Jaime SánchezUniversity of Chile · Center for Advanced Research in Education (CARE)
Jaime Sánchez
BSc, MA, MS, PhD
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551
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May 1994 - present
May 1994 - present
Publications
Publications (551)
This volume number 18 of the book “New Ideas in Computers and Education” contains the articles in extenso of the scientific works accepted and presented at the XXVII International Congress on Computers and Education (TISE), held on November 27-29, 2024, in Leiria, Portugal. TISE is an International Scientific Congress based on interdisciplinary res...
The purpose of this article is to report a literature review on
the educational uses of Artificial Intelligence in learning to
write at the school level. Using a qualitative approach, a
review of articles in Scopus and Web of Science indexing
databases from the las five years was carried out. The review
concluded with twenty-six articles that...
In the field of music education, harmony represents an important learning challenge, especially for unmotivated students. This obstacle suggests the need for facilitating digital tools. Educational videogames are presented as effective strategies for teaching complex content. This lack of resources is accentuated in university education. In 2020, a...
The COVID-19 pandemic has had a significant impact on classrooms in Latin America, especially in Chile, where the prolonged suspension of classes has resulted in learning losses, mental health issues, and student disconnection, especially those in more disadvantaged sectors. This study focuses on addressing these challenges by employing strategies...
In the context of science education, studies frequently highlight experimental practices employing diverse mobile device sensor interfaces for data collection and analysis. Despite the benefits, there is unclearness on sensor integration within science teaching. This study aims to propose a comprehensive model for understanding the interaction betw...
Distance education and the development of assistive technologies represent a possibility of balancing the access and participation of people with special educational needs in learning experiences and participation in society. This study is aimed at finding out what is known about distance education mediated by assistive technology based on an analy...
Este minicurso proporciona una introducción conceptual a la Realidad Mixta (Realidad Extendida, Virtual y Aumentada) y explora sus diversas aplicaciones en la educación. Presentamos experiencias concretas a través de uso de Apps, videos, libros educativos y otros medios, destacando la interacción de los asistentes con las interfaces. El taller fina...
Este estudio presenta "Reciclator," una aplicación diseñada para facilitar proyectos escolares relacionados con el cuidado ambiental y el desarrollo sostenible para estudiantes de secundaria en Chile. El enfoque se basa en la Educación para el Desarrollo Sostenible y el Aprendizaje Basado en Proyectos. Se realizaron encuestas de validación por juic...
Games have become increasingly used by people with visual disabilities. Some studies introduce videogames or game-type applications for entertainment purposes in this population. Others have focused on the use of games to develop and enhance cognitive skills to help people with disabilities to learn and understand to get more independence and auton...
In Chile and Latin America, people are interested in recycling, but they do not have enough tools to perform this activity properly. In the world, there are several recycling applications. Therefore, taking this experience, we constructed a recycling application that helps people to recycle as well as helps them to connect with other people through...
RESUMEN En el marco de la transición rápida y forzada hacia modalidades de educación remota, las instituciones de educación superior sortearon de diferente manera las dificultades y desafíos propuestos por la enseñanza remota de emergencia. El presente estudio analiza el caso de Chile, donde la literatura científica reporta temáticas emergentes com...
Teamy es un video juego serio diseñado en forma de aplicación mobil, desarrollado y testeado para promover el trabajo colaborativo para la resolución de problemas en estudiantes de educación básica en la asignatura de inglés. Para lograrlo, se utilizó la metodología de Investigación y Desarrollo (I+D), la cual permite desarrollar, evaluar e impleme...
The virtual dependence that schools experienced during the Covid-19 pandemic made it difficult to discriminate between true or false information. Thus, the objective of this mixed method study is to analyze the use of social networks around information/disinformation in the context of a pandemic from the perception of teachers and students of a sch...
Motivation is a fundamental element in promoting autonomy in the student, and the video game, as an educational tool, can contribute to it. The multiple benefits that educational video games can have in teaching have been studied, but can these benefits also be realized in the specific discipline of musical harmony? And more
specifically, can a vi...
People who are blind (PwBs) can encounter barriers when doing tasks that require spatial representation (e.g., discerning the spot they are in, establishing the position of people and objects in a physical space, determining a direction to follow). Orientation and Mobility (O&M) is a special education area in which teachers nurture the development...
Emergency remote teaching began suddenly and widely by March 2020 after the World Health Organization declared the coronavirus pandemics Chilean education, as many other countries around the globe, adopted the methodology of remote teaching with little no previous experience and a lack of adequate and pertinent administrator, teacher, student, and...
Teamy is a serious video game in a mobile application format, which was tested and evaluated in terms of interface usability, as well as its impact on collaborative work for problem solving at elementary level. To achieve this, research and development methodology was used in this project, pursuing the construction, evaluation, and implementation o...
The present study answers the question of how prepared the world was in school distance education. The situation of primary and secondary education is deepened around experiences in distance education focused on students, in the period that includes the decade between 2010 and 2019. Designs and modalities of distance education, types of interaction...
Much of the educational software that supports geometry learning is intended for sighted children, since its main stimulus is based on images, which do not provide enough information to children with vision problems. Consequently, software has been developed to support geometry learning in blind students, however, the understanding of the subject b...
The present research aims to implement a predictive model in the KNIME platform to analyze and compare the prediction of academic performance using data from a Learning Management System (LMS), identifying students at academic risk in order to generate timely and timely interventions. The CRISP-DM methodology was used, structured in six phases: Pro...
Multimodal Interactive Virtual Environments (MIVE) have been used to help developing new skills and to stimulate cognitive improvement for learners who are blind. In this scenario, the presence of usability issues in the interaction can jeopardize the development and enhancement of the target cognitive skills. In this paper, we investigate how to e...
Video games are used as tools for the educational process in various areas of knowledge, including language, mathematics, history, and many others. However, its use for teaching and learning musical harmony is limited. This research aims to propose the design of a prototype of a video game for teaching and learning musical harmony. For this, the st...
Objectives: The COVID-19 pandemic has forced educational institutions to adopt online tools in order to conduct emergency remote teaching and make efficient use of virtual learning contexts. However, although these contexts may serve to improve teaching processes, a number of issues must be taken into consideration in order to ensure quality studen...
BACKGROUND: Knowing their current position in the surroundings constitutes one of the biggest challenges faced by people with visual disabilities when they move around. For them, it is difficult to be aware of the direction in which they are going, and the location of nearby objects and obstacles. In this context, obtaining relevant spatial informa...
Massive Open Online Courses (MOOCs) have become a worldwide growing topic of research and development in online learning. Universities, industry, and diverse educational institutions have found a way to carry out developments, implementations, and research on MOOCs. North America and Europe have well-documented and informed research regarding the s...
This research consists on a methodology proposal for the study of the Massive Open Online Courses (MOOCs) as a distance teaching and learning strategy in Latin America. Based on the study by Sánchez and Reyes Rojas [1], a systematic review with an interpretive-analytical emphasis is proposed to characterize the scientific production on the MOOC mov...
This research has set as objective the elaboration of constructs for ICT appropriation in education for pedagogy students. The study focuses on the development of constructs, identifying some variables that account for the phenomenon. From a cultural and constructivist approach, the ICT evaluation instruments for pedagogy students and teachers are...
Purpose
People with visual impairments may have difficulty in identifying information, either on a bottle or package of medicine. As a result, many of them need the help of a third party to discern which medication they should take. In this perspective, this study aims to assist people with visual impairments to identify their medicine by using mob...
As humans, we rely heavily on our vision to interact with the world. Therefore, it is not surprising that individuals who are profoundly blind must make remarkable adjustments in order to pursue education, secure employment, and remain socially integrated. According to the World Health Organization (WHO), approximately 285 million people are visual...
Visual disability has a major impact on people’s quality of life. Although there are many technologies to assist people who are blind, most of them do not necessarily guarantee the effectiveness of the intended use. As part of research developed at the University of Chile since 1996, we investigated the interfaces for people who are blind regarding...
Multimodal video games designed for increasing cognition of people who are blind should be friendly and pleasant to use, instead of adding complexity to the interaction, leading people to acquire cognitive skills while interacting. There are specific issues that make multimodal usability evaluation different from the evaluation of traditional user...
The lack of vision increases the complexity of performing tasks that require spatial representation. People with visual impairment face challenges in establishing positions of obstacles in a physical space. It is hard for them to discern their current location or a direction to go. Thus, any information about the ambient characteristics tends to be...
Visual disability has a major impact on people's quality of life. Although there are many technologies to assist people who are blind, most of them do not necessarily guarantee the effectiveness of the intended use. As part of research developed at Chile University since 1998, we investigate the interfaces for people who are blind regarding a gap i...
Visual disability has a major impact on people's quality of life. Even though many technologies exist to assist people who are blind, most of these applications do not necessarily assure the impact of the intended use. This paper presents work in progress on the design of guidelines for evaluating the impact of using multimodal interfaces on cognit...
Visual disability has a major impact on people’s quality of life. Although there are many technologies to assist people who are blind, most of them do not necessarily guarantee the effectiveness of the intended use. Then, we have conducted a systematic literature review concerning the cognitive impact evaluation of multimodal interfaces for blind p...
This paper addresses the accessibility challenges of people with motor impairments regarding their access to the computer. Our focus is a new mouse design, which in its traditional ergonomics may affect the interaction with a computer and, consequently, with the Web. We introduce the design and development of a mobile application, the M2TA, which t...
La metodología de Aprendizaje Basado en Proyectos con Recursos Multimediales es el modelo de sustento de Multimedia Project (MMP), un proyecto implementado exitosamente en escuelas y liceos de Silicon Valley en los Estados Unidos de Norteamérica desde 1995. La Universidad de Chile en conjunto con el Ministerio de Educación, implemento una experienc...
El uso pedagógico de Internet constituye una preocupación metodológica actual. En Chile, la mayoría de las escuelas y liceos partícipes del proyecto nacional de Informática Educativa, Enlaces, tienen acceso a los servicios de Internet, por lo que se ha hecho necesario formalizar y arraigar curricularmente este uso. Este estudio trata sobre el análi...
El aprendizaje con el apoyo de Internet es un tema de amplia discusión en el ámbito educativo. Este estudio está elaborado sobre la base de tendencias surgidas de la investigación, mitos que se derrumban a partir de aquello y temas que surgen luego de un análisis extenso de la literatura reciente sobre aprendizaje e Internet. Provee un estado del a...
Las tecnologías de la información y comunicación (TICs) están siendo utilizadas para diversos propósitos educativos. Observamos de manera creciente que la mayoría de las organizaciones educacionales pone a disposición de profesores y aprendices un variado espectro de estas tecnologías. Un aspecto fundamental de su uso en el aula es el modelo pedagó...
Visual disability has a significant impact on the quality of life of people with visual disabilities. To ameliorate this issue, many technologies exist to help people who are blind, such as mobile applications and serious games. However, these applications must prove their effectiveness and impact. Thus, the objective of this work is to propose a m...
Uno de los temas de mayor preocupación de los sistemas educacionales que han implementado tecnologías en las escuelas es la integración curricular de las Tecnologías de la Información y Comunicación, TICs. Una vez que la escuela posee la tecnología y los profesores aprenden a usarla, el tema que surge es cómo integrarla al currículo. Al respecto, l...
Digital games have become increasingly popular for both entertainment and education purposes. However, making these games universal and accessible poses a challenge for interface designers and game developers, since they are usually unfamiliar with the peculiarities of gamers who are blind. More effort is necessary for contributing to a universal g...
This paper presents an ongoing work on methods for usability evaluation of audio- and haptic-based video games for learners who are blind. We report a Standard Usability Problem List which we envision to be the basis for comparison of the Usability Evaluation Methods (UEM) in this context. In addition, we present a preliminary analysis of evidence...
The present form’s objective is to evaluate the usability of software for visually handicapped children.
Presentation Slides of GBraille Paper. ACM SAC 2016.
This study pursed to use concept mapping to design videogames for learning and thinking. Concept maps were created for concept meaning and curricular content to design and use of a videogame. Preliminary results are presented and discussed. The study contributes to a methodological change in concept learning through video gaming based on concept ma...
Audio description can be defined as an activity of linguistic mediation that transforms visual to verbal, allowing for a better comprehension of scenes when there is no dialog between personages. In this paper, we present the conception, development, and an initial usability evaluation of a software suite for audio description. The proposal pursues...
We are investigating cognitive spatial mapping skills in people who are blind through the use of virtual navigation and assessing the transference of acquired spatial knowledge in large-scale, real-world navigation tasks. Training is carried out with a user-centered, computer-based, navigation software platform called Haptic Audio Game Application...
The massive adoption of smart devices in the last years have increased the use of mobile social applications, which can take advantage of features like real-time location, to help people relate with their physical communities and surroundings. The success of such applications depend on achieving a critical mass of users, who share their personal in...
The rise of digital technologies brought positive changes to the lives of people who are blind. However, they are gradually making Braille less attractive and diminishing its importance. In this context, we investigate whether mobile games can be useful to improve the Braille practice through language exercises, for students with visual disabilitie...
Os jogos digitais são cada vez mais populares, tanto para entreten-imento quanto para a educação e formação em váriasáreas do de-senvolvimento humano. Tornar tais jogos acessíveis e universais, entretanto, aindá e um desafio para designers e desenvolvedores, uma vez que, normalmente, esses especialistas não estão familiar-izados com as peculiaridad...
Multimodal serious video games are relevant tools to enhance the cognitive skills of people who are blind. For this purpose, it is necessary that designers and developers be able to create interfaces and interactions using the multimodal elements properly. Thus, there is a need to know the relevant elements for such applications, as well as to unde...
This paper presents a usability evaluation of a mobile gaming application (mAbES) for blind users. mAbES was evaluated with the participation of HCI specialists and experts in video gaming (Group 1) and mAbES end-users who are blind (Group 2). The instruments used by Group 1 were the audio feedback questionnaire and the usability evaluation questio...
Multimodal serious games are attractive tools for achieving this goal and helping people with visual disabilities to perceive and to interpret the surrounding world. However, it is fundamental to ensure that the games can stimulate cognitive development. The purpose of this study was to investigate the role of multimodal components in the developme...
Multimodal serious video games are relevant tools to enhance the cognitive skills of people who are blind. For this purpose, it is necessary that designers and developers be able to create user interfaces and interactions using the multimodal components properly. Thus, there is a need to know the key components to be considered for such application...
The purpose of this chapter was to design, implement, and evaluate the usability of a digital pilot system that adapts the Language and Communication subject matter section of the PSU (Chilean university entry exam), allowing for equal and autonomous participation by learners with visual disabilities in the university selection process. The study w...
O presente trabalho apresenta os primeiros esforcos do desenvolvimento do GBraille Suite, que e composto por softwares educativos acessiveis focados na aprendizagem e na pratica do Portugues atraves da escrita Braille. Esse artigo apresenta o design, desenvolvimento e avaliacao inicial de um teclado virtual baseado na metafora Braille e, a partir d...
6. Jaime Sánchez, . Multimodal Gaming for Navigation Skills in Players Who Are Blind. , , 27-31 de Octubre, Brasil
In the context of the admissions process for Chilean state universities, there is a paper and pencil testknowledge-measuring instrument called the University Selection Test (PSU, for its Spanish acronym). This instrument of evaluation is designed to measure the level of knowledge in various learning sub-sectors such as language and communication, m...
This paper presents the design and initial evaluation of a Braille virtual keyboard which allows text input on touchscreen devices such as smartphones and tablets. The virtual keyboard, called LêBraille, is a metaphor of the Braille writing system that uses audio and vibration feedbacks to promote accessibility for people with visual disabilities....
The purpose of this work is to present the design, development and evaluation of a videogame that allows users who are blind to gradually build up a mental model based on references between different points on a Cartesian plane, in a way that is both didactic and entertaining. Two prototypes were iteratively created, and were subjected to usability...
This paper presents the design and implementation of mAbES, a mobile, audio-based environment simulator to assist the development of orientation and mobility skills in people who are blind. The modeling scenario of mAbES was a science and technology museum in Porto Alegre, Brazil. The application was designed for use by people who are blind without...
Mental maps allow users to acquire, codify and manipulate spatial information, as they are schematics that guide behavior and help to deal with spatial problems by providing solutions. This is to say that mental or cognitive maps involve processes of spatial reasoning. The purpose of this work was to design a videogame development model to serve as...
Navigating is a complex cognitive task that places high demands on spatial abilities, particularly in the absence of sight. Significant advances have been made in identifying the neural correlates associated with various aspects of this skill; however, how the brain is able to navigate in the absence of visual experience remains poorly understood....
For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compar...
For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired by the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based Environment Simulator (AbES) is a software applicati...