TY - GEN
T1 - Look-up, Use and Emotions (LUE) Methodology
T2 - International Conference on Communication and Applied Technologies, ICOMTA 2025
AU - Gonzalez-Maldonado, Caridad
AU - Chavez, Denis I.
AU - Simian, María P.
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
PY - 2026
Y1 - 2026
N2 - Educational innovation has become a priority strategy in higher education, motivated by the need to adapt teaching-learning processes to the demands of the socio-technical context and to the characteristics of a contemporary student body eager for new experiences. Universities promote the use of disruptive pedagogical approaches that integrate active methodologies and enhance increasingly required digital competencies. This case study located in Ecuador, reports significant experiences applied in the Project Presentation course of the Product Design career, whose learning outcome (RDA) involves using digital tools through a specialized vector drawing software. A methodology of technological hybridization that integrates analog and digital tools is shown. The methodology (LUE) is composed of three phases with interconnected and sequential academic activities that involve searching for information (Look-up), using tools (Use) and generating emotions (Emotions). The results highlight that the synergy between all phases enhances student performance and the achievement of RDA. Technical projects are humanized and the development of essential soft skills in techno-creative work environments is promoted.
AB - Educational innovation has become a priority strategy in higher education, motivated by the need to adapt teaching-learning processes to the demands of the socio-technical context and to the characteristics of a contemporary student body eager for new experiences. Universities promote the use of disruptive pedagogical approaches that integrate active methodologies and enhance increasingly required digital competencies. This case study located in Ecuador, reports significant experiences applied in the Project Presentation course of the Product Design career, whose learning outcome (RDA) involves using digital tools through a specialized vector drawing software. A methodology of technological hybridization that integrates analog and digital tools is shown. The methodology (LUE) is composed of three phases with interconnected and sequential academic activities that involve searching for information (Look-up), using tools (Use) and generating emotions (Emotions). The results highlight that the synergy between all phases enhances student performance and the achievement of RDA. Technical projects are humanized and the development of essential soft skills in techno-creative work environments is promoted.
KW - Active Methodologies
KW - Artificial Intelligence
KW - Avatar
KW - Design
KW - Educational Innovation
KW - Higher Education
KW - Software
KW - Vector Drawing
UR - https://www.scopus.com/pages/publications/105027296017
U2 - 10.1007/978-3-032-09911-2_10
DO - 10.1007/978-3-032-09911-2_10
M3 - Contribución a la conferencia
AN - SCOPUS:105027296017
SN - 9783032099105
T3 - Smart Innovation, Systems and Technologies
SP - 94
EP - 102
BT - Communication and Applied Technologies - Proceedings of ICOMTA 2025
A2 - López-López, Paulo Carlos
A2 - Vernier, Matthieu
A2 - Freundt-Thurne, Úrsula
A2 - Ibáñez, Daniel Barredo
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 2 September 2025 through 4 September 2025
ER -