(Estudios de caso sobre dilemas morales para aplicar teorías éticas en la educación en ingeniería)
Autores/as:
Guerrero, María José Casany and Alier Forment, Marc
Resumen:
The significance of incorporating ethics education in engineering programs has grown considerably in recent times, especially within domains such as computer science, software engineering, data science, and artificial intelligence. In response to this demand, a pedagogical activity was developed and executed to facilitate students in applying ethical theories to occupational and societal challenges while enhancing their critical thinking abilities. This activity involves students participating in a debate where they are assigned a moral stance to uphold and must utilize one of the ethical theories explored in class to bolster their case. This paper offers an in-depth account of the conception and execution of this educational activity, as well as the encouraging results observed. Furthermore, the paper showcases the scenario utilized in the activity, which outlines a professional conundrum in the realm of Computer Engineering. The findings of this educational activity indicate its efficacy as a teaching instrument for ethics in engineering programs, with potential applicability to other engineering fields. By integrating such pedagogical activities into engineering programs, educators can empower students with essential ethical values and skills to tackle intricate ethical issues in their professional and social spheres while also fostering critical thinking and encouraging dialogue among students.
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(COMPETENT: un juego de enseñanza de competencias de un equipo de desarrollo de software)
Autores/as:
Maturana-González, Grissa Vianney and Durango-Vanegas, Claudia Elena and Zapata-Jaramillo, Carlos Mario and Zapata-Rueda, Carla Maria
Resumen:
Competencies are skills, knowledge, and personality traits helping to obtain satisfactory performance in work teams. Software engineering games allow students for learning about computer fields in a safe and controlled environment. Commonly, such games mention skills to perform activities related to a software development team. However, competencies and competency levels are not directly related to the roles of software work teams in such games. In this paper we propose a game for improving the identification of the competencies and competency levels used in Essence for some roles of software development teams. The game allows for teaching strategies for reaching optimal competency levels for such roles.
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(Aprendizaje Basado en Juegos con Realidad Aumentada para la Enseñanza de la Historia)
Autores/as:
Lázaro Carrascosa, Carlos and Ylardia, Irene Palomero and Paredes-Velasco, Maximiliano and García-Suelto, María del Carmen Navarro
Resumen:
One of the fundamental aspects of history teaching is the chronology of important events and facts that have occurred. However, this involves an effort of memorization that produces rejection in students, affecting their learning outcomes. This article describes an experience with Primary and Secondary students using Augmented Reality with gamification in timeline activities to learn a course of History. The results show that there was improvement in learning in several aspects: chronologically situate several events in relation to BC and AD, relate different historical events to ages in History, and sort important historical milestones. In addition, it was found that students experienced positive emotions during the experience such as joy, curiosity, and interest.
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(Using the Git Version Control System to Replace a Learning Management System)
Autores/as:
Wolf, Gunnar
Resumen:
For several years now, but with special force since the beginning of the COVID contingency, higher education professors have turned to telematic tools that help teachers manage the work with which their students practice and demonstrate their progress in class– Tasks, practices, projects, exhibitions and more. The systems that, over the last two decades, have been most used for this purpose are called Learning Management Systems (LMS); The best known is undoubtedly Moodle, but there are a large number of options for this. Based on the empirical observation of a rejection by students of the use of these systems, the authors made the decision to completely replace their use with that of a version control system widely used for software development, Git, specifically for teaching students of the Computer Engineering career, for the Operating Systems course. This article presents the justification for choosing this platform, and the evaluation of the experience after eight semesters using it.
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(Análisis y evidencias de validez del Cuestionario de Competencia Digital para Docentes peruanos)
Autores/as:
Santa-Cruz-Espinoza, Henry and Puga, Nancy Barazorda and Olivares, Jorge Antonio Crisostomo and Carhuatocto, Jeannina Del Alva Huaman and Rebaza, Luis Enrique Arenas and Chávez-Ventura, Gina
Resumen:
Non-experimental instrumental study whose objective was to analyze digital competences in a sample of Peruvian teachers and to show evidence of validity of the self-report questionnaire used. The Digital Competence Questionnaire was administered to a non-probabilistic sample of 414 participants. The results confirmed the multidimensional structure with five correlated factors and the reliability of the instrument. The comparative analysis indicated that basic education teachers have the lowest digital competence. Post-hoc comparisons showed that teachers with higher academic degree and younger age presented higher digital competence in relation to their comparison group. The results suggest differences in teachers’ digital competence according to some personal aspects.
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(Ambiente Virtual para Auxílio no Ensino e Aprendizagem de Projetos de Instalações Elétricas Prediais)
Autores/as:
Araújo, Jalberth F. and Sales, Leonardo M. R. and Silva, Célio A. and Silva, Henrique D.
Resumen:
In this paper is presented the main stages in the development of Proj-Elétrica, a virtual environment in the form of a serious game designed to assist in the teaching and learning process of residential electrical installations projects. The game was developed using the Construct 2©platform. By playing Proj-Elétrica, users can test their knowledge of electrical installations by completing the electrical layout elements of the rooms in a house. The variation in room layouts allows for the exploration of different conduit arrangements, enhancing the player’s understanding of the subject. The developed game serves as a facilitating tool for the study of electrical installations and can be used to improve the teaching and learning experience for both teachers and students. Furthermore, Proj-Elétrica is also valuable for reaching out to graduated engineers and technicians who may not be seeking to learn but wish to review concepts related to residential electrical installations projects.
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(Ambiente Virtual para Auxílio do Aprendizado de Instalações Elétricas Prediais)
Autores/as:
Araújo, Jalberth F. and Guimarães, Rodrigo T. and Silva, Célio A. and Silva, Henrique D.
Resumen:
In this paper, the importance of electrical installations in technical and undergraduate courses in the field of electricity and the limitations faced in practical activities in conventional laboratories, such as high demand and time restrictions, is addressed. To solve this problem, virtual laboratories play a crucial role as tools in the teaching-learning process, offering simulated experiments. In this work, a virtual environment was developed to assist in the learning of electrical installations. The environment allows students to enhance their knowledge and practical skills in the area. Additionally, both teachers and students benefit from improving teaching and learning practices provided by the virtual environment. One of the main advantages of this environment is the flexibility it offers to students, allowing them to perform practical tasks outside the academic environment. This flexibility expands learning opportunities since students are not restricted to the physical laboratory and can practice and develop their skills in electrical installations anywhere and at any time.
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(Impacto del uso de la gamificación en el desarrollo de aprendizajes colaborativos: Un enfoque cuantitativo experimental)
Autores/as:
Maraza-Quispe, Benjamín and Choquehuanca-Quispe, Walter and Rosas-Imán, Víctor Hugo and Quispe-Flores, Lita Marianela and Alcázar-Holguin, Manuel Alfredo and Feliciano-Yucra, Giuliana and Martinez-Lopez, Atilio Cesar
Resumen:
The objective of the research is to assess the impact of using the Classcraft gamification platform to promote collaborative work among students in Regular Basic Education. The selected population consisted of 200 third-grade high school students, with the experimental sample comprising 30 students selected through non-probabilistic convenience sampling, based on inclusion criteria such as technological skills and tool management. The activities developed detail learning sessions designed to develop various aspects of collaborative work using the Classcraft gamification platform. The data collection instrument includes a questionnaire divided into 5 dimensions: Positive interdependence, task interdependence, individual and group responsibility, interpersonal and small group skills, and internal team management. Each dimension contains items rated on a scale from 1 to 5. The pretest results showed that the majority of students had a regular level of collaborative work. However, in the posttest, a significant increase in the “Good” level was observed, indicating effective development of collaborative work following the intervention with the Classcraft platform. In conclusion, the study demonstrated that the use of the Classcraft gamification platform had a positive impact on the development of collaborative work in high school students. The results suggest that the implementation of this platform contributed to strengthening internal team management skills and collaborative learning, improving interdependence, and individual and group responsibility among students. These findings support the initial hypothesis and underscore the importance of gamification in the educational context for promoting effective collaboration among students.
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Autores/as:
Barbancho, Ana M. and Barbancho, Isabel and Tardón, Lorenzo J. and Peinado, Alberto
Resumen:
The enrolment of women in STEM (Science, Technology, Engineering, Mathematics) degrees and, in particular, in Telecommunication Engineering shows a decreasing trend. Among the general competences common to all the degrees taught at the School of Telecommunication Engineering (ETSIT) of University of Malaga, there is the G-01, which is the ability to assume and attitude of respecting the fundamental rights and equality between men and women. In this context, a group of professors from ETSIT has been developing, since 2018. different practical case studies to make the role of women in the technological environment more visible, both for university students and for pre-university students. This article presents both the strategies proposed and the conclusions and results obtained from them.
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(Análisis del desempeño de ChatGPT en exámenes de Ingeniería Informática)
Autores/as:
Rodriguez-Echeverría, Roberto and Gutiérrez, Juan D. and Conejero, José M. and Prieto, Álvaro E.
Resumen:
The appearance of ChatGPT at the end of 2022 was a milestone in the field of Generative Artificial Intelligence. However, it also caused a shock in the academic world. For the first time, a simple interface allowed anyone to access a large language model and use it to generate text. These capabilities have a relevant impact on teaching-learning methodologies and assessment methods. This work aims to obtain an objective measure of ChatGPT’s possible performance in solving exams related to computer engineering. For this purpose, it has been tested with actual exams of 15 subjects of the Software Engineering branch of a Spanish university. All the questions of these exams have been extracted and adapted to a text format to obtain an answer. Furthermore, the exams have been rewritten to be corrected by the teaching staff. In light of the results, ChatGPT can achieve relevant performance in these exams; it can pass many questions and problems of different natures in multiple subjects. A detailed study of the results by typology of questions and problems is provided as a fundamental contribution, allowing recommendations to be considered in the design of assessment methods. In addition, an analysis of the impact of the non-deterministic aspect of ChatGPT on the answers to test questions is presented, and the need to use a strategy to reduce this effect for performance analysis is concluded.
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