdivieso Miño, Gina Marcela; Enderica Pérez, María Soledad
    El tratamiento de las Necesidades Educativas Especiales en el ámbito de la Educación Superior requiere estudio y orientación. Esta obra resume aspectos teóricos, legales y orientaciones pedagógicas prácticas acerca de cómo trabajar desde el ámbito macro –la admisión de los estudiantes con NEE-hasta lo micro –el ejercicio de la actividad docente en el aula y la inclusión de dichos estudiantes para un efectivo proceso de aprendizaje-. La adaptación pretende brindar las mismas oportunidades a todos los estudiantes sin distingo de ninguna clase. Solo una comunidad educativa capacitada y con ánimo de emprender una educación inclusiva podrá lograrlo. Este manual pretende ser un aporte clave en la consecución de este objetivo en la Pontificia Universidad Católica del Ecuador.
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    Designing a serious game for labor inclusion of people with intellectual disabilities using iplus methodology
    (2020) Corrales Gaitero, Carlos; Maldonado Garcés, Verónica Gabriela; Ortiz Carranco, Nelly Yolanda; Ahram, T., y Falcão, C.
    Labor market insertion of persons with disabilities is a great challenge. It is a societal imperative of ensuring that all citizens can take part in society seeking social equity. Therefore, the purpose of this work is to contribute to the labor insertion processes of persons with intellectual disabilities through the implementation of a mobile application for the development of cognitive skills through the resolution of time sequences and the revision of vocabulary that represent specific work scenarios. For the development of the application, the user centered design approach of iPlus methodology is followed. This article illustrates the development of the application using iPlus.
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    El rol de las Tecnologías de la Información y la Comunicación en las necesidades educativas especiales y la inclusión
    (2017-07) Corrales Gaitero, Carlos; Ortiz Carranco, Nelly Yolanda; García, J., del Pozo, A., d’Orey, M.
    A lo largo del presente trabajo se pretende analizar el papel que actualmente están jugando las TICs dentro del mundo educativo en la adaptación curricular y la inclusión educativa. En este sentido no sólo se hará un trabajo de recolección y exposición de fuentes, si no que se analizará un caso particular de un estudiante de la Fundación para la Integración del Niño Especial (FINE), una entidad que viene trabajando desde hace 25 años, en programas encaminados a formar a personas con discapacidad intelectual. Este trabajo se ha visto reforzado ahora, con la implementación del área de las TICs, pues se han mejorado procesos de comunicación aumentativa en determinados usuarios y potenciado sus destrezas laborales en otros. Las TICs nos permiten abordar muchas aristas de la capacitación, coadyuvando en todo momento a incrementar los procesos de desarrollo cognitivo y las habilidades sociales.
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    Towards the Development of Serious Games Accessible for Users with Cognitive Disabilities
    (2021) Corrales Gaitero, Carlos; Maldonado Garcés, Verónica Gabriela; Ortiz Carranco, Nelly Yolanda; Ortiz Carranco, Nelly Yolanda
    Nowadays, checking the ease of interaction with a serious game is a tremendous challenge for universal design and accessibility experts. Therefore, accessibility in this context means that people with intellectual disabilities can easily navigate and interact in a web application. Accessibility is an essential parameter to consider in each software development phase with the Web Content Accessibility Guidelines (WCAG) 2.1. As a case study, it was applied to the Ludominga platform. Accessibility experts defined 18 guidelines to evaluate ten serious games with a manual method. This research can serve as a reference for future work related to accessibility in serious web-based games.
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    Usability inspection of a serious game to stimulate cognitive skills
    (2021) Corrales Gaitero, Carlos; Ortiz Carranco, Nelly Yolanda; Maldonado Garcés, Verónica Gabriela; Corrales Gaitero, Carlos, Ortiz Carranco, Nelly Yolanda, Maldonado Garcés, Verónica Gabriela
    When creating user interfaces, usability considerations are important to ensure the target population an efficient and effective user experience. For this reason, recommendations are proposed for a preliminary prototype of a serious gaming application called HabCog, which consists of a collection of minigames designed for monitoring and evaluating certain cognitive abilities in users. The target population consists of adults with intellectual disabilities who use the services of the FINE Foundation, whose objective is to develop skills and abilities for full inclusion. According to the results, usability recommendations are provided so that the application is better adapted to the target population.
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    Using expert evaluation to assess the usability of an educational mobile game for cognitive skills training
    (2020-07-01) Corrales Gaitero, Carlos; Maldonado Garcés, Verónica Gabriela; Ortiz Carranco, Nelly Yolanda; Corrales Gaitero, Carlos
    The labor market inclusion of people with intellectual dis- abilities is one of the main concerns of current societies. Non-profit associations make everyday efforts to improve the living conditions of these citizens. This contribution presents a heuristic evaluation of an educational mobile game helping social workers and health professionals in their training in order to incorporate into the labor market citizens with intellectual disabilities. The application provides technological support for cognitive skills training and is aimed at people with mild to moderate intellectual disability and who do not present physical difficulties that prevent the normal use of a mobile device. We use a development process that combines the iPlus methodology together with a collaborative user-centered approach. Suggested recommendations based on the results can improve the usability of the game developed.
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