Autores/as:
Reverte, Óscar Cánovas and Férez, Pilar González and García Clemente, Félix J. and García, Federico Pardo
Resumen:
This article presents findings derived from the implementation of different modes of using an interactive response system in a Computer Engineering Degree course. The research focuses on the use of the Wooclap platform, which allows posing questions to students for real-time responses using their mobile devices. The designed experience addresses two modalities of platform use: one without competition and another with competition based on points. The methodology involves two distinct groups of students responding to the same questions, led by the same teacher in separate tests, using different platform modes. This quasi-experimental approach is based on data collection regarding student performance (correct responses to questions) and the overall level of classroom interaction during the tests. Furthermore, an audio recording analysis system supported by artificial intelligence is utilized to characterize the participation of the various actors involved.To further the analysis, transcriptions of the teacher’s oral interventions are examined, investigating the typology of these interventions and evaluating if the quantity and distribution of these types vary between the competition mode and the non-competition mode. The results reveal distinctive patterns in the level of student interaction during the tests, depending on the mode used, as well as in the type of interventions made by the teacher. Despite these variations, the results indicate that the mode of use does not have a significant influence on the performance achieved by the students.
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Autores/as:
Alves, Gabriel Sá B. and Bittencourt, João Carlos N. and Dias, Anfranserai
Resumen:
In the rapidly evolving domain of technology education, the integration of digital systems and computer architecture into a unified academic curriculum has become increasingly important. This integration reflects the dynamic nature of the technological landscape and aligns with the growing demands and expectations of students pursuing competencies in both disciplines. Within this context, there is an urgent need for innovative and disruptive pedagogical tools that are in line with current educational trends and effectively address the different learning styles of students. Consequently, the adoption of Field Programmable Gate Array (FPGA) co-design approaches, which integrate hardware and software aspects of systems, represents a significant step forward in meeting the contemporary demands of computer architecture education, offering a practical, engaging and scalable solution. This paper introduces CoLenda, a novel learning tool, through the implementation of an educational FPGA platform based on a 2D graphics processor. The aim of CoLenda is to provide a comprehensive understanding of its architecture, enabling students to experience practical, hands-on learning through the development of graphics-based games. The introduction of this processor enhances the learning process by allowing students to engage in digital design and computer architecture curricula while fostering creativity and practical problem-solving skills. Additionally, making the project open-source for community contributions could significantly expand the potential and scope of this educational tool.
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