(Análisis con IA del modo competición de Wooclap a través de las grabaciones de las clases)
Autores/as:
Reverte, Óscar Cánovas and Férez, Pilar González and García Clemente, Félix J. and García, Federico Pardo
Resumo:
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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(Um Processador Gráfico 2D Integrado a FPGA para Aprimorar o Ensino de Projeto Digital e Arquitetura de Computadores)
Autores/as:
Alves, Gabriel Sá B. and Bittencourt, João Carlos N. and Dias, Anfranserai
Resumo:
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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Autores/as:
Bernardino, Maicon and Cargnelutti, Rodrigo and de Souza Garcia, Renato and Silva, Williamson
Resumo:
Software Engineering students enrolled in the Problem Solving I (PSI) course experience a Requirements Engineering (RE) approach to education. As part of one of the PSI assessments, students must develop a manuscript on RE. Following submission and presentation, we conducted an exploratory study to assess students’ perception of using ChatGPT to support improving and reviewing their scientific paper writing. Based on the results obtained from the participants (n = 40), we highlight the different ways to use ChatGPT to support the learning process. We conclude that ChatGPT and other AI tools can and should be explored by students and professors in the academic setting. However, evaluating the generated responses with caution and discernment is essential. Moreover, to enhance the overall experience, it is crucial to pose precise questions that yield accurate responses; this, in essence, constitutes the primary challenge.
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Autores/as:
Guzmán, Juan D. and Guzmán, Diego E. and Rengifo, Carlos F.
Resumo:
Virtual reality (VR) has seen remarkable advancements, becoming more compact and feature-rich. Although VR has become immensely popular in the video game industry, its adoption in training, healthcare, and education has been relatively modest. The decreasing costs of VR technology make it increasingly accessible, making it an attractive alternative to expensive laboratory facilities, such as those required in engineering programs. This article describes the development of LABNICA, an immersive virtual reality application designed to enhance the teaching process in industrial instrumentation courses. Built with Unity3D and incorporating Meta Quest 2 technology, LABNICA allows users to interact with a virtual industrial environment that simulates the process of setting the parameters for the differential pressure transmitter, performing electrical connections, measuring voltages and currents, and manipulating tank valves. The students’ perception of the tool was evaluated through a usability survey, which considered reference frameworks: 96.5% found the laboratory guide instructions clear, while 94.1% were satisfied with the application mechanics, user interface, and aesthetic design; 80% indicated that there is a need for some prior knowledge in instrumentation. Additionally, 95.3% considered the application convenient for learning industrial instrumentation, highlighting the need to implement virtual reality laboratories in other subjects.
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Autores/as:
Vieira de Rezende, Marco Antônio and Paulineli Garbi, Giuliani and Henrique Fernandez, José and Santos, M. A. F.
Resumo:
The world has undergone accelerated economic, political and social changes with the globalization of communications through artificial satellites. These changes reflected directly on the dynamism of education but, still, without encouraging the role of students in the learning process. Interest in Science and Technology, as well as space exploration, is often associated with subcultures that embrace specific entertainment media rather than actual scientific research as a vocational incentive. With few young people pursuing careers in mathematics and science, there is a shortage of qualified professionals for roles in Aerospace Science and Technology. However, there are already signs that this situation is reversible through innovative educational initiatives carried out by public or private entities that invest in young people and the creation of alternatives for a different world. Playful activities and the STEAM methodology - Science, Technology, Engineering, Arts and Mathematics emerge as an interesting tool to attract students to courses in Exact and Earth Sciences and integrate them into space activities. This work researched successful vocational initiatives, particularly in Australia, Brazil and the United States of America, analyzing the STEAM model with a multidisciplinary learning approach and classroom use of activities focused on hands-on practices. The result was the proposal of new actions that, in the short, medium and long term, can improve the model of the Brazilian initiative, such as the Augusto Severo Space Technological Vocational Center (Centro Vocacional Tecnológico Espacial Augusto Severo) in Rio Grande do Norte and attract students to careers related to space.
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Autores/as:
Lima, Ricardo Santos and Ramirez, Jaime and de Antônio, Angélica and Mascarenhas, Luis A. B. and Minho, Marcelle
Resumo:
Taking into account the challenges of professional training for Industry 4.0 and the new student profile, we conceived an educational alternative adapted from design thinking that uses active learning methodologies and digital technologies like virtual reality, augmented reality, etc. This new alternative is called Situação Interativa de Aprendizagem - SIA, which translates to Interactive Learning Situation. We use technology acceptance models as a way to predict teachers’ willingness to adopt the proposed technologies. The results of this stage will guide the training program. We adopted a model based on the unified theory of acceptance and use of technology (UTAUT), extended with the constructivist teaching belief (CTB). We found that there is a positive perception of performance gains for teachers (performance expectancy) and the impact of external influences for intention of use (social influence). However, there are different opinions regarding the other factors, such as teacher receptivity and qualifications (effort expectancy), educational beliefs (CTB), ease of implementation (facilitating conditos), and the influence of age moderator.
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Autores/as:
Araújo, Jalberth F. and Ramos, Vítor M. and Silva, Célio A. and Silva, Henrique D.
Resumo:
In this paper is presented the main stages for the development of the Quadro Simulador de Defeitos Virtual, a virtual environment created with the aim of assisting in the identification and analysis of defects in industrial control panels. The software Construct 2 was adopted for the development of the Quadro Simulador de Defeitos Virtual. Based on the defect simulator panel of the Brazilian manufacturer WEG, available in the Electrical Installations Laboratory course of the Electrical Engineering Undergraduate Program at the Federal University of Campina Grande, the developed environment can simulate all 24 defects that the real equipment randomly simulates. By using the Quadro Simulador de Defeitos Virtual, the user can test their knowledge in defect analysis and identification and evaluate their performance considering the number of errors made. The developed virtual environment is an instructional and learning facilitator tool designed for the academic setting. Thus, the Quadro Simulador de Defeitos Virtuais has the functionality to simulate all the defects of a real control panel in the most accurate way possible. As a result, it has the potential to help students and teachers to improve their performance and enhance the quality of teaching and learning in the academic environment, addressing the issue of limited access to laboratories for students.
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Autores/as:
Hidalgo-León, Pilar and Luna, Ana and Rivas, Lornel
Resumo:
The main objective of this research is to contribute with a methodology based on data science techniques that allows the identification of undergraduate Latin American Systems Engineering theses that have social and scientific relevance. The Sustainable Development Goals promulgated by the UN with a view to 2030 research guidelines capable of influencing society. Hence, the importance of having a tool that allows obtaining indicators related to the research’s scientific and social relevance. We might wonder if it is possible to identify, through a systematic methodology, Systems Engineering undergraduate Latin American theses whose approach has scientific and social relevance. To answer this question free access repositories from 21 Latin American countries were used, and the search for System Engineering undergraduate theses published between 2015 and 2022 was restricted. We used scrapping and crawling techniques to demonstrate the social and scientific relevance, considering the title, the abstract, and the keywords of the analyzed theses as sources. After applying these techniques, the collected data were stored in a dataset. To enhance our search methodology, we implemented language-based filters, and we narrowed down the results by including only titles with keywords mentioned in the selection criteria. We then utilized the Google Scholar search engine and the SERP API to gather version and citation metrics. This approach in order to search for undergraduate theses with social and scientific relevance proved effective. However, we observed significant heterogeneity in the research areas pursued across various Latin American countries, reflecting diverse regional priorities. At the same time, this diversity presents opportunities to direct research efforts toward achieving social impact. Our findings provide a foundational understanding to guide the development of theses aligned with priorities of social development and sustainability.
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Autores/as:
Castro, M. A. and Verdu, F. J. and García, P. A. and Sirvent, A. and Escapa, A. and Martínez, J. A. and Rodríguez, F.
Resumo:
This work presents an educational experience developed during the 2022-2023 academic year as part of a project of the “Programa de Redes de investigación en docencia universitaria” (Research Networks Program in University Teaching) of the Institute of Education Sciences (ICE) of the University of Alicante (UA), Spain. It is a continuation of the one developed in the previous academic year, whose goal was to incorporate and evaluate the use of the STACK system as a self-learning and automatic assessment tool for Mathematics contents in Engineering. This work details the actions corresponding to a first-year Mathematics course of the Degree in Biomedical Engineering at the UA, where STACK activities have been fully integrated within the development of the curriculum, both as voluntary learning activities and in the form of activities included in the assessment of the subject. A wide set of tests with STACK questions has been created for all the contents of the course, and tests and exams have been carried out based on STACK, either exclusively or as a complementary tool. The analysis of the degree of use of the system and its relationship with the results obtained in partial tests and exams, as well as the opinions of the students in a survey, show the good reception by the students of having available the type of activities that the STACK system allows, and the positive relationship of having carried out these activities with student’s achievements.
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Autores/as:
Gómez-Macías, Cristian and Vara, Juan Manuel and Javier Pérez-Blanco, Francisco and Granada, David
Resumo:
Smart contracts, underpinned by blockchain technology, are crucial for data modification and querying in decentralized systems. Despite their potential, mainstream adoption has been limited by the complexity of programming and lack of beginner-friendly tools. To address this, we developed SmaCly, a block-based web environment that simplifies smart contract creation through visual programming and automatic Solidity code generation. This paper discusses the initial application of SmaCly in a postgraduate course, highlighting its positive impact on learning outcomes. Findings show that SmaCly’s intuitive interface and structural templates reduce coding errors and enhance understanding of Solidity. Qualitative feedback confirms that the tool aids novice developers in mastering complex concepts and provides valuable insights for future improvements, demonstrating the effectiveness of visual programming environments in education.
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