(Evaluación de la Percepción de Uso de un Juego Serio para Evaluar la Competencia Digital del Alumnado de Secundaria)
Autores/as:
Calderón, Alejandro and Ruiz, Mercedes and Hurtado, Nuria and Orta, Elena and García, Mayte and Gómez-Aguilar, Nieves and Trinidad, Manuel
Resumen:
In today’s technological and digital society, education in digital competencies through which students can make critical and safe use of the Information Society Technologies for work, leisure, and communication, is essential. This paper presents a serious game based on interactive fiction for the self-assessment of digital competence according to the DigComp European model. In addition, it describes the evaluation of the perception of use of the serious game to assess the digital competence of secondary school students, in terms of user experience and usability, with the goal to obtain indications of the software quality of the developed digital tool from the point of view of teachers. The obtained results provide positive evidence of the effectiveness of the serious game as a tool for the assessment of students’ digital competence and the motivation of students towards the use of this kind of resource instead of traditional methods. In addition, the teachers’ perception of use of the game highlights the satisfaction and ease of use, as well as the attractiveness and fun that the game offers to the students.
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(El Impacto de Minecraft en la Formación de Conductas Prosociales en Estudiantes de Educación Básica Regular)
Autores/as:
Caytuiro-Silva, Nicolás Esleyder and Maraza-Quispe, Benjamín and Mamani-Nina, Luis Angel and Mamani-Sucasaca, Ebelyn María and Aguilar-Gonzales, Jose Luis and Urday-Cuadros, Joshelyn and Vivanco-Chávez, Crisia
Resumen:
Fostering prosocial behaviors in students is not only beneficial for their emotional well-being and personal growth but also contributes to a positive school environment and the formation of responsible citizens. The objective of the research is to evaluate the effectiveness of the Sandbox video game Minecraft in promoting prosocial behaviors in students of Regular Basic Education. An experimental methodology was employed, applying the game to the students and administering a pretest and posttest based on the “Prosocial Skills Scale for Adolescents” (PSS-A), which measures solidarity, helping response, perspective, altruism, and assistance. Five personalized multiplayer gaming sessions were conducted. The results indicate that the game dynamics implemented over the five sessions significantly improved solidarity, helping response, perspective, altruism, and assistance among the students. A positive short-term influence on prosocial behavior was evident. The study suggests that the use of the Sandbox video game Minecraft can have a significant impact on fostering prosocial behaviors in students. These findings highlight the potential of video games as an educational tool to enhance social skills and responsible citizenship in the current school context. The research demonstrates that the use of video games like Minecraft in a Sandbox approach can effectively improve prosocial behavior in students of Regular Basic Education. However, the need for future research to examine the long-term durability of these effects and consider the integration of video games into educational programs more broadly and strategically is emphasized.
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(Towards Educational Sustainability: An AI System for Identifying and Preventing Student Dropout)
Autores/as:
Brand C., Erika J. and V., Gabriel M. Ramírez and Diaz, Jaime and Moreira, Fernando
Resumen:
The design and development of a web application to identify a high or low probability of student dropout at the National Learning Service (SENA) in Colombia, aiming to streamline the process of identifying and supporting potential candidates for assistance provided by the institution through the student welfare department. Throughout the development, socioeconomic variables with the highest impact on characterized academic dropout processes to create a dataset. This dataset was then utilized with various artificial intelligence techniques explored in Machine Learning (Decision Trees, K-means, and Regression), ultimately determining the most effective algorithm for integration into the Software. The decision tree classification technique emerged as the most effective, achieving an impressive accuracy of 91% and a minimal error rate of 9%, substantiating its state-of-the-art standing. As a result, this Software has optimized processes within the Student Welfare Department at SENA and is adaptable for use in any higher education institution.
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(Aplicaciones con Contenidos Matemáticos para Usuarios con Autismo)
Autores/as:
García-Moya, Melody and Blanco, Rocío
Resumen:
Some students with autism may have difficulty acquiring mathematical knowledge. However, the use of technology could help them to understand this knowledge more easily. This study therefore aims to obtain a list of mobile applications with mathematical content that are not only recommendable for users with autism, but can also be used by them in an autonomous manner. To this end, 44 applications were chosen, which were used by 28 students with autism in Primary and Secondary Education. On the one hand, it was found that satisfying the accessibility criteria does not guarantee the suitability of the application for this type of user, since 15.9% of the applications chosen could not be fully used by the trial group with autonomy below 50%. On the other hand, a list is provided of 38 applications with mathematical content, recommended or highly recommended for users with autism, 29 of which can be used by them autonomously.
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Autores/as:
Patiño, Dimas H. Concepción and Muñoz, Lilia and Villarreal, Vladimir and Pardo, César and Núñez, Ivonne and Navarro, Nila and Villa, Laura and Dobrescu, Cosmin C. and Rodríguez, Marco
Resumen:
AutismAR Discovery focuses on the pre-development and validation of an augmented reality application aimed at supporting the education of children with autism spectrum disorder (ASD). This study utilized a prototype storyboard evaluation and the AttrakDiff survey with a sample of students studying special education at the university from a Panamanian university and experts in psychology, social work, and computer science. The study results demonstrate the importance of assistive technology in improving the quality of life for individuals with cognitive disabilities and promoting educational inclusion. The study found that immersive and proactive educational environments are significant for children with ASD, and that the use of augmented reality technology can enhance their learning experience. The findings of this study support the use of assistive technology to enhance the education of children with ASD. Therefore, future work is planned to conduct additional testing with a more diverse sample and to implement improvements based on the findings of this study to further enhance the application and its impact on the community.
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Autores/as:
Luna, Ana and Chong, Mario and Djurica, Djordje
Resumen:
Internationalization in higher education brings several benefits, including improving desirable skills and competencies in future professionals. It also develops their cultural sensibility and awareness of unknowing behaviors and environments. This strategic process makes it possible and strengthens the production of knowledge. Besides, it is transversal to research, teaching, and extension in a global mindset context. This work presents the internationalization experiences in the Engineering Department of a Private University in Peru. Additionally, we contribute with the 5W+H application analysis method for the planning and scope of the internationalization process. The purpose is to share experiences and disseminate best practices, as well as the lines to follow in the future.
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Autores/as:
Gómez, Lady K. and Molina, Edwin S. and Collazos, Cesar A. and De Pinho, Lara Guedes
Resumen:
Serious Games have emerged as a valuable tool to facilitate education in stress management, also the serious game being collaborative is a way to have a greater effectiveness for users in their learning, on the other hand, Mindfulness techniques are also an effective tool to manage stress, but each has been used individually. This article aims to develop a serious game that involves collaboration to support teaching processes of stress management through Mindfulness techniques in university students and its evaluation in potential users of its use. The method used for its design is the SAVIE methodology which is user-centered and applies to the context of university students focused on the creation of games with pedagogical and ludic objectives. The development was done with Adobe Illustrator for its digital design and as digital engine Unity doing the programming with C#, where finally the deployment is done in Android operating system and 3 people can play collaboratively. The results of this study were obtained by conducting a validation of this serious game "RAIDER" with 11 potential users, who participated in sessions, where they were conducted two interviews with each participant, one before and one after playing the game, to assess their ability to cope with stress, making use of the perceived stress scale and mindfulness scale and finally making a T-test that tells us that the results are significant in learning Mindfulness techniques to cope with stress in college students.
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Autores/as:
Gonçalves, Fábio J. F.
Resumen:
Teaching-learning approaches in digital electronics education have a key role in technical education and in a further transition to technology related professions. Since there are few studies in literature in this area, this paper aims to contribute with an investigation about students’ progress in a mechatronics technical course at a public institution in Brazil. The main objective is to analyze whether the learning style is related to the performance of the students. Digital electronics has theory and practice, then an experiential framework is used to obtain the reference learning styles from classes in the years 2022 and 2023. In order to have feedback and gather more information, a survey about the course is also conducted. Basic normality test is applied to data and different metrics are compared by correlation analysis. Similarly to other studies in literature, only weak or very weak correlation is found. However, it was identified a simple metric with a strong correlation with the grades when compared with the reference learning styles. This perspective could improve the understanding about students’ characteristics in developing the contents. Specifically, this study contributes to the literature in a sense that the findings here reported suggested that the predilection for a specific learning style or stage is less important when compared to how pronounced the student is in any of them.
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Autores/as:
Traverso-Condori, Lady Cristina and Reyes-Arco, Rocio Elena and Reyes-Villalba, Edwin and Torres-Gonzales, Selene Belén and Maraza-Quispe, Benjamín and Tinco-Túpac, Santos Toribio and Torres-Loayza, Jorge Luis
Resumen:
The research aims to assess the impact of the online educational platform Khan Academy (KA) on the development of mathematical competencies in regular basic education students. A longitudinal methodology was employed to evaluate this impact on the students. An experimental group of 25 students was formed, who were selected through convenience sampling, considering specific inclusion and exclusion criteria. Pretest and posttest assessments were applied to measure various mathematical competencies. The study reveals that, before the use of Khan Academy, students had varying levels of mathematical skills. Following its implementation, a significant improvement was observed in competencies related to solving quantity, shape, movement, and location problems, although there was less progress in solving regularity, equivalence, and change problems. These findings suggest that Khan Academy may be effective in enhancing academic performance in mathematics, but it is emphasized the importance of being a complement to conventional education to address specific student needs. The competency related to the ability to communicate mathematical knowledge was strengthened, highlighting the versatility of the platform. In conclusion, the implementation of Khan Academy emerges as a valuable educational tool, positively impacting the achievement of key competencies and specific mathematical skills. Khan Academy proves to be an effective pedagogical strategy when carefully integrated under teacher guidance.
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Autores/as:
Abad-Soriano, María Teresa and Castell-Ariño, Núria and Pastor-Collado, Joan Antoni
Resumen:
This paper analyses internationalisation policies, strategies, and actions and their relationship with the educational activity of a university centre. Lessons learned from this analysis are formulated. The study focuses on the micro-level and is centred on the Facultat d’Informàtica de Barcelona (FIB), examining the curriculum as a central element of university education. To gain a better understanding of the relationship between the curricula and its internationalisation activity, we analysed the social, geographical, and institutional context, as well as the different management teams that have led the centre. Additionally, we collected various academic and mobility indicators, student responses to surveys, and internationalisation activities deployed during the first 45 years of the history of FIB. We have developed a novel classification system to organise all internationalisation actions. The analysis of the collected information resulted in a set of grids that highlight the interrelationship between educational and internationalisation activities. Thanks to the institution’s global vision along the mentioned two dimensions, we have identified those elements that can serve as useful lessons for any higher education institution. We conclude by presenting a guide to factors that should be considered when designing an internationalisation plan, as a possible application of the lessons learned.
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