<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>October</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Industry 4.0 and digital transformation in higher education through the perspective of smart cites</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Álvaro Gutiérrez-Rodríguez</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>José David López-García</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ricardo Alfonso Sanabria</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sandra Acevedo-Zapata</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Corporación Universitaria Minuto de Dios</institution>
          ,
          <addr-line>Bogota D.C.</addr-line>
          ,
          <country country="CO">Colombia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad Abierta y a Distancia</institution>
          ,
          <addr-line>Bogota D.C.</addr-line>
          ,
          <country country="CO">Colombia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <volume>2</volume>
      <fpage>8</fpage>
      <lpage>30</lpage>
      <abstract>
        <p>In this article we present the results of three research projects made by teachers that belong to the Metropolitan Network of Bogotá (RUMBO). The digital maturity model - HEI in Colombia centers its analysis in the adequate planning and implementation of organizations. In a second instance we find the gamified Virtual Environments in the industry, which explain the process of creating a learning environment based on augmented reality and virtual reality (technologies of the industry 4.0), and its design based on constructionism, gamification and serious games. Finally, we have the project "Elements for the design of the interaction and usability in the user experience for accessibility in education in the Smart City". The results showed the importance of educational transformation for the creation of inclusive didactic material, focused on the design of an architecture that facilitates content appropriation.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Smart Cities</kwd>
        <kwd>Industry 4</kwd>
        <kwd>0</kwd>
        <kwd>Usability</kwd>
        <kwd>Digital Maturity</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Smart Cites tend to improve quality of life in people by using the potentialities of technology
in the development of the dimensions that arise from the relationship between subjects and
their surroundings. Education is a fundamental pillar in the construction of a society that can
respond to this new challenge by making an emphasis in training citizens with digital skills and
boosting creativity to improve work productivity, while building a dissemination strategy and a
consolidation of the Smart Cities concept.</p>
      <p>Higher Education Institutions (IES in Spanish) as change agents must tend to issues such
as education democratization and renewal of methodologies that try to enhance digital skills
based on elements and aspects of Industry 4.0, to be aligned with technological innovations.
This revolution permeates documental management, organizational architecture and digital
governance posing the challenge for education to be able to design training proposals based on
an inclusive and accessible education that allow them to face and use the opportunities that the
Fourth Industrial Revolution brings.</p>
      <p>From the framework of Smart Cities, three research projects were developed, aimed towards
the implementation of Industry 4.0 in education. The first one addressed digital transformation in
higher education, an issue that has become the chosen path for companies of diferent economic
sectors as it allows to mobilize eficient, productive and competitive processes, strengthened
by a digital culture that dynamizes the acquisition and generation of new knowledge. In the
second one, there is an explanation of the creation of the gamified environment of an industry
in order to be used as a training tool, through user interaction with an immersive virtual
and augmented reality system – technologies that contribute to the digital transformation
of industrial processes. The third work presents a study on interaction and usability in user
experience within virtual higher education to analyze the implementation of accessibility
guidelines in two universities and contribute to training in resource and application design,
betting on improving user experience.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Digital maturity model – HEI in Colombia</title>
      <sec id="sec-2-1">
        <title>2.1. Digital Maturity</title>
        <p>
          Maturity Models are essentially four components or maturity stages, which represent the
performance level of an organization [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. The dimensions categorize the study area [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], described
through indicators, properties, activities or measures. Based on this principle we can distinguish
a stepped model in which the next level can be achieved when all elements in the previous
level have been accomplished [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]: however, the dimensions are not tied to a specific level. Their
evaluation serves to establish the initial state of the organizations in their use of TI and their
maturity level in Digital Transformation.
        </p>
        <p>
          Based on the initial diagnosis, the development of maturity models must go through five
typical phases: first, problem definition and establishment of objectives; second, it is necessary
to create the research area and defined target groups. In the third phase, a bibliographic analysis
should be made and compare the existing maturity models, based on which a development
strategy will be determined – the options are to make a completely new development or a
reconfiguration of the existing models. In the fourth phase, the dimensions and levels are
specified, from bottom to top, iteratively. Finally, the model evaluation phase should examine if
the model helps to solve the initial problem or not [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
        <p>
          As a closing remark, maturity indexes are the result of the operationalization of the maturity
model implemented in the organization and evaluate its dimensions in a few key numbers in
order to determine the behavior of the strategies for descriptive, explanatory or prescriptive
purposes [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          With the purpose of creating a maturity model for HEI in Colombia, the models of the Junta
de Andalucia were used [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], as well as the maturity model for universities [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] and finally the
arising model that was being generated by the Ministry of Information and Communication
Technologies of Colombia MINTIC [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] as an important input in the creation, development and
implementation of the proposal that is present in this document.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Definition of the digital maturity model</title>
        <p>The maturity model is presented according to the flow diagram (Figure 1), detailing each step
that composes it as well as the processes and procedures of each step which allows us to analyze
in detail their importance and their relation to achieve transformation based on the maturity
diagnosis until the creation of strategies to achieve goals.</p>
        <p>Likewise, the model contributes to the optimal state of the organization in the appropriation
of technology as the guiding axis of change management that, based on a rigorous study of
general dimensions, will characterize those stages that will generate measurable criteria, which
in turn will indicate the percentage of maturity in the company.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Dimensions of the digital maturity model of HEI in Colombia</title>
        <p>For the definition of the dimensions of the Digital Maturity Model in Higher Education
Institutions – HEI, it was necessary to evaluate the dimensions present in the selected models, adapting
and adjusting them to the characteristics and mission of the HEI that wanted to implement
the transformation, as well as to those aspects that contribute in the compliance of Strategic
Institutional Plans. As a result, we propose a digital maturity model composed of six dimensions,
as shown in Figure 2.</p>
        <p>The dimensions mentioned in the previous figure are aligned with general attributes – Culture,
Processes and Technology. The reach of each one is fundamental in the measurement of the
maturity level in the organization and therefore, the parameters in which they are based on
must be established in order to achieve the strategic goals in the Digital Transformation of the
organization.</p>
        <p>In Figure 3, the aspects of the previously established dimensions are broken down, which
constitute the action and evaluation line of the digital transformation in HEI, all of which are
vital for the consolidation of institutional goals.</p>
        <p>The intention of classifying the dimensions in aspects consists in covering the elements
that involve Digital Transformation and that have been mentioned throughout the document,
such as: strategy, planning, organization, administrative and financial operation, digital culture,
management of IT providers, leadership, innovation, IT ecosystem, communication, generation
of technological capacities and competences, among others.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Levels of the digital maturity model in HIE – case study</title>
        <p>The maturity levels help organizations to measure and scale the operational and technological
management system, to reach an optimal performance level. As part of the advantages of level
definition, we find: orientation towards fulfillment of strategic goals, early mistake detection,
boost of continuous improvement, optimization of performance of all areas involved, focusing
on change management, among others. In Figure 4 there are five (5) levels for the categorization
of the digital maturity state or grade of the HEI at a determined time: 1. Basic, 2. Initial, 3.
Managed, 4. Strategic and 5. Innovative where, transversally, there is an enunciation of digital
culture, strategy and governance, investment, innovation and technology components, with the
reach of each one of them.</p>
        <p>The digital maturity model is the tool that defines and projects digital transformation in the
organization. Its certainty requires the alignment between strategic goals and technological
tendencies in order to sustain and prepare the organization for an ever more competitive
scenario.</p>
        <p>In order to make the digital maturity model a functional one, it is necessary to establish:
the responsibilities for each area of the organic structure, the strategies for IT implementation
and appropriation in each identified dimension and aspect and, essentially, the application of
indicators for measurement, creation of improvement plans and their execution.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Virtual gamified environments in the industry</title>
      <p>From the Computer Technology and Industrial Engineering programs of the Engineering Faculty
in the main headquarters of the Minuto de Dios University Corporation – UNIMINUTO, in
2020 the project known as “Training System for Industrial Safety Based on Augmented Reality
and Virtual Reality” started. It has the purpose of implementing learning strategies based on
some technologies of the 4.0 industry. The prototype design was crafted using modeling and
photogrammetry techniques for the creation of 3D objects, avatars and scenarios, and the
activities were designed based on the constructionism learning methodology developed by
Seymour Papert.</p>
      <sec id="sec-3-1">
        <title>3.1. Constructionism – Gamification – Serious Games</title>
        <p>The project was created along with the metal working company TCR Tornometal, dedicated
to the creation of automotive and industrial spare parts and contemplates the need to train
employees in industrial safety issues. Based on the occupational accident rates, it was decided
to design a simulated virtual environment of the company and of objects present in the
surroundings to train the workers in topics related with the manipulation of machinery and risks
at work.</p>
        <p>
          The creation of the training system, based on Seymour Papert’s constructionism establishes
the learning how to learn theory through the use of technological tools that allow the student
to be involved in activities that imply object construction or manipulation in order to achieve
significant learning [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. On the other hand, the design of activities is centered on problem
solving, challenges and strategies -characteristics of gamification-: according to Borrás [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], these
types of learning techniques promote motivation, feedback, generate adequate competences,
autonomous learning, competitiveness and user connectivity in virtual spaces.
        </p>
        <p>
          The design of the training system was established as a videogame, focused on strengthening
the teaching-learning process of the participants by integrating avatars, interactive scenarios,
animations and 3D objects, all particularities of formative games or serious games. For Chipia
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], the main objective of serious games is the training of the individual through the exploration
of microworlds, simulators or video games: in these types of strategies, the participant assumes
a role in the virtual or real space, in order to learn.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Application of metaverses and avatars in educational training</title>
        <p>
          The design of virtual learning objects has evolved from the educational possibilities that Internet
ofers. The virtual or metaverse worlds that according to Checa [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] are a group of digital
locative installations and allow for user interaction – with the object of simulating diferent
real-life situations- have been implemented in the learning-teaching process through contents
in diferent digital formats without barriers of space/time nor language restrictions such as the
Second Life application, that incorporates real-life translation systems.
        </p>
        <p>
          In the developed virtual environment, the operator assumes the main role and the trainer a
content facilitator. The exploration of the virtual environment is done through the incorporation
of an avatar that represents the worker: for Sánchez [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] the avatar is the unfolding of the
subject through visual architectures and ways of being through the image. The user, through
his representation, feels part of the virtual world and accesses knowledge in spaces designed
for his interaction with the designed objects.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. The use of 3D surroundings in education</title>
        <p>The technological advances make it possible to develop immersive 3D surroundings, oriented
towards gamification. In the creation of these environments, sensors are used, which allow
knowing the location and movements developed by the user represented by the avatar who, in
real time, simulates actions that favor learning through his experience in the virtual world. In
addition, the design of a gamified environment requires an adequate planning, which is in tune
with learning objectives, while maintain the interest and motivation of the participant.</p>
        <p>
          In the training system for industrial safety, immersive virtual reality is used, which is a
relevant technology for the issue at hand. In the industrial sector, there are safe procedures
which workers have to know about and practice through a first-person experience, an experience
that is possible through the interaction in digital spaces created and incorporating 3D models
that simulate the premises of metalworking industry. With this, [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] assure that educational
platforms based on immersive experiences boost individual knowledge construction. In this
sense, the immersive experience makes it possible for workers to achieve significative learning
and at the same time eliminating the risk of accidents.
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Development of a 3D learning environment based on a videogame for industrial safety training</title>
        <p>
          For the development of the industrial safety training system, the TCR Tornometal was modeled
in 3D: the machines, the objects present in the physical space and an avatar that incorporates a
system of movements and interactions with the elements of the environment. These designs
are based on photogrammetry: according to Caro [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], photogrammetry enables the obtention
of volumes and measurements of 3D objects based on photographs. The system has two
entertainment activities related to industrial safety, based on the concepts of gamification and
serious games. We now explain the purpose of each exercise.
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. Activity: Personal protection objects</title>
        <p>The challenge of this first activity is to collect three personal protection elements (helmet, vest
and boots), which can be found in random spots in the first level of the videogame: in order
to find them, the worker walks around the environment looking for clues that will guide him
along the way. Based on gamification theory, each object has feedback associated to work safety,
and this information becomes active once the object is found. In Figure 5, we can see the boots
located on a shelf, ready to be picked up by the avatar.</p>
      </sec>
      <sec id="sec-3-6">
        <title>3.6. Activity: machine manipulation</title>
        <p>In the second activity, workers access the area where machines and tools are located, as long as
the avatar has the safety elements with him. In this second stage, the worker can only activate
the machine mechanism if he has completed previous training mentioned in the information
posters associated to each object. Figure 6 shows the avatar with the safety elements at Level 2
of the videogame.</p>
        <p>The training system proposes education alternatives to explain study issues that can be boring
or hard to understand, based on topics of the 4.0 industry. The established activities try to
strengthen training processes of the workers in the TCR Tornometal company, which seek to
reduce the risks of work-related accidents, based on constructionism, gamification and serious
games.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Elements for the design for interaction and usability in user experience for education accessibility in Smart Cities</title>
      <p>In the search for implementation of studies that allow more inclusiveness of educational spaces
to contribute to digital education and the experience of Smart Cities, the research project PG
14-2017-2020 was developed, called “Analysis of guideline implementation on accessibility of
virtual learning in UNAD – Colombia and UNSL – Argentina” and the work with the group
Smart Cities of the RUMBO network was also used in the construction of the master’s program in
User Experience Design of the UNAD in Colombia and the Lleida University in Spain. The main
objective of the project was to analyze the implementation of guidelines regarding accessibility
in virtual education in the National Open and at Distance University (UNAD) in Colombia and
in the San Luis National University in Argentina, due to their relation with the RUMBO network.
The focus that was used in the research was holistic and a mixed model as it used quantitative
and qualitative techniques for information collection and analysis. The research design was done
in stages, starting with the exploration stage by identifying the needs regarding accessibility
of the diferent groups of people in the cities where the UNAD and UNSL are located. In the
descriptive stage there was a structuring process of theoretical foundations of accessibility,
usability and human-computer interactions, and then accessibility guidelines were established,
from which some elements are taken in the present article. Then the implementation of the
guidelines was carried out by training teachers, course development, resources and necessary
adjustments for implementing accessibility in the human-computer interaction on the website of
each institution. Later, an evaluation was made using the survey technique and interviews were
applied to the participants of the implementation such as students, teachers, course designers
and web designers. After the completion of the project, some of its results served for integrating
UNAD systems and as input in course construction for the Master’s program in User Experience
Design, for example: accessibility of digital information and design of accessible interfaces.</p>
      <p>Smart Cities have the challenge of implementing services for all groups of people that
are its citizens according to their characteristics with accessible websites and for this, both
technological design and training are required, with a strategy of inclusive higher education
which means education for all so that it can benefit those who need it: those with disabilities
and those who are marginal for whatever cultural, social, economic, physical and other reason.</p>
      <p>As Higher Education Institutions, there is the challenge to make virtual education accessible,
because it is a true alternative for students belonging to groups with real and diverse needs:
however, this implies assuming transformations that allow the creation of a web that is truly
accessible and that the courses have accessible designs and resources for all. This also means
with designs that have been oriented from universal design, where there is an implementation
of interaction and communication means from an intercultural perspective for empowerment
and overcoming social gaps.</p>
      <p>
        Population and Sample: As part of the project, the sample group was determined to be
the teachers, course designers and students of the UNAD and UNSL universities, taking into
account that Chavez [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] says that a sample is a representative proportion of the population
that allows making a generalization on its results. The people were classified as units within a
subgroup whose main purpose was to build observations and answers where the information
was taken out from: these information units were composed by an incidental or causal sample
as defined by Tamayo and Tamayo [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] as the process in which the researchers selected directly
the subjects of the population that complied with the characteristic of having participated
in the implementation of accessibility guidelines from their role as virtual course designers,
teacher and student of the courses both on the web platform and with the resources where said
guidelines were applied.
      </p>
      <sec id="sec-4-1">
        <title>4.1. Design in the human-computer interaction as part of the User</title>
      </sec>
      <sec id="sec-4-2">
        <title>Experience</title>
        <p>
          One of the core findings is the need to design resources, devices and applications in the
transdisciplinary framework of the human-computer interaction (HCI) where there are several sources
as mentioned by Soegaard and Dam [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], which are: artificial intelligence, facial recognition
technologies, psychology, haptic technologies and the user experience (UX) that becomes a
“simply how people feel when they use a product or service, and in some cases could be a
technology service or product”.
        </p>
        <p>
          In this sense, the user experience is a design process of products that induce significative
experiences: it is not reduced to interaction, as the idea is to implement design guidelines that
enable the creation of products which are useful, eficient, pleasurable and that can satisfy needs
in the specific context where the person uses the product. Thus, the design of the interaction
implies the creation of multimodal interfaces and systems as mentioned by Chhabria, Dharaskar
and Thankare [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] where other issues must be taken into account such as human behavior,
emotion recognition and human gestures with information systems, with the necessary sensors
that incorporate receptive capacities, which in turn implies both physical and computational
complexity on quality metrics, based on mode fusion techniques.
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>4.2. Accessibility in education to setup a Smart City</title>
        <p>
          This is how, when facing the challenge of proposing scenarios for the development of the citizens,
the organizations that propose this participation must have as part of their website guidelines
human-computer interaction based on user experience with accessibility. This accessibility is, in
the words of Ferrer [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], the possibility of subjects to have at their disposal goods and services
of the knowledge society, overcoming barriers that may arise. In the same sense, Acevedo [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]
states that accessibility is the overcoming of obstacles and barriers of technology appropriation
and use in all virtual and physical surroundings.
        </p>
      </sec>
      <sec id="sec-4-4">
        <title>4.3. Usability in the user experience in education for Smart Cities</title>
        <p>
          Usability is configured in the efectiveness achieved in a site or device in terms of how is
it comprehensive and eficient for the user, so that errors are reduced making it possible to
respond to user needs for a specific objective, with eficiency and satisfaction in a context of
particular use. In this sense, the ISO standard [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], presents six sub-characteristics in which the
maturity degree of the usability model of each product can be assessed. These subcategories are:
learning capacity (learnability), operability (operability), protection against user errors (user
error protection), appropriateness recognizability, user interface aesthetics and accessibility.
        </p>
        <p>
          Therefore, some necessary elements are the application of web accessibility on the virtual
platform with the development of operability, which must contain interaction and navigation
elements that can be handled by people with diferent characteristics and disability conditions,
which means that the contents have to be legible and understandable, according to Hilera [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. It
is also required to implement web accessibility on the virtual platform with an understandability
development, which implies “ensuring that the information and the relations implicit in the
visual or auditory format are maintained when the presentation format changes. For example,
the format of the presentation changes when a screen reader reads the content or when the
style sheet provided by the author is replaced”, according to Benavidez [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions</title>
      <p>Digital transformation in all organizations is a process that depends on an adequate planning
and implementation of a digital maturity model, and its efectiveness lies in the generation
and strengthening of a governance model that involves all levels of the organization (strategic,
tactical and operational), and that is formalized through rules, policies, guidelines and strategic
plans.</p>
      <p>Regarding the training system, it was possible to create the virtual 3D environment of the
TCR Tornometal with a high realism level, which contains the elements that compose the factory
and the objects for work safety. The immersive surroundings allow the user to interact with the
machines present in the virtual space, thanks to the incorporation of physics that recreate the
reactions of artifacts when being handled by the worker.</p>
      <p>In the framework of Smart Cities, educational transformation implies the generation and
publication of didactic material, guaranteeing the accessibility to all citizens, eliminating barriers
of space and time. Said material must have technological aids and elements, in order to facilitate
content appropriation. Therefore, there is the need for an architecture that responds to the
design of user experience, where there is coherent information, in a website that complies with
usability sub-categories.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>M.</given-names>
            <surname>Egeli</surname>
          </string-name>
          ,
          <source>Factores de éxito del negocio móvil</source>
          ,
          <year>2016</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>G. J.</given-names>
            <surname>Christiansen</surname>
          </string-name>
          ,
          <source>Factores de éxito del negocio móvil</source>
          ,
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>J.</given-names>
            <surname>Becker</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Knackstedt</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Pöppelbuß</surname>
          </string-name>
          ,
          <article-title>Developing maturity models for it management</article-title>
          ,
          <source>Business &amp; Information Systems Engineering</source>
          <volume>1</volume>
          (
          <year>2009</year>
          )
          <fpage>213</fpage>
          -
          <lpage>222</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>I. D.</given-names>
            <surname>Eglofstein</surname>
          </string-name>
          , et al., Desarrollo de un modelo de madurez de digitalización para organizaciones educativas,
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <surname>J. de Andalucía</surname>
          </string-name>
          , Consejería de transformación económica,
          <year>2018</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>A.</given-names>
            <surname>Fernández Martínez</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Llorens</surname>
          </string-name>
          <string-name>
            <surname>Largo</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Molina-Carmona</surname>
          </string-name>
          , et al.,
          <source>Modelo de madurez digital para universidades (md4u)</source>
          ,
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <surname>I. Colombia</surname>
          </string-name>
          ,
          <article-title>Innpulsa digital</article-title>
          . mintic - dirección de transformación digital, centro de transformación digital empresanrial,
          <year>2019</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>E.</given-names>
            <surname>Ruiz Velasco</surname>
          </string-name>
          <string-name>
            <surname>Sánchez</surname>
          </string-name>
          ,
          <article-title>Educatrónica: innovación en el aprendizaje de las ciencias y la tecnología</article-title>
          , Ediciones Díaz de Santos,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>O.</given-names>
            <surname>Borrás</surname>
          </string-name>
          <string-name>
            <surname>Gené</surname>
          </string-name>
          , Fundamentos de gamificación,
          <year>2015</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>J. F.</given-names>
            <surname>Chipia</surname>
          </string-name>
          <string-name>
            <surname>Lobo</surname>
          </string-name>
          , Juegos serios: alternativa innovadora,
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>F.</given-names>
            <surname>Checa</surname>
          </string-name>
          <string-name>
            <surname>García</surname>
          </string-name>
          ,
          <article-title>El uso de metaversos en el mundo educativo: Gestionando conocimiento en second life</article-title>
          ,
          <source>REDU. Revista de Docencia Universitaria</source>
          <volume>8</volume>
          (
          <year>2011</year>
          )
          <fpage>147</fpage>
          -
          <lpage>160</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <surname>J. A. Sanchez</surname>
            <given-names>Martinez</given-names>
          </string-name>
          , Figuras de la presencia, cuerpo e identidad en los mundos virtuales,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>M.</given-names>
            <surname>Limniou</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Roberts</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N.</given-names>
            <surname>Papadopoulos</surname>
          </string-name>
          ,
          <article-title>Full immersive virtual environment cavetm in chemistry education</article-title>
          ,
          <source>Computers &amp; Education</source>
          <volume>51</volume>
          (
          <year>2008</year>
          )
          <fpage>584</fpage>
          -
          <lpage>593</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <given-names>J. L.</given-names>
            <surname>Caro</surname>
          </string-name>
          , et al.,
          <article-title>Fotogrametría y modelado 3d: un caso práctico para la difusión del patrimonio y su promoción turística</article-title>
          ,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>C.</given-names>
            <surname>Nilda</surname>
          </string-name>
          ,
          <article-title>Introducción a la investigación educativa</article-title>
          ,
          <source>Editorial ARS Gráficas SA MaracaiboVenezuela</source>
          (
          <year>2007</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <given-names>M.</given-names>
            <surname>Tamayo</surname>
          </string-name>
          , et al., El proceso de la investigación científica,
          <source>Editorial Limusa</source>
          ,
          <year>2004</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <given-names>M.</given-names>
            <surname>Soegaard</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R. F.</given-names>
            <surname>Dam</surname>
          </string-name>
          ,
          <article-title>The encyclopedia of human-computer interaction, The encyclopedia of human-computer interaction (</article-title>
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <given-names>S.</given-names>
            <surname>Chhabria</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Dharaskar</surname>
          </string-name>
          ,
          <string-name>
            <given-names>V.</given-names>
            <surname>Thakare</surname>
          </string-name>
          ,
          <article-title>Survey of fusion techniques for design of eficient multimodal systems</article-title>
          , in: 2013
          <source>International Conference on Machine Intelligence and Research</source>
          Advancement, IEEE,
          <year>2013</year>
          , pp.
          <fpage>486</fpage>
          -
          <lpage>492</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <surname>M.</surname>
          </string-name>
          <year>d</year>
          . l. Á. Ferrer, Usabilidad y accesibilidad:
          <article-title>Estrategias para diseños web inclusivos orientados a la integración de personas con discapacidad a la sociedad</article-title>
          de los saberes,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <given-names>S.</given-names>
            <surname>Acevedo</surname>
          </string-name>
          , Usabilidad y accesibilidad:
          <article-title>Estrategias para diseños web inclusivos orientados a la integración de personas con discapacidad a la sociedad</article-title>
          de los saberes,
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <surname>ISO</surname>
          </string-name>
          ,
          <article-title>Iso/iec 25010 systems and software engineering - systems and software quality requirements and evaluation (square</article-title>
          ),
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <given-names>J. R.</given-names>
            <surname>Hilera</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Fernández</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.</given-names>
            <surname>Suárez</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E. T.</given-names>
            <surname>Vilar</surname>
          </string-name>
          , Evaluación de la accesibilidad de páginas web
          <article-title>de universidades españolas y extranjeras incluidas en rankings universitarios internacionales</article-title>
          ,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          [23]
          <string-name>
            <given-names>S.</given-names>
            <surname>Benavídez</surname>
          </string-name>
          ,
          <article-title>Comprender las wcag 2.0 (traducción al español)</article-title>
          .
          <source>fundación sidar</source>
          (
          <year>2010</year>
          ),
          <year>2010</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>