Escobar Castillejos, David
Preferred name
Escobar Castillejos, David
Official Name
Escobar Castillejos, David
Alternative Name
descobarc
Escobar-Castillejos, David
Main Affiliation
ORCID
0000-0002-6583-5274
Scopus Author ID
57130992800
Researcher ID
I-1228-2019
14 results
Now showing 1 - 10 of 14
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Item type:Publication, Sphonic: Development of a Mobile Application Using AI and AR for Learning Biomedical Concepts(Springer Nature Switzerland, 2025) ;Escobar-Castillejos, Daisy ;Báez Gómez Tagle, Enrique Ulises ;Chavarría-Reyes, Fernando Mauricio ;Sigüenza Noriega, IñakiCruz-Ledesma, IvánThis chapter covers the development of Sphonic, an iOS mobile application that combines artificial intelligence (AI) and augmented reality (AR) to improve biomedical education. Sphonic was designed to employ SwiftUI for its front end, while its back end is based on Django and hosted on Amazon Web Services. Sphonic intends to assist in explaining complex topics in chemistry and biology. Using Apple’s ARKit framework, Sphonic allows students to explore dynamic representations of DNA architecture, chemical bonding interactions, and biological processes to promote engagement and retention. On the other hand, the application features an OCR-based chemical equation solver, using Amazon Bedrock’s generative AI capabilities, that balances equations and offers comprehensive, step-by-step guidance, addressing conceptual deficiencies for learners. Additionally, Sphonic implements secure authentication protocols to protect user data and features a user-friendly interface that simplifies navigation. This chapter concludes by emphasizing the importance of AI and AR in modern education, demonstrating how these technologies could democratize access and understanding of scientific information and foster creativity in academic environments. ©The authors ©Srpinger. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Development of a Mobile Application for Dermatological Diagnosis Using Image Recognition: The DermAware Case Study(Springer Nature Switzerland, 2025) ;Cedillo-Maldonado, Luis ;Sigüenza-Noriega, Iñaki ;Miranda-Mateos, Sara Rocio ;Reinoso-Fuentes, LorenzoPérez-Aguirre, MauricioThis chapter discusses the development of DermAware, an iOS mobile application intended for assisting dermatological diagnosis through image recognition and machine learning. DermAware aims to serve as a supplementary resource for specialized medical professionals and patients, aiding the early identification and supervision of dermatological illnesses. The application was developed with SwiftUI for the front end and Django for the back end, providing scalability and secure data management. The application incorporates multiple components designed to enhance its usability. A real-time messaging module was designed to facilitate direct communication among users for prompt consultation scheduling. Health tracking functionalities, supported by Apple’s HealthKit, enable the collection and monitoring of patient data. The application integrates patient history management, allowing doctors to review previous assessments and track disease development conveniently. Ultimately, an authentication system guarantees data confidentiality and adherence to regulations. DermAware uses Apple’s CoreML framework alongside the ResNet50 convolutional neural network model to classify skin diseases. The system was trained using publicly accessible dermatological datasets, achieving an accuracy of 85% for detecting various skin conditions, including melanoma. The chapter finishes by addressing the technical challenges faced during development, evaluating potential enhancements, and discussing future developments in the field. These factors highlight the significance of AI-driven applications for improving medical diagnostics and healthcare accessibility. ©The authors ©Springer. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Enhancing methods engineering education with a digital platform: usability and educational impact on industrial engineering students(Frontiers Media S.A., 2024); ;Noguez, Julieta ;Sigüenza-Noriega, Iñaki ;Escobar-Castillejos, DaisyIntroduction: Work study aims to comprehend the potential of human work by assessing the duration of tasks and identifying methods for reducing them to enhance productivity and efficiency. On the other hand, methods engineering analyzes job processes to determine the most efficient and cost-effective techniques, resulting in improved operations. These areas are essential in the field of industrial engineering. Traditionally, they are taught using printed manuals and classroom-based instruction. Nevertheless, these conventional strategies frequently encounter difficulties engaging students and generating solid comprehension of the topics. Methods: This study involved the development of a digital platform to improve methods engineering education. The platform adapts the curriculum of the methods engineering course offered at Universidad Panamericana. Each laboratory's practice includes detailed instructions and tasks for students to complete. Upon finishing, students submit their reports, which the professor then assesses. If the report meets the required standards, it is approved; otherwise, students must repeat the activities. An experience system serves as a tracker for course completion and keeps track of the student's progress. Results: An experimental group of 26 students who responded to Doll and Torkzadeh's end-user computer satisfaction survey tested the platform. Participants responded positively, particularly regarding the platform's accuracy (73.08% high satisfaction), ease of use (majority rated 5 for user-friendliness), and timeliness (majority satisfied with up-to-date information). However, the format dimension received mixed ratings, indicating areas for improvement. Additionally, participants appreciated the platform's ability to track progress and motivate the completion of laboratories, with 61.54% finding the content relevant and valuable for learning methods engineering concepts. Discussion: The results suggest that integrating digital platforms into educational settings could significantly enhance educational settings, particularly in engineering courses where conventional approaches struggle to maintain student interest and engagement. Participants' positive responses support digital platforms' potential to complement and improve teaching methods. Future research will focus on integrating adaptive learning and generating micro-credentials to certify student expertise. ©The authors ©Copyright © 2024 Escobar-Castillejos, Sigüenza-Noriega, Noguez, Escobar-Castillejos and Berumen-Glinz. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). © 2024 Frontiers Media S.A. All rights reserved.26 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Designing a gamified approach for digital design education aligned with Education 4.0(Frontiers Media SA, 2024) ;Cal y Mayor-Peña, Francisco; ;Escobar-Castillejos, Daisy ;Noguez, JulietaIntroduction: Gamification integrates game-like elements, such as points, badges, and leaderboards, into the educational process. This study examines the influence of a gamified approach on improving graphic design education. By implementing this methodology, we aim to create a more dynamic learning environment that could lead to better academic outcomes. Methods: A quasi-experimental design was employed to compare students' average grades and academic achievements using the gamified technique with those taught using conventional methods. Thirty-two students participated in the study, with these students enrolled in three different terms. Data collection involved tracking students' grades, participation, and completion rates of gamified activities. Results: Participants in the August—December 2023 semester (Experimental 2 group) who experienced the gamified approach with the proposed platform showed significant improvement, with a p-value of 0.033, compared to those in the August—December 2022 semester (Control group), which used only conventional approaches. Furthermore, better learning outcomes were obtained when the Experimental 2 group was compared with the January-May 2023 semester (Experimental 1 group), which used only the gamification methodology (p-value = 0.025). Additionally, out of 15 students in the Experimental 2 group, 10 achieved certification in Adobe Illustrator and 13 in Photoshop, suggesting that gamification elements applied through a digital platform can improve academic performance and enhance students' practical skills and readiness for professional challenges in graphic design. Discussion: Results indicate that the gamified methodology can improve learning outcomes. Nevertheless, the proposed approach also has limitations and areas for improvement. Manual data capture, integration with external tools, the amount of teachers applying the approach, and the sample size of participants are limitations of the study that could have affected the accuracy of the results. Future work will focus on developing a proprietary platform that integrates course content and automates the tracking system to improve efficiency and accuracy. Moreover, a subsequent study will include a larger sample of students and professors to validate the present study's findings. ©The authors ©Frontiers Media SA ©Frontiers in Education.15 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Learning Analytics to Determine Profile Dimensions of Students Associated with Their Academic Performance(2022) ;Gonzalez-Nucamendi, Andres ;Noguez, Julieta ;Neri, Luis ;Robledo-Rella, VíctorGarcía-Castelán, Rosa María GuadalupeWith the recent advancements of learning analytics techniques, it is possible to build predictive models of student academic performance at an early stage of a course, using student’s self-regulation learning and affective strategies (SRLAS), and their multiple intelligences (MI). This process can be conducted to determine the most important factors that lead to good academic performance. A quasi-experimental study on 618 undergraduate students was performed to determine student profiles based on these two constructs: MI and SRLAS. After calibrating the students’ profiles, learning analytics techniques were used to study the relationships among the dimensions defined by these constructs and student academic performance using principal component analysis, clustering patterns, and regression and correlation analyses. The results indicate that the logical-mathematical intelligence, intrinsic motivation, and self-regulation have a positive impact on academic performance. In contrast, anxiety and dependence on external motivation have a negative effect on academic performance. A priori knowledge of the characteristics of a student sample and its likely behavior predicted by the models may provide both students and teachers with an early-awareness alert that can help the teachers in designing enhanced proactive and strategic decisions aimed to improve academic performance and reduce dropout rates. From the student side, knowledge about their main academic profile will sharpen their metacognition, which may improve their academic performance.Scopus© Citations 5 22 2 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A visuo-haptic simulator for understanding magnetic forces for engineering majors(ICERI, 2024) ;Neri-Vitela, Luis ;Robledo-Rella, Víctor ;Noguez, Julieta; Gonzalez-Nucamendi, AndresAccording to the embodied cognition theory, adding extra sensory channels for user interaction with an online learning scenario can improve understanding and long-term retention of physical phenomena. In this regard, the implementation of visuo-haptic simulators (VHSs), which integrate touch into a visual simulator, may enhance users' learning experiences by allowing them to manipulate objects and feel forces realistically. Haptic technology and VHSs have been used for training in various fields like surgery, navigation, and industrial applications. In education, VHSs have also been applied to explain physics concepts from elementary to undergraduate levels. Our research group has consistently applied a methodology to develop VHSs for undergraduate engineering students over several years, called VIS-HAPT. Using this methodology, several VHSs have been developed to explain physics concepts, such as electric forces between different charge distributions, friction forces exerted by a surface on a block, and the buoyant force on an object immersed in a liquid. In this project, we introduce a new VHS designed to clarify the nature of magnetic forces, a challenging concept for our students. This VHS features a fixed long straight conducting wire and a rectangular conducting loop in the same plane, with one side of the loop parallel to the wire. Users can adjust parameters like the magnitude and direction of currents in the wire and loop, the distance between them, and the loop's dimensions, and perceive the corresponding effects on the magnetic force exerted by the wire on the loop. Through the haptic feedback provided by the VHS students can feel the strength of this force, perceive its direction, and simultaneously visualize its value on the screen, enhancing their learning experience. The VHS was tested with 117 junior undergraduate engineering students at Tecnologico de Monterrey, Mexico City Campus, during the February-June 2024 term. To study the impact of the VHS on students’ learning, the student sample was randomly divided into an experimental group (N = 81), who used the VHS, and a control group (N = 36) who did not. Guided by detailed instructions, experimental students conducted several practices to explore the magnetic force by adjusting the physical parameters of the VHS. In a parallel way, control students received more traditional lecture-based instruction. A feedback perception questionnaire about the VHS experience was administered to the experimental students. The results show that most experimental students expressed a very positive opinion on their interaction with the VHS and found it user-friendly, motivating, realistic, and helpful in understanding magnetic forces. Additionally, by administering identical pre-tests and post-tests instruments to both experimental and control groups, learning gains were calculated for both student groups. The preliminary results are promising, in the sense that the average learning gains for the experimental students was larger than the one for the control students. The statistical significance of this result is discussed. Overall, the results of this work suggest that the use of the magnetic force VHS, complemented with appropriate learning strategies, can improve students' understanding and retention of electromagnetic concepts better than only applying traditional instruction methods. ©ICERI2024 Proceedings ©The authors.41 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, VIS-HAPT: A Methodology Proposal to Develop Visuo-Haptic Environments in Education 4.0(2021) ;Noguez, Julieta ;Neri, Luis ;Robledo-Rella, Víctor ;García-Castelán, Rosa María GuadalupeMolina, ArturoEducation 4.0 demands a flexible combination of digital literacy, critical thinking, and problem-solving in educational settings linked to real-world scenarios. Haptic technology incorporates the sense of touch into a visual simulator to enrich the user’s sensory experience, thus supporting a meaningful learning process. After developing several visuo-haptic simulators, our team identified serious difficulties and important challenges to achieve successful learning environments within the framework of Education 4.0. This paper presents the VIS-HAPT methodology for developing realistic visuo-haptic scenarios to promote the learning of science and physics concepts for engineering students. This methodology consists of four stages that integrate different aspects and processes leading to meaningful learning experiences for students. The different processes that must be carried out through the different stages, the difficulties to overcome and recommendations on how to face them are all described herein. The results are encouraging since a significant decrease (of approximately 40%) in the development and implementation times was obtained as compared with previous efforts. The quality of the visuo-haptic environments was also enhanced. Student perceptions of the benefits of using visuo-haptic simulators to enhance their understanding of physics concepts also improved after using the proposed methodology. The incorporation of haptic technologies in higher education settings will certainly foster better student performance in subsequent real environments related to Industry 4.0.Scopus© Citations 4 18 1 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Improving engineering students’ understanding of classical physics through visuo-haptic simulations(2024) ;Guillermo Mena Sánchez; ;Murrieta Caballero, Dione ;Noguez, JulietaIntroduction: The teaching process plays a crucial role in the training of professionals. Traditional classroom-based teaching methods, while foundational, often struggle to effectively motivate students. The integration of interactive learning experiences, such as visuo-haptic simulators, presents an opportunity to enhance both student engagement and comprehension. Methods: In this study, three simulators were developed to explore the impact of visuo-haptic simulations on engineering students’ engagement and their perceptions of learning basic physics concepts. The study used an adapted end-user computing satisfaction questionnaire to assess students’ experiences and perceptions of the simulators’ usability and its utility in learning. Results: Feedback from participants suggests a positive reception towards the use of visuo-haptic simulators, highlighting their usefulness in improving the understanding of complex physics principles. Discussion: Results suggest that incorporating visuo-haptic simulations into educational contexts may offer significant benefits, particularly in STEM courses, where traditional methods may be limited. The positive responses from participants underscore the potential of computer simulations to innovate pedagogical strategies. Future research will focus on assessing the effectiveness of these simulators in enhancing students’ learning and understanding of these concepts in higher-education physics courses.34 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Enhancing STEAM in Education 4.0: A Review of Data-Driven Technological Improvements(Springer, 2024-01-01); ; ; Noguez, JulietaUniversities have fulfilled the role of organizations dedicated to the promotion of intellectual knowledge and the fostering of creative thinking. Educational institutions function as the central place for students to acquire specialized knowledge in their respective disciplines, while also developing competencies and beliefs that contribute to the progress of society. As technology advances, universities are facing a new revolution in the paradigms of education, which is making them adapt their established methodologies. Education 4.0 aims to improve education through cutting-edge technology and automation. Furthermore, the use of data-driven methodologies allows educators to automate the processes of assessment and evaluation, which could enhance the accuracy of comprehending educational outcomes. Universities are currently promoting the integration of analytical reasoning and creative expression using multidisciplinary techniques such as STEAM. This approach ensures that students not only acquire technical expertise, but also develop the essential skills of creativity, adaptability, and humanistic understanding that are necessary in the current job market. The objective of this chapter is to discuss the development and importance of STEAM within Education 4.0, emphasizing the potential of data-driven technologies. ©SpringerScopus© Citations 1 47 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Enhancing Buoyant force learning through a visuo-haptic environment: a case study(2024) ;Luis Neri ;Julieta Noguez; ;Víctor Robledo-RellaRosa María Guadalupe García-Castelán<jats:p><jats:bold>Introduction:</jats:bold> This study aimed to develop, implement, and test a visuo-haptic simulator designed to explore the buoyancy phenomenon for freshman engineering students enrolled in physics courses. The primary goal was to enhance students’ understanding of physical concepts through an immersive learning tool.</jats:p><jats:p><jats:bold>Methods:</jats:bold> The visuo-haptic simulator was created using the VIS-HAPT methodology, which provides high-quality visualization and reduces development time. A total of 182 undergraduate students were randomly assigned to either an experimental group that used the simulator or a control group that received an equivalent learning experience in terms of duration and content. Data were collected through pre- and post-tests and an exit-perception questionnaire.</jats:p><jats:p><jats:bold>Results:</jats:bold> Data analysis revealed that the experimental group achieved higher learning gains than the control group (<jats:italic>p</jats:italic> = 0.079). Additionally, students in the experimental group expressed strong enthusiasm for the simulator, noting its positive impact on their understanding of physical concepts. The VIS-HAPT methodology also reduced the average development time compared to similar visuo-haptic simulators.</jats:p><jats:p><jats:bold>Discussion:</jats:bold> The results demonstrate the efficacy of the buoyancy visuo-haptic simulator in improving students’ learning experiences and validate the utility of the VIS-HAPT method for creating immersive educational tools in physics.</jats:p>1
