The development of technologies has made digital accessibility relevant to many everyday processes. Multiple resources have been designed to meet the special needs of a wide variety of people, such as Deaf sign language users, who require inclusive technologies to facilitate their communication in work, educational, and social environments. The objective of this study is to identify assistive technologies that favor and improve communication between Deaf and hearing people. To this end, a systematic review was carried out following the PRISMA checklist and using the Scopus, Web of Science, and PubMed databases. A total of 492 documents were identified and subjected to inclusion and exclusion criteria, of which 27 were included in the quantitative synthesis. As a result, technologies based on gesture recognition for the translation of sign language into speech and vice versa, technologies for sign language teaching, technologies for automatic caption generation, technologies based on online content, and technologies based on text and illumination networks were found in the studies. The findings suggest that there is a need for further research into the motivations for developing sign language technologies, as a contribution to the inclusion of Deaf communities in society without linguistic impositions.
Currently, educational systems have assumed a relevant role in developing knowledge and strengthening skills in individuals, an aspect that has become a determining factor for the advancement of society. However, these systems present constant challenges, especially influenced by the advance in information and communication technologies, access to the Internet, and mobile devices, which implies transformations in the new paradigms of teaching and learning methodologies. In this scenario, gamification has been one of the strategies used within virtual learning environments such as MOOCs to increase student motivation in the development of courses. In the last decade, interest in this topic has been evidenced. Therefore, this study aims to identify the main research trends in studies on gamification in MOOCs in the last ten years. For this purpose, a bibliometric analysis was carried out using the Scopus database, from which 265 publications were obtained. The main actors (authors and journals) most cited and thematic trends were identified based on the recurrence of keywords. Among the findings, it was identified that researchers are interested in e-Learning, motivation, online learning, serious games, student engagement, badges and rewards, and the use of the Internet as a tool for learning.
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