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IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE, VOL. 11, NO.

1, FEBRUARY 2016 33

Framework to Evaluate M-Learning Systems:


A Technological and Pedagogical Approach
Christian X. Navarro, Ana I. Molina, Miguel A. Redondo, and Reyes Juárez-Ramírez

Abstract— This paper presents the analysis of recent research However, mobile devices present a challenge due to the
on mobile learning and usability areas, applying a systematic size of their screens and the amount of information that
mapping study. The aim is to understand the tendencies and can be displayed. This poses a problem in the area, related
needs in the m-learning field. The results demonstrate that
research in the area has grown significantly since 2013, and we to the usability, because of the difficulties that could be
identify a necessity when we see that not all the m-learning generated during the learning process. For these reasons, this
applications have used usability tests; we also did not find paper presents the recent situation of research in the area of
guidelines or frameworks to evaluate them. With these results and usability on m-learning. We identify the different approaches
tendencies, we propose an evaluation framework for m-learning of research papers in the area of m-learning, as well as the
applications, considering pedagogical usability and user interface
usability, to improve the quality of m-learning applications. most commonly used mobile devices and operating systems.
Index Terms— m-learning, mobile learning, usability, mapping The main goal is to understand the tendencies and opportunity
study, evaluation. areas within m-learning, through a systematic mapping study.
Moreover, we propose the creation of an evaluation framework
I. I NTRODUCTION for m-learning applications, considering pedagogical usability

N OWADAYS, the use of mobile devices is widespread, in


our daily life, and in different areas such as culture and
education. These devices have achieved historical access to
and user interface usability, in order to improve the quality
of use, and the students’ experience in the mobile learning
environments [3].
communication and information. The organization of this paper is as follows: Section II
The “Ericsson Mobility Report of 2013” predicted the presents the new tendencies of education and usability in
growth of mobile smartphones subscriptions to be ten times m-learning. Section III shows us the results of a literature
higher between 2013 and 2019. Based on this prediction we mapping study in the area of usability in m-learning.
believe that by 2019 there will be 5,600 billion subscrip- Section IV presents a proposal of an evaluation framework for
tions [1]. m-learning systems. Finally, section V outlines the conclusions
These devices are easy, flexible and constantly improving, of this work.
which allows us to believe that there are many new possibilities
for users to benefit from, and one of these is the educational
II. N EW T RENDS IN E DUCATION
area. Mobile devices are also useful tools that go everywhere
with us; this could be perfect for any student during the The NMC Horizon Report identifies which new technologies
learning process. The information is available at any time have higher potential in the educational areas [4]. These
or place. UNESCO has even considered mobile devices as tendencies are already being applied in different innova-
a platform to allow equal opportunities in education among tive institutions around the world. One of these trends is
different countries. Additionally, the publication of papers MOOCs (Massively Open Online Courses). Another technol-
related to m-learning has increased over the last few years [2]. ogy which now has a large acceptance among mobile users
is tablets. Their main advantages are connectivity, multifunc-
Manuscript received August 31, 2015; revised December 16, 2015; accepted tionality and portability. For these reasons, they are proving
December 17, 2015. Date of publication March 2, 2016; date of cur-
rent version March 3, 2016. This work was supported in part by the to be a useful way of supporting education, without limits
Project EDUCA-Prog through the Ministry of Sciences and Innovation under in time and space, allowing access to educational material,
Grant TIN2011-29542-C02-01 and Grant TIN2011-29542-C02-02, in part by and representing a tool for teachers to use in the learning
the Project from the Group of Communities of Castilla-La Mancha, InterGroup
under Grant PPII-2014-021-P, and in part by the CYTED Project under process [5].
Grant Red 513RT0481. The game-based learning is another tendency quoted in
C. X. Navarro is with the Faculty of Engineering, Architecture and Design, the NMC Horizon Report that will continue to grow in the
Autonomous University of Baja California, Ensenada 22860, Mexico (e-mail:
cnavarro@uabc.edu.mx). following two or three years [4]. The predictions in the
A. I. Molina and M. A. Redondo are with the College of Computer analysis by TechNavio related to the global market on
Science, University of Castilla–La Mancha, Ciudad Real 13071, Spain game-based learning are for an increase of a 15.5% in the
(e-mail: anaisabel.molina@uclm.es; miguel.redondo@uclm.es).
R. Juárez-Ramírez is with the Faculty of Chemical Science and Engineering, period of 2012 to 2016 [6]. And one of the factors contributing
Autonomous University of Baja California, Tijuana 22390, Mexico (e-mail: to the growth is the mobile learning games.
reyesjua@uabc.edu.mx). Learning analytics is also a tendency, which is related to
Color versions of one or more of the figures in this paper are available
online at http://ieeexplore.ieee.org. the interpretation of the data generated by students when they
Digital Object Identifier 10.1109/RITA.2016.2518459 interact with a learning context. Recent studies show that this
1932-8540 © 2016 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission.
See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
34 IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE, VOL. 11, NO. 1, FEBRUARY 2016

will guide us to the creation of personalized environments book Mobile Usability [15]. This author explains usability in
for learning, adapting the students’ responses throughout their terms of the general acceptance of a system that includes social
interaction with information [5]. acceptability, and practical aspects such as reliability, cost,
compatibility and usefulness [16]. In 2012 he defined usability:
A. M-Learning in Education “a quality attribute that assesses how easy user interfaces are
to use”. The word usability also refers to the methods to
The definition of M-learning has evolved over the last few
improve the ease of use during a design process [17].
years, in a way that many authors have made different defini-
The most commonly used techniques to measure usability
tions. For example, Quinn [7] defines it as “a type of e-learning
are heuristic evaluations; however, they are not yet adapted
through mobile devices”. O’Malley [8] said “learning that
to the characteristics in mobile computing, which means that
takes place when the student benefits from the opportunities
they do not consider the context of use and mobility. It is
provided by mobile technologies”. Sharples’ work [9] changed
necessary to adapt the methods for these topics to reach the
the way of thinking about m-learning, focusing on the student.
proper importance within the mobile usability tests [18].
According to this author, the student has mobility and not
the technology. Students pick the technology on hand while
they move between different contexts, including cell phones, III. M APPING S TUDY
computer, books and notepads. And in 2013, Crompton [10] Considering the facts stated in this document, we can
defined it as “learning across multiple contexts, through social see that usability is important when we talk about mobile
and content interactions, using personal electronic devices.” computing and in general, as well as when we approach it
This last definition is focused on the students and their learning in an m-learning educational context. For this reason, part of
process. this work focuses on researching existing literature on this
During 2012 and 2013 UNESCO published several docu- topic, using a systematic mapping study. This methodology
ments about m-learning, to achieve a better understanding of will allow us to evaluate and interpret all the papers relevant
how mobile technology can improve equal access to education to mobile usability and m-learning [19], emphasizing mobile
in different countries [11]. devices such as smartphones and tablets.
M-learning has been studied in different contexts of educa- The activities developed during this work, according to
tion, such as formal and informal education, and continuous the methodology, are described in the following subsections.
learning. There is a known division between formal education, We should mention that the data presented in this study is
which happens inside a classroom and informal which happens an update of the mapping study presented in [20], which
in a house or in different contexts outside of a classroom. considered papers published up to March 2013.
M-learning could help reduce the separation between these
types of learning. A. Research Questions
Inside formal education there are two popular types of
Because our main interest is to know the current status of
mobile learning models in schools: one is program 1 to 1,
research on m-learning and mobile usability areas, we have
where each student is provided with a device, and the other
outlined the following research questions:
type is BYOTs (Bring Your Own Technology), where most
1) What is the current state of m-learning and mobile
students have their own devices and they bring them to
usability research? (Considering only papers using mobile
class [12].
devices such as smartphones and tablets). Is there an increase
Also, within informal learning we can consider permanent
in the number of publications over the last few years?
or continuous learning, which means learning that happens
2) What are the different approaches for publications in
along with life. This does not change one’s official cur-
the areas of m-learning and usability? What kind of mobile
riculum, but it evolves with life, depending on the personal
devices and operating systems are the most commonly used
and professional situation. Permanent learning can happen
in such papers?
in any place and its main characteristics are integration and
In order to respond to these questions the key words
innovation [13].
used in the search were: “mobile learning”, “m-learning”
and “usability.” Therefore the search string was: (“mobile
B. Usability in Mobile Applications learning” OR “m-learning”) AND “usability”, which
Mobile usability can be considered a specialty in the had some variations depending on the data base being
usability field that is currently emerging. Researchers in the searched.
Human Computer Interaction field found that to produce
computer systems with the correct usability, it is important B. Identifying the Appropriate Databases
to understand psychological, ergonomics, organization and the The research papers included in this study were found by
social factors that define how people work [14]. searching through the available literature in the databases
Jakob Nielsen has studied usability since 1993. He is the IEEE Digital Library, Science Direct On Site, ACM Digital
founder of “discount usability engineering” which outlines Library, and Scopus. The string search mentioned in the
the use of effective methods to improve the quality of user previous subsection was performed in titles, abstracts, and key
interface design, and has applied his methods in the area of words of the documents. We included all the works related to
mobile devices through empirical research published in his m-learning and mobile usability, specifically those that use
NAVARRO et al.: FRAMEWORK TO EVALUATE M-LEARNING SYSTEMS 35

Fig. 1. Total of papers found during the initial search, in the different
databases.

Fig. 4. Approaches according to the research purpose.

Fig. 2. Number of relevant papers extracted from each database.

Fig. 5. Types of mobile devices used in m-learning.

Fig. 6. Applications according to the academic level of the audience.

Fig. 3. Selected papers according to their publication year. significantly grown. The search was performed by the end
of November 2014, so we should also consider that the last
mobile devices such as smartphones and tablets, published in months of the year will bring the numbers up, and in view
English, parts of journals, conferences or workshops. of the boom of mobile devices in education, we believe that
research in the field will continue to grow in the following
C. Results years.
The first search produced a total of 1546 publications The 168 relevant articles show different approaches.
(Fig. 1). We analyzed all the titles and abstracts obtained from According to the purpose of their research, we have
each database, and if there were doubts about the relevance classified for a better interpretation: m-learning apps,
of a paper we also read the introduction and/or conclusions guidelines/frameworks, specific aspects of m-learning, study
to establish if it would be included or excluded from this cases, and analysis and tendencies of m-learning (Fig. 4).
research. Among the 61 articles that focused on m-learning, different
168 relevant documents remained after considering the devices were used (Figure 5). In these apps, 69% have shown
inclusion/exclusion criteria, and going through both of the to be native apps, which means they were stored in the mobile
search phases (Fig. 2). device, while the other 31% are web-based apps.
Figure 3 shows us the resulting number of articles published Fig. 6 shows the classification of the applications according
from 2006 to 2014. We can see that research in this area to the academic level of the audience. Furthermore, we found
has increased since 2010, and by the year 2013 it had that 40% of these apps are game based.
36 IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE, VOL. 11, NO. 1, FEBRUARY 2016

Fig. 8. Conceptual framework for evaluation of m-learning system.

Fig. 7. Classification sequence of the analyzed papers.

Only 52% of the considered applications have performed


usability tests, and 44% of these had usability tests based on
heuristic evaluations or expert evaluations.
There are 42 articles about guidelines and frameworks in
the area of m-learning or mobile usability (Fig. 4), and out
of these, 28 are development frameworks and 14 are for
evaluation. Fig. 9. Evaluation categories and elements of pedagogical usability.
Out of the 31 articles that approach specific aspects of
m-learning (Fig. 4), all of them treat different topics, for required for m-learning. The second one presents a rubric to
example: the factors that provoke students to use smartphones evaluate the quality of the mobile applications to learn English
in an educational environment, how to customize an as a second language.
m-learning application, or design proposals for education With this information, we can see that there is a lack of
interfaces. evaluation tools for m-learning applications. In the following
Among the 22 papers about case studies, there are different section we propose a framework that will be the basis for
topics, mostly related to the effectiveness of using m-learning developing an evaluation tool for m-learning applications,
in different disciplines, and other papers about the perceptions considering pedagogical usability, and user interface design
and teacher’s beliefs about m-learning. usability.
In the 12 articles centered on the analysis and tendencies
of m-learning (Fig. 4), we have two systematic studies, and IV. P ROPOSAL FOR AN E VALUATION F RAMEWORK
others related to the challenges and opportunities in the FOR M -L EARNING S YSTEMS
m-learning environments.
In [20] we propose an evaluation framework for m-learning
systems, but this has suffered some changes since the last
D. Analysis and Discussions publication. These changes have been motivated by the feed-
In order to represent a full description of the classification back of different experts in the usability area, with the aim to
of articles within this research, we present a scheme with the eliminate confusions that the previous classification may have
different categories of the analyzed papers (Figure 7). caused.
Because of the focus of this research, the articles considered The proposed evaluation framework is divided in the first
in the following analysis are those that consider usability level into two categories, pedagogical usability and user
in their guidelines or frameworks to develop or to evaluate interface usability as shown in Figure 8, and then these are
m-learning environments. subdivided. Following these graphics we describe each one of
There are 18 projects about development guidelines and the elements of the evaluation framework with the factors and
frameworks that consider usability and that are oriented to subdivisions. (Fig. 9 and Fig. 10).
the development (Figure 7, classification 4).
Also, there are evaluation guidelines and frameworks A. Pedagogical Usability
that consider usability, but we only found two articles Mobile learning environments must address educational,
where frameworks are developed to evaluate mobile devices pedagogical and usability factors in order to ease and support
(handhelds) related to m-learning. In the first paper the author, teaching and learning activities. These factors will provide
after identifying the strengths and weaknesses in the devices, an appropriate environment for the educational practices.
makes suggestions in terms of the technical specifications Pedagogical usability in this framework has five subdivisions;
NAVARRO et al.: FRAMEWORK TO EVALUATE M-LEARNING SYSTEMS 37

Aligning With Objectives: The multimedia contents should


have a strong connection to the objectives. Animations, images
and sounds must help students with their learning objectives.
Adequacy: The multimedia materials should be presented in
a format that makes it easier to learn concepts.
Time Length: Length for multimedia animation, video and
sound should be between 2 and 5 minutes.
Quality: Multimedia should have sound fidelity, quality
video, images must be attractive, and the size of the files
should be appropriate for the device.
Balance: There should be the right proportion of media
objects at the appropriate positions in the content. Materials
Fig. 10. Evaluation categories and elements of user interface usability.
must represent multiple views of knowledge and tasks.
also each one of these has different criteria, which will now 3) Tasks or Activities: The task or activities in a mobile
be explained in detail. learning environment are an important part of the learn-
1) Content: In an m-learning environment the content must ing process. We will now define its criteria for proper
consider the pedagogical aspects to generate efficient learning. consideration.
These aspects correspond to the following criteria. Aligning With Objectives: Tasks or activities must have a
Organization: The content should be organized in manage- strong connection to the objectives.
able modules, or other types of units. Sequencing of these Sequencing: Tasks must allow students to integrate new
modules is important; the key topics should have priority. information with prior learning to generate knowledge.
Objectives: These must be defined at the beginning of the Problem-Based Learning: Tasks should require students
didactic sequence, formulated in simple and precise language. to compare and classify information, make deductions, and
Students should be able to understand what they are expected promote creativity.
to know after they use the m-learning application, in order to Authenticity: The task should reflect real-world practice, rel-
increase engagement. evant to professional practice, generating interest and engage-
Previous Requirements: If necessary the m-learning appli- ment in students. They must support transference of skills
cation should inform the user of required previous abilities beyond the learning environment and critical thinking.
or knowledge. It could provide links to previous materials, Interactivity: Tasks should engage students in problems to
in order to allow students the option of returning and reviewing solve, that take advantage of state of the art mobile design
previous information. (field investigations, taking pictures, videos, augmented reality,
Language: Language must be simple, clear and appropriate QR codes).
for purpose and audience. Adequacy: Tasks should be congruent with the content and
Reliability: Information must be correct, updated and error capabilities of the target audience.
free. Self-Evaluation: Software should allow opportunities
Cognitive load: Contents should be broken into appropriate wherever appropriate for self-assessment that advance
chunks, for students to be able to process them without too students’ achievement.
much cognitive load. The amount of new key concepts should 4) Social Interaction: Socialization is fundamental for the
be limited to one or two, depending on the complexity. learning process, and m-learning environments must promote
Relevance: The materials should be based on the students’ it among the students. In order to assess this dimension,
characteristics, interests and motivations and must be useful we will explain the following criteria.
for their future. Dialogue: The m-learning application should allow students
Complexity: Learning materials should challenge the to communicate with their classmates or teachers (chat, notice
student with a difficulty level according to their knowledge board or social networks).
and academic level. Collaboration: The mobile learning environment should
Time Limits: Mobile learning should present a sequence allow students to do group work with their classmates.
of short instructional moments between 30 seconds and Discussion: The mobile learning environment should
10 minutes [21]. provide opportunities to support learning through interac-
Resources: The m-learning application provides access to a tion, discussion and other collaborative activities. Discussion
range of external resources, appropriate to the learning context, requires students to participate by posting their understanding,
including links to the external World Wide Web. These links in order to receive feedback and allow students to evaluate and
must be kept up-to-date and the information should be adapted learn from other groups or students through their uploaded
for mobile devices. works and opinions.
2) Multimedia: M-learning applications should support Sharing: The m-learning application should allow students
different types of media, such as video, audio, text or anima- to share photos, videos or any other documents related to their
tions, all of them with high quality and appropriate for mobile work via social networks such as Facebook or Twitter.
devices. In the following section we will explain the criteria 5) Personalization: Personalization gives the students the
defining it. freedom to control different options related to their learning
38 IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE, VOL. 11, NO. 1, FEBRUARY 2016

style or with the sequence of work. In order to assess person- Search: The application must provide mechanisms to help
alization we will consider the following criteria. users find content.
User Control: Students should have the freedom to direct 3) Customization: Customization means to modify some-
their learning, either individually or collaboratively, and have thing according to personal preferences. This is important
a sense of ownership of it. They can also have control of because it allows the students to change the design or the
the sequence they follow, through optional routes for their navigation on their devices. We assess this using the following
progress. criteria.
Individualization: Students can customize their learning to Flexibility: Design should have flexibility by allowing stu-
suit their personal learning strategies (information can be dents to change items in the interface, and also provide
reviewed in videos, text, or audio files). shortcuts, and accelerators speeding up the interaction by
tailoring frequent actions. The flexibility in design allows
different levels of users, from novice to expert.
B. User Interface Usability
Input/Output Support: This element is of special interest
The user interface usability is one of the strengths for mobile in the mobile context. In fact, one of the main limitations
applications acceptance by clients. In the context of mobile in the mobile context is interaction. Therefore, m-learning
learning environments, the interface should be easy to learn, applications should allow different input and output options
easy to be recognized and remembered by users. In this frame- in order to improve student accessibility.
work we have identified five subdivisions that are also divided Adaptability: Ability of a mobile learning environment to
into different criteria, which will now be explained in detail. be adapted to different devices, without the need to take
1) Design: A good design is very important to improve further actions (configurations) and without super-imposition
usability in a user interface. In order to assess this aspect we of objects or any loss of information.
will consider the following criteria. 4) Feedback: The application should help the students con-
Attractiveness: Design should be esthetic and attractive solidate their knowledge and reinforce new skills, during their
to the students. The look must be pleasant, and the screen interaction through their learning process. We will now explain
interface must not contain information that is irrelevant or the criteria that define it.
rarely needed in the system. The user interface should not be Progress: The application should present the level of
overloaded with information, or include colors that negatively achievement within the whole program and in each unit.
affect the visual perception of the contents. Encouragement: Students should be given constructive feed-
Presentation: The user interface should follow good back when they have made a significant advance, in order to
presentation guidelines, with respect to organization and encourage them and generate trust.
layout. The instructions on how to use the mobile application Support: The application should provide support for the
must be visible or easily retrievable when appropriate. The students to achieve their learning goals. If the student makes a
information must be organized in a logical way, and pages mistake when performing a task, the application should offer
should correspond or adapt to the screen size. opportunities to get to the right answer, or at least provide
Consistency: The design interface should be consistent and an explanation. There should also be opportunities to access
logical throughout the overall design. It must follow standard extended feedback from instructors, experts, peers or others,
conventions, with a consistent selection of style for text, allowing the right kind of support when needed.
themes and buttons. Precise: The feedback provided should be appropriate to
Understandability: The used terms, phrases, symbols and the content, problem or task, and immediate to the activities.
concepts are written in everyday language and must be intu- System Status: The system should allow the students to
itive for students to be able to easily understand the purposes access general information such as battery, network status,
of the system functions. or the time.
2) Navigation: Navigation must be simple for the users, Alerts: The system should provide feedback though alerts,
always letting them know where they are, where they have by reminding deadlines, notifying of events or activities.
been and where they can go. This could be assessed with the Error Prevention: When the user selects two options at
following criteria. the same time by mistake, the application should request a
Ease of Use: Navigation should provide functions which confirmation, and zoom in on the options in order to make
are easy to understand, remember and use. Options should the manual selection easier.
have the correct visibility. No more than three clicks should 5) Motivation: The motivation should increase the students’
be required to get from the initial page to the content. attention in the learning process through different ludic and
Orientation: This will allow the student to clearly identify pedagogic strategies, applied to the task dynamics. In order to
where they are, how to get back to the main menu and easily asses it we consider the following criteria.
navigate through the system. Each screen should display its Game-Based Learning: When a student learns through
title. games, they have increased motivation and interest through
Freedom: When a student chooses a system function by the role of fun in learning.
mistake, the system should always allow the user to go back Competitiveness: The m-learning application should be
to previous windows. Allowing options such as undo and redo able to represent and allow competitiveness between stu-
are important to maintain design freedom. dents through opportunities to work at the same time
NAVARRO et al.: FRAMEWORK TO EVALUATE M-LEARNING SYSTEMS 39

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assist the students in the learning process, therefore our
framework will allow for the evaluation of the application’s Christian X. Navarro received the master’s degree
in computer science from the Center of Scien-
quality to improve the learning experience for the students. tific Research and Superior Education in Ensenada,
in 2002. He joined the Faculty of Engineering,
ACKNOWLEDGEMENTS Architecture and Design, Autonomous University of
Baja California, Mexico, as a full-time Professor.
C. X. Navarro expresses his gratitude to the Program of He is currently pursuing the Ph.D. degree with the
teacher development included in the Direction for Academic University of Castilla–La Mancha, Spain, in asso-
Improvement (DSA) from SEP (Secretary of Public Education ciation with the Computer Human Interaction and
Collaboration Research Group. His research interests
in México), for the scholarship given to perform his are focused on the fields of new mobile computing,
PhD studies. ubiquitous computing, and m-learning.

Ana I. Molina received the M.Sc. and Ph.D. degrees


R EFERENCES in computer science from the Computer Human
[1] Ericsson Mobility Report: On the Pulse of the Networked Society, Interaction and Collaboration Research Group, Uni-
Ericsson, Stockholm, Sweden, Nov. 2013. versity of Castilla–La Mancha, Spain. She is cur-
[2] C. X. Navarro, A. I. Molina, and M. A. Redondo, “Marco para la rently an Associate Professor with the University
evaluación de sistemas m-learning: Análisis de la situación y propuesta,” of Castilla–La Mancha. She has authored numerous
in Proc. 15th Int. Conf. Human Comput. Interact. (INTERACCIÓN), publications in several national and international
Puerto de la Cruz, Spain, 2014, pp. 82–89. conferences and journals. Her research interests
[3] J. C. S. Prieto, S. O. Migueláñez, and F. J. García-Peñalvo, are, among others, model-based user-interface devel-
“Understanding mobile learning: Devices, pedagogical Implications and opment, human–computer interaction, computer-
research lines, Edu. in the Knowl. Soc. (EKS), vol. 15, no. 1, pp. 20–42, supported cooperative work, and collaborative
2014. learning.
40 IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE, VOL. 11, NO. 1, FEBRUARY 2016

Miguel A. Redondo was born in 1970. He received Reyes Juárez-Ramírez received the master’s
the M.S. degree in computer science from the degree in computational science from the Scien-
University of Granada, Spain, in 1997, and the tific Research and Higher Education Center in
Ph.D. degree from the University of Castilla–La Ensenada, in 2002, and the Ph.D. degree in com-
Mancha, Spain, in 2002. He joined the College putational sciences from the Autonomous Univer-
of Computer Science, University of Castilla–La sity of Baja California. He is currently a Professor
Mancha, in 1999, where he is currently an Associate and Researcher with the Faculty of Chemical Sci-
Professor. His research interests are focused on ences and Engineering, Autonomous University of
the fields of new information technologies applied Baja California. He has two main areas of interest:
to collaborative learning and computer–human software engineering and human–computer interac-
interaction. tion. His current research focuses on adaptive inter-
faces for autistic users, affective aspects in intelligent tutors and videogames,
and affective aspects of users in intelligent spaces.

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