David Morales-Martínez

Dr. David Morales-Martínez

Facultad de Ingeniería de Sistemas, Escuela Politécnica Nacional, Quito, Pichincha, Ecuador
orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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30 June 2023 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Marco SantórumMarco Santórum
Marco Santórum
Mayra CARRIONMayra CARRION
Mayra CARRION
David Morales-MartínezDavid Morales-Martínez
David Morales-Martínez
VMVerónica Gabriela Maldonado-Garcés
Verónica Gabriela Maldonado-Garcés
Elking AraujoElking Araujo
Elking Araujo
Patricia Acosta-VargasPatricia Acosta-Vargas
Patricia Acosta-Vargas
This research presents the “LudoMinga” platform based on serious games designed to facilitate the learning process of people with intellectual disabilities. The platform is focused on providing an inclusive and accessible learning environment. Serious Games combines educational content with video game mechanics, and the platform aims to enhance the learning experience and promote active participation. Through an iterative development process, including user feedback and evaluations, the platform was developed using the iPlus methodology to align with the specific requirements of the target audience. Preliminary user test results indicate positive results in terms of user engagement, learning, and satisfaction. This accessible platform based on serious games promises to improve educational opportunities and outcomes for people with intellectual disabilities, ultimately fostering their personal and cognitive development. The success of the “LudoMinga” platform lies in the combination of interactive games, personalized support, and accessibility features, ultimately creating an engaging and effective learning environment. Continued advances in this area have the potential to unlock barriers for people with intellectual disabilities, fostering their growth, independence, and active participation in society.

15 September 2025 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Mayra CARRIONMayra CARRION
Mayra CARRION
David Morales-MartínezDavid Morales-Martínez
David Morales-Martínez
Marco SantórumMarco Santórum
Marco Santórum
LBLuis Bernal
Luis Bernal
JGJulián Galindo-Losada
Julián Galindo-Losada
Patricia Acosta-VargasPatricia Acosta-Vargas
Patricia Acosta-Vargas
Serious games are increasingly recognized as valuable tools in educational settings due to their capacity to enhance learning through engaging and interactive experiences. However, existing usability evaluation instruments often fail to account for the specific features and pedagogical goals inherent to serious games, thereby limiting their utility in iterative design improvement. This study presents a usability evaluation questionnaire SGU specifically designed for serious games, developed through a systematic literature review (SLR) following the methodology of Kitchenham and Charters. The resulting tool is a standardized questionnaire intended to comprehensively assess key usability dimensions, including gameplay mechanics, interface design, narrative engagement, and gamification elements. The questionnaire was applied in multiple serious game case studies developed within educational contexts, allowing for the identification of recurring usability issues and context-specific design challenges. The findings highlight the instrument’s relevance, clarity, and diagnostic potential, demonstrating its practical value for evaluating and refining serious games. This research contributes to the field by addressing a critical gap in usability assessment and offering a structured, context-sensitive approach for improving user experience in educational game design.

19 January 2024 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Marco SantórumMarco Santórum
Marco Santórum
Mayra CARRIONMayra CARRION
Mayra CARRION
David Morales-MartínezDavid Morales-Martínez
David Morales-Martínez
VMVerónica Gabriela Maldonado-Garcés
Verónica Gabriela Maldonado-Garcés
GAGloria Acosta-Vargas
Gloria Acosta-Vargas
Patricia Acosta-VargasPatricia Acosta-Vargas
Patricia Acosta-Vargas
This article focuses on the Accessible Platform for Respiratory Therapies (PAR), designed according to the iPlus methodology with the application of usability and accessibility criteria, following the guidelines of WCAG 2.1. PAR aims to improve the quality of life for individuals with lung diseases by providing therapeutic education to patients in respiratory recovery. This approach aligns with Sustainable Development Goals 3, 4, and 10 and follows a user-centered design, facilitating access to treatments and techniques to enhance pulmonary function. Additionally, the platform promotes the education and training of professionals in respiratory therapies, reducing disparities in access to healthcare. Sustainability is strengthened by integrating telemedicine technologies, improving efficiency, and reducing costs. Implementing Web Content Accessibility Guidelines (WCAG) 2.1 ensures accessibility and usability for all individuals, including those with disabilities. The combination of WCAG 2.1 and the CSUQ questionnaire not only ensures accessibility but also contributes to sustainability and overall improvement of the user experience, even for individuals with cognitive disabilities.

24 January 2025 in Sustainability
Verified
Journal Article
Open access
PDF file
Mayra CARRIONMayra CARRION
Mayra CARRION
David Morales-MartínezDavid Morales-Martínez
David Morales-Martínez
Marco SantórumMarco Santórum
Marco Santórum
AVAlexis Vizuete
Alexis Vizuete
VMVerónica Gabriela Maldonado-Garcés
Verónica Gabriela Maldonado-Garcés
Patricia Acosta-VargasPatricia Acosta-Vargas
Patricia Acosta-Vargas
Children with speech and language difficulties often face significant challenges in expressing their needs, emotions, and thoughts, which can lead to frustration, social isolation, and hindered participation in educational and social activities. Addressing this issue, we present a customizable communication board designed to facilitate effective and autonomous communication for these children. Unlike traditional solutions, this application offers a culturally adaptive and user-centered approach, enabling the inclusion of personalized pictograms, such as representations of familiar objects, to create a more relatable and engaging gamified experience. The platform “PictoAndes” leverages modern technology and gamification principles to transform therapy into an interactive and motivating process. By integrating pictograms that resonate with users’ unique contexts, the board enhances communication, strengthens emotional connections, and fosters a sense of belonging. Built on agile methodologies, the application provides a dynamic solution that adapts to individual needs and evolving challenges, ensuring accessibility and inclusivity. The evaluation of the platform, guided by WCAG 2.1 accessibility standards, demonstrates its effectiveness in reducing communication barriers and promoting active participation. Aligned with the United Nations Sustainable Development Goals (SDGs) 4 and 10, this project contributes to inclusive education and reduced inequalities by offering a practical and transformative tool. By empowering children to express themselves in meaningful ways, the customizable communication board represents a significant step toward enhancing the quality of life and fostering social inclusion for individuals with speech and language difficulties.
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1 November 2022
Verified
Conference Paper
Closed access
MSMarco Santórum
Marco Santórum
MCMayra Carrión-Toro
Mayra Carrión-Toro
David Morales-MartínezDavid Morales-Martínez
David Morales-Martínez
FGFrancisco García
Francisco García
BFBryan Flores
Bryan Flores
PAPatricia Acosta-Vargas
Patricia Acosta-Vargas
Developing a serious game is a challenge. One of the most difficult tasks is applying serious information in games while maintaining fun during the game. In this article, we propose the practical application of the iPlus methodology to design serious games that ensure these components integration. As a practical case, we study the development of a serious educational game for learning Vexillology for elementary and high school students, allowing students to reinforce the acquired knowledge in a fun and interactive way. The article also illustrates a usability evaluation to ensure the game is usable. The results show that “Serious Objective” (86%) and “Multimedia” (82%) are the components with the highest acceptance, being the game categorized on a usability scale between good and excellent.

2 January 2026
Verified
Book Chapter
Closed access
PDF file
Mayra CARRIONMayra CARRION
Mayra CARRION
David Morales-MartínezDavid Morales-Martínez
David Morales-Martínez
JGJulián Galindo-Losada
Julián Galindo-Losada
ASAndrés Salazar
Andrés Salazar
Marco SantórumMarco Santórum
Marco Santórum