@espol.edu.ec
Facultad de Arte, Diseño y Comunicación Audiovisual
Escuela Superior Politécnica del Litoral
Professional with outstanding experience in Higher Research Studies and Teaching related to the areas of Education, Technologies (ICTs), Information Systems (SI), Project Management and Entrepreneurship. Also, work experience in management positions held in private and public organizations. Passionate academic, in all my duties as a professor and researcher at the university level. In research studies, my areas of interest are focused on multidisciplinary research methodology; use of technologies in children's learning and special education (research project nominated by UNESCO for the King Hamad Bin Isa Al-Khali award 2019); organizational management and business administration of technological innovation; specialized studies in high research related to usability and adoption of technologies (IS and ICTs). As an academic, I am personally passionate about guiding and motivating young generations by encouraging them as innovative entrepreneurs, supporting the development of their critic
Doctor of Philosophy, Technology, and Information System. Griffith University, Australia
Professional with outstanding experience in Higher Research Studies and Teaching related to the areas of Education, Technologies (ICTs), Information Systems (SI), Project Management and Entrepreneurship. My areas of interest are focused on multidisciplinary research methodology; use of technologies.
Evaluation and Production of educational games linked to control platforms for analysis of usability and preference of content and graphic lines that impact the creation and use of the MIDI-AM series as support for regular or inclusive education.
Project designed by the Faculty of Art, Design and Audiovisual Communication of ESPOL (FADCOM) in conjunction with the Center for Research and Development of Innovation in Computer Systems (CIDIS). Its objective is to improve the development of social and cognitive skills in children with special educational needs through a Human-Robot-Game (HRG) platform, focusing mainly on Autism Spectrum Disorder (ASD). It is currently on evaluation to test its usefulness in children with other disabilities who attend inclusive primary schools or educational support centers.
Usability evaluation and production of mobile platforms and applications using gamification for teaching musical initiation in children from 2 to 3 and 4 to 7 years old.
Scopus Publications
Scholar Citations
Scholar h-index
Scholar i10-index
Nayeth Solórzano Alcívar, Lissenia Isabel Sornoza Quijije, Gloria Morocho Yunga, Gabriela Pita Quito, and Roberto Poveda Páez
Springer Nature Switzerland
Dennys Paillacho Chiluiza, Nayeth Solórzano Alcívar, Michael Arce Sierra, Edwin Eras, and María Fernanda Plúas
Springer Nature Switzerland
Nayeth Idalid Solorzano Alcivar, Anthony Jair Pincay Lino, Gema Nicole Toapanta Cedeno, Elizabeth Stefania Elizalde Rios, and Diego Alejandro Carrera Gallego
ACM
In 2020 COVID-19 imposed forced academic virtuality. This phenomenon offered Education 4.0 an application opportunity for its existing technological tools and their main trends of innovation and change, increasing continuity in vital teaching-learning processes. This matter introduced the need to establish a model to evaluate the usability of supporting technological tools with active learning strategies, including children's educational digital games (EDG). The article presents a methodological model in a case study evaluating EDG's academic experiences in virtual teaching. It also justifies a pilot plan supporting Education 4.0 with gamification and how it strengthens early childhood education in public schools targeting marginal sectors in a densely populated Ecuadorian city. This context evaluates the Utility and Usability factors of a selected EDG series (MIDI-AM) as complementary tools used in the teaching-learning processes of children ages 4 to 7. A mixed qualitative-quantitative method was applied, including exhaustive literature reviews, data collection strategies, and analysis through focus groups and online surveys. The resulting evaluation identified possible improvements in gamification and the production of additional EDG. The study initiated six hypotheses and validated the proposed research model as a tool for evaluating EDG in future academic periods as reinforcement of curricular content fostering more dynamic and active learning.
Nayeth Idalid Solorzano Alcivar, Erika Fernanda Mesias Cabezas, and Elizabeth Stefania Elizalde Rios
IGI Global
This article analyzes educational video games' usability as a pedagogical support tool in primary early childhood education, particularly in virtual environments of emerging economies. The MIDI-AM series of educational digital games is used as a case study that focuses on learning by playing using technology. The study examines the degree of usability, applicability, and relevance of these serious games as pedagogical tools in educational virtuality, identifying opportunities for improvements and designing a practical methodology to evaluate them as part of the teaching-learning process. A triangulated analysis is carried out with mixed methods, evaluating data generated in a control panel of MIDI-AM applications, focus groups with teachers and parents of local schools, and user satisfaction questionnaires. The results regarding usability and relevance of the applications were primarily positive. However, certain shortcomings in these applications' structure and possible opportunities for improvement within the educational context applicability were also identified.
Nayeth Solorzano Alcivar, Dennys Paillacho Chiluiza, Michael Arce Sierra, and Josue Tomala Pozo
IEEE
Robots' assistance has become much more common for human interaction. Particularly, Social robots are used to support everyday activities, including education. It has been evidenced that children with Autism Spectrum Disorder (ASD) express interest in using digital games, especially if they are linked to robots. However, there is little evidence regarding the existence of evaluation tools that can monitor the interaction between Human-Robot-Game (HRG), helping to evaluate a child's social and learning skills using this technology. This study aims to develop a dashboard system that allows recording and graphically representing the results obtained from usability metrics, attention, and emotional behavior analysis of an HRG platform. This research can assist psychologists, therapists, and tutors in evaluating the grade of attention and level of emotions children have during an HRG session. The outcomes also help to give more insights for a better design of innovative EDG and metric parameters for the measurements of a robot's behavior routines used in children with ASD and neurotypicals.
Nayeth Solorzano Alcivar, Kenya Quinto Veloz, Samuel Valarezo Risso, and Elizabeth Elizalde Ríos
Latin American and Caribbean Consortium of Engineering Institutions
Nayeth I. Solorzano Alcivar, Luis C. Herrera Paltan, Leslie R. Lima Palacios, Dennys F. Paillacho Chiluiza, and Jonathan S. Paillacho Corredores
Springer Singapore
Nayeth Idalid Solorzano Alcivar, Elizabeth Stefania Elizalde Rios, Diego Alejandro Carrera Gallego, Da Hee Park Kim, and Lissenia Isabel Sornoza Quijije
IGI Global
Educational game applications' production considers technical, pedagogical, and aesthetic resources guided by the type of device used, interfaces, and themes. In addition, it considers users' tastes and preferences, trends in society, and the environment. However, no evidence in the recent literature allows developers to identify entire patterns or structures in serious games production. This chapter analyzes university experiences and research related to the design, development, and use of ludic games application for mobile devices' MIDI-AM model series games as tested in local environments. These games are aimed at children in their first years of primary school education. The MIDI-AM model is proposed as a methodology that considers a technical and aesthetic platform to guide serious game applications' production and monitoring. These are suggested as supporting tools for the traditional teaching-learning process.
Nayeth Solorzano Alcivar, Anibal Gamboa Carrillo, and Diego Carrera Gallego
IEEE
With digital gaming's increasing popularity, Educational Digital Games (EDG) are being more commonly used to complement children's early education. Controlled EDG provides educators a way to observe progress. Many existing applications fail to generate automatic data collection to provide reliable information for feedback on academic aspects needed. This paper describes the usefulness of MIDI-AM, a series of EDG, to link a dashboard, including informative outcomes about use and Playability. It explains how rules of fuzzy logic and Natural Language (NL) can provide consumable feedback. The research objective provides a new component in a longitudinal study to identify a more efficient process for developing and implementing a module to refine the dashboard metrics and outcomes of MIDI-AM EDG. The initial platform was redundant and created inconsistent results. Using Artificial Intelligence (AI) generates valuable information to refine the process of generating feedback reports using detailed data interpretations in NL.
Nayeth Solórzano Alcívar, Robert Zambrano Loor, and Diego Carrera Gallego
Springer International Publishing
Nayeth I. Solorzano Alcivar, Lissenia I. Sornoza Quijije, and Diego A. Carrera Gallego
Insight Society
Children's use of educational videogames is a growing at-home trend and has become a relevant classroom supporting tool in the teaching-learning process. The increased attachment to video games has hastened the creation of "learning through play" applications. The development of these applications requires the creative production of content using characters (avatars) playing distinct roles to engage people with the game. Evaluation tools need to be designed to understand and improve this engagement. This study aims to explain the design and development structure of research tools such as online personalized questionnaires and dashboard platforms used to populate data in a cloud for evaluating games' usability and avatars' preferences. The paper revises the applicability of three research tools tested to analyze five different graphic lines games series and the archetype of their designed avatars. The MIDI-AM educational videogames series for mobile applications is the case study examined. The need to evaluate the avatar preferences before or after playing the games to find correlations with the usability trends is present. Comparative results between the three designed research tools will help solve issues about different viewpoints between designers and producers concerning graphic lines used in educational games production and the correlation with game use preferences. The research is relevant for graphic designers, producers, and creative experts to develop well-informed styles and avatars for children's digital games. Also, the practicality of using the proposed research tools to analyze videogame and characters' preferences is confirmed.
Nayeth I. Solorzano Alcivar, Luis C. Herrera Paltan, Leslie R. Lima Palacios, Jonathan S. Paillacho Corredores, and Dennys F. Paillacho Chiluiza
Springer International Publishing
Dennys F. Paillacho Chiluiza, Nayeth I. Solorzano Alcivar, and Jonathan S. Paillacho Corredores
Springer International Publishing
Nayeth Idalid Solorzano Alcivar, Elizabeth Stefania Elizalde Rios, Diego Alejandro Carrera Gallego, Da Hee Park Kim, and Lissenia Isabel Sornoza Quijije
IGI Global
Educational game applications' production considers technical, pedagogical, and aesthetic resources guided by the type of device used, interfaces, and themes. In addition, it considers users' tastes and preferences, trends in society, and the environment. However, no evidence in the recent literature allows developers to identify entire patterns or structures in serious games production. This chapter analyzes university experiences and research related to the design, development, and use of ludic games application for mobile devices' MIDI-AM model series games as tested in local environments. These games are aimed at children in their first years of primary school education. The MIDI-AM model is proposed as a methodology that considers a technical and aesthetic platform to guide serious game applications' production and monitoring. These are suggested as supporting tools for the traditional teaching-learning process.
Nayeth I. Solorzano Alcivar, Diego Carrera Gallego, Lissenia Sornoza Quijije, and Marco Mendoza Quelal
ACM Press
Nowadays digital game applications or interactive children's educational games implemented in mobile devices (to be identified as Apps), are beginning to be widely used to complement children's education, particularly during early childhood education. However, digital game Apps do not generate a timely collection of data that could be obtained, so that with a proper interpretation they can serve as a guide in making decisions about the content, types, and level of games that should be created as digital tools to support children's education. In this article, is indicated how through the development of a dashboard, linked to a database in the cloud, it is possible to obtain and present information that allows measuring the use and playability and usability factors for these types of Apps, in an orderly and precise manner. For the development of the dashboard and its link in real time with the Apps to monitor, JavaScript was used through the framework Sails.js and the database implemented in PostgreSQL. In parallel, for the data transmission tests, two mobile applications were implemented in Android, one programmed in Unity and the second using Adobe Animate. Both Apps were designed by recording internal data in JSON file format. To analyze and obtain results, we used PQM metrics 2014 (Playability Quality Model), and we applied an adapted theory which helps to facilitate the identification of factors affecting the use and adoption of information systems and technologies in Latin American local contexts. The Pilot tests were carried out with children from 4 to 8 years attending schools of marginal areas in the city of Guayaquil, Ecuador. These children with little knowledge of technology use, facilitate better evaluation of different scenarios to measure the behavioral use of the Apps and their contents without significant influence of previous knowledge about digital educational games. This article presents the first results of an extensive and longitudinal multidisciplinary research, relevant to organizations and people involved in early childhood education.
Nayeth I. Alcivar, Louis Sanzogni, and Luke Houghton
International Association of Online Engineering (IAOE)
Information Systems (IS) research continues to contribute to a long list of technology adoption factors from many studies conducted outside the Latin American (LAT) nations. These investigations fail to appropriate the context of IS adoption in LAT. This fail is mainly due to the geographical scope of existing studies. Those aimed at North America for example, are out of context regarding a diverse technological approach when applied to LAT. Further, uncertainty and an inability to predict outcomes of technology adoption, create variances in results because the local contexts are not considered. The reasons for this are unclear from existing studies. To detailed explore this problem further, a Qualitative Comparative Analysis (QCA) was applied to LAT economies, expecting to assess a refined set of drivers from existing technology adoption studies. A Fuzzy Logic process was used to refine these drivers. The research found that fourteen themes are candidates for future study purposes. The drivers provide LAT stakeholders, as well as actors from other emerging economies, with a contextual frame that can be the basis for adopting technology more meaningfully within these nations
Nayeth I. Solorzano Alcivar, Luke Houghton, and Louis Sanzogni
ACM Press
This paper argues that typical adoption studies fail to capture the nuances and realities of emerging economies in Latin American (LAT) regions. Existing research has a long list of factors that are based on studies outside of the LAT region, which is a problem because there are almost no studies that capture the unique perspective of the LAT context. These issues, in turn, creates uncertainty because the context in LAT varies widely from the economies where most of these studies are conducted. To begin to address this problem, the authors used a Qualitative Comparative Analysis (QCA) using fuzzy logic to refine the selection of drivers obtained from earlier studies. The study revealed fourteen themes as being relevant candidate drivers for comparative future research purposes. It is argued that these results provide local stakeholders with a set of drivers relating to IS adoption within a specific context, namely in LAT economies and provide a contextual frame to develop more meaningful studies in LAT economies.
Nayeth I. Solorzano Alcivar, Luke Houghton, and Louis Sanzogni
ACM Press
Computer application users continue to argue that system developers are still not paying enough attention to making their products easier to use or "user-friendly." However, system developers might argue that the human computer interface (HCI) or particularly human-system interface (HSI) used for their systems are carefully designed and developed. They would also claim that the request for the services information systems can provide, normally outdrives the demand for ease-of-use and usefulness. This occurs despite other aspects that could influence "attitude toward using" and "usage behavior" which affect successful adoption of Information Systems (IS). This paper presents the main outcomes of a mix-method study which proposes an adapted theory that empirically supported the identification of different factors clustered by aspects. These aspects affect IS adoption in public organizations of emerging countries. For this purpose, a public Ecuadorian organization is used as the analysis case. Hence, with the use of a reflexive analysis, we highlight the effect of subjective aspects such as Perceived Ease of Use, Perceived Usefulness directly affecting Attitude Toward Using and Usage Behaviour. These are critical factors which influence the successful information system adoption (SISA) in specific local contexts. Therefore, the cautious design of human computer interfaces must be considered when developing an IS for public organizations due to their direct impact on Attitude Toward Using and Usage Behaviour on SISA.
Nayeth I. Solorzano Alcivar, Louis Sanzogni, and Luke Houghton
IEEE
A nightmarish list of empirically proposed drivers affecting Information System (IS) adoption, and the limitation of measurements focusing their applicability in Latin America (LAT) economies is an issue. This causes uncertainty in the decision making process of which model and proposed drivers should be used to measure Successful Information System Adoption (SISA) in local public organizations, particularly in Public Ecuadorian Organizations (PEOs) as the focus case of the current study. Fuzzy QCA (fs/QCA), considered as a mechanism to evaluate empirical analysis based on qualitative approaches, was applied to reveal patterns of association across the set of 50 formed themes (as possible drivers), providing support for the existence of causal relations between these themes obtained from prevailing empirical literature and local primary and secondary sources. The Fuzzy logic of QCA applied in this study offers an easy way to systematically quantify various uncertainties in the selection of relevant themes as candidate drivers of SISA in local contexts and provides more realistic support to justify the decision.
Nayeth I. Solorzano, Louis Sanzogni, and Luke Houghton
IEEE
Information Systems Adoption is a multi-faceted and complex investigation area that can cross disciplinary boundaries, combine multiple research methods and consider different methodological approaches to analyse emerging IS Adoption phenomena. In order to generate valuable and reliable outcomes a research methodology has to be carefully determined. A persistent concern of the IS discipline is choosing which research design and methodology is most appropriate for a particular study. This article uses the research into "Factors Affecting Information System Adoption in Public Organizations in Latin American Countries: The Case for Ecuador" as a practical illustration of the effective use of a pluralist methodology to investigate the reality of IS adoption in local government institutions. Moreover, new practical studies, evidencing that results obtained from a pluralistic approach can be richer and more reliable than one method alone, will contribute to the quality and success of IS adoption scholarly research.