
Information Technology and Systems Engineer with a strong focus on research in Software Engineering and Data Science. My work integrates mobile application development (Kotlin/Java), data analysis, ETL processes, SQL-based data modeling, and data visualization using tools such as Power BI, along with cloud-based data pipelines.
My research interests lie in the application of emerging technologies—such as data analytics, serious games, and agile methodologies—to design and evaluate intelligent, scalable, and evidence-based solutions. I am particularly interested in exploring how these technologies can be applied to enhance learning processes, optimize systems, and support data-driven decision-making.
I aim to contribute to the development of innovative technological solutions grounded in scientific methodologies, bridging the gap between theoretical research and practical implementation.
The development of lexical competence is fundamental for language acquisition and proficiency, especially in indigenous languages such as the Collao variant of Quechua. This study implemented a 2D educational video game based on the Scrum framework, integrating gamification and active learning methodologies to improve the competence of Quechua language learners. Two groups were formed: a control group that received traditional instruction and an experimental group that used a video game. The results showed that the experimental group obtained a significantly higher average score (18.76 out of 20 points) compared to the control group (17.22 points), representing an improvement of 8.94%. In addition, a detailed analysis indicated specific increases in lexical dimensions: lexical richness increased by 2.79%, lexical scope increased by 17.24%, and lexical control increased by 20.34%. Spearman’s correlation confirmed a high positive relationship (r = 0.781, p = 0.000) between video game use and lexical competence development. Consequently, this study concludes that the implementation of a 2D educational video game using the Scrum framework considerably enhances the lexical competence and motivation of students in learning the Quechua language.
Many serious games have been developed over time to support the education of children with developmental disabilities. Augmented Reality (AR) is a technology whose popularity has been increasing, and many games are currently adopting it. This innovation shows great potential for application in serious games. Therefore, this paper aims to explore trends in the use of AR in serious games that enhance the educational process of children with developmental disabilities. The objective is to provide researchers with a structured table incorporating key factors related to serious games. Multiple studies from 2016 to 2021 were collected, and 15 were selected for review. The results indicate positive outcomes regarding the effectiveness of the reviewed projects, although there is still significant room for improvement and future work.