Research · Educational innovation · International impact

Human-Centred Educational Innovation with AI and Immersive Technologies

A portfolio of evidence-based projects advancing critical thinking, creativity, teacher education and professional skills—from human–AI co-creation to haptic virtual laboratories.

Generative AIImmersive VRHaptic learningLearning analytics

Unified innovation portfolio

Technology selected after the learning challenge—not before it.

The portfolio connects artificial intelligence, immersive virtual reality, haptic feedback, gamification and evidence-based assessment through a human-centred approach.

Across the projects, students remain authors, decision-makers and reflective practitioners. Technology supports inquiry, repeated practice, source validation, embodied interaction and the responsible creation of knowledge.

Design principleDefine the competence and expected evidence first; then select the technology that makes the learning visible, practicable and assessable.

Flagship projects

Three complementary routes to educational transformation

Each project addresses a different educational challenge while sharing a common commitment to evidence, ethics, scalability and learner agency.

QS Reimagine 2026

Human–AI co-creation · Scalability pathway

CoCreateAI

Human–AI Co-Creation Pedagogical Model

Transforms generative AI from an answer generator into a cognitive partner for questioning, co-creation, source validation, bias detection, refinement and accountable communication.

1,500+ beneficiaries 2025 founded US$20k institutional support
SIMO Educación 2026

Immersive and haptic teacher education

HaptiEdu

Immersive virtual laboratory with haptic technology

Combines HTC Vive, Hi5 Noitom 2.0 gloves, CoSpaces Edu and Unity to strengthen educational software evaluation and qualitative observation in safe, repeatable and authentic scenarios.

50 teacher-education students 48 doctoral learners p < .001 evaluation gains
Santiago Antúnez de Mayolo 2026

Research in science · Medical education

Haptic Psychomotor Training

Haptic gloves for the acquisition of psychomotor skills

A quasi-experimental study of immersive clinical simulation using haptic gloves for suturing, forceps manipulation and anatomical palpation, with measurable gains in precision, coordination, sequencing, safety and execution time.

n = 50 participants 3 × 90 min sessions p < .001 all dimensions

Learning architecture

Two structured cycles, one human-centred philosophy

01

CoCreateAI cycle

Critical and creative AI use

  1. Question

    Frame authentic problems and formulate researchable questions.

  2. Co-create

    Compare alternatives and build academic, scientific or creative outputs with AI.

  3. Validate

    Verify sources, detect errors and bias, refine arguments and disclose AI use.

  4. Share

    Communicate original outcomes, receive critique and justify decisions.

02

HaptiEdu cycle

Immersive and embodied practice

  1. Immersion

    Understand the challenge and explore the simulated scenario.

  2. Interaction

    Manipulate objects, observe cues and make professional decisions.

  3. Evidence

    Record observations and justify evaluation criteria.

  4. Reflection

    Contrast evidence, receive feedback and revise biases.

  5. Transfer

    Apply the learning to a real or new situation.

2026 competition portfolio

One website, multiple national and international applications

The updated identity presents a broader innovation portfolio rather than a website tied to a single award. Each application is connected to the project and evidence most relevant to its evaluation criteria.

01

International award

QS Reimagine Education Awards 2026

CoCreateAI · Scalability pathway

Official website ↗
02

Ibero-American educational innovation

SIMO EDUCACIÓN 2026

HaptiEdu · Innovative Experience in Higher Education

Official website ↗
03

National science and innovation award

Santiago Antúnez de Mayolo Gomero 2026

Haptic psychomotor training · Research in Science category

Research evidence ↗
04

International ICT in education prize

UNESCO–King Hamad Prize

CoCreateAI · Responsible AI, critical thinking and creativity

Project video ↓

Scientific evidence

Latest Scopus-indexed publications

Peer-reviewed evidence supporting the competition portfolio, led by the 2026 study on immersive clinical simulation with haptic gloves and complemented by six selected publications on AI, immersive learning and educational innovation.

Open Scopus profile
Competition research · 2026

Immersive virtual reality · Haptic feedback · Medical education · Clinical simulation

Effect of the Use of Haptic Gloves on the Acquisition of Psychomotor Skills in Students

Benjamín Maraza-Quispe

This quasi-experimental study evaluated the effect of Hi5 Noitom 2.0 haptic gloves in an immersive virtual reality environment on the psychomotor skills of 50 medical students. The experimental group completed three 90-minute practical sessions over two weeks, performing simulated suturing, forceps manipulation and anatomical palpation in a safe and repeatable virtual setting.

Evidence was collected through a psychomotor-skills rubric, a Likert self-assessment questionnaire and a structured expert-observation checklist. Independent-samples t-tests and repeated-measures ANOVA showed statistically significant improvements (p < .001) across precision, visuomotor coordination, technical sequencing, execution time, safety and feedback.

Competition relevance: the study provides published empirical evidence that haptic immersive simulation can strengthen complex procedural skills while reducing the risks and resource constraints associated with initial clinical practice. Its structured intervention and assessment protocol offer a replicable pathway for medical education and other professional training contexts.

n = 50 medical students 3 × 90 min practical sessions p < .001 all dimensions Vol. 16(1) pp. 248–258
Selected publication 6 · 2026

Artificial intelligence literacy · Immersive VR · Haptic interaction

Artificial Intelligence Literacy and Metacognitive Self-Regulation in Immersive Virtual Reality Environments with Haptic Interaction for Teacher Education

Benjamín Maraza-Quispe

This complementary study examines how immersive virtual reality and haptic interaction can support AI literacy and metacognitive self-regulation in teacher education, extending the portfolio from clinical psychomotor training to reflective and responsible professional learning.

SN Computer Science Journal 7:680 Volume and article 2026 Publication year
6 selected publications

Video evidence

Innovation, implementation and professional trajectory

Palmas Magisteriales en el Grado de Maestro

Estudiantes arequipeños ganan concurso espacial iberoamericano y visitarán la NASA

Condecoration with diploma and medal from the City of Arequipa

Recognition of teaching work

APOLO 2022 and innovation trajectory

El Maestro que deja Huella

Replicability and scaling

Designed to travel across disciplines, institutions and resource levels.

01

Modular

Cycles, rubrics, scenarios and teaching guides can be adopted independently or combined.

02

Tool-agnostic

The pedagogical model is not tied to one proprietary AI or immersive platform.

03

Evidence-based

Implementation is documented through performance data, rubrics, reflections, interviews and observation.

04

Human-centred

Learner authorship, ethical judgement, accessibility and educator guidance remain central.

Research collaboration and evidence requests

Dr. Benjamín Maraza Quispe

Faculty of Education Sciences · Universidad Nacional de San Agustín de Arequipa · Peru