LACLO Sesión 5: Aplicaciones tecnológicas para la educación

  • A Generator of Game Programming Challenges for Computational Thinking Development. Brasil

    • Autor(es): Angelo Jesus and Ismar Silveira
    • Abstract: Problem-solving skills can make students more autonomous in their learning in addition to contributing to the individual's success in real-life situations (professionally or personally). In this sense, Computational Thinking, as a problem-solving approach that can involve information technologies, can contribute a lot to this subject. Therefore, due to its essence, the development of Computer Science concepts is closely related to the employment of problem-solving activities. However, teachers may face difficulties when proposing Computational Thinking problem-solving activities to their students. This paper proposes the engineering of a software that aims to allow teachers to generate challenges related to game and interactive animations programming to support their classes. The problems generated by the system, do not limit the learners' creative power. Besides that, teachers can balance the reasoning component of the challenges according to the learners' level of knowledge in programming and algorithms. An experiment with Computational Thinking activities was analyzed in order to design the proposed software.
    • Expositor(a): Angelo Jesus


  • Automatic XML creation for Multisensorial Books. Brasil

    • Autor(es): Helder Yukio Okuno and Gustavo Guedes
    • Abstract: The use of human senses (i.e., sight, hearing, touch, taste, smell) provides us information about how to build a more concrete representation of the world. Multisensorial Media (MulSeMedia) is one of the innovations that can improve these representations of the physical world by improving the reader's Quality of Experience (QoE) in digital books (e-books). Multisensorial Books is the new e-book reading platform that combines traditional multimedia elements with MulSeMedia components to enhance the QoE of the user in the reading/learning task. However, to create new stories for Multisensorial Books, previous works use manual XML annotations, which can be very laborious. Also, the previous works do not provide controls of multisensorial effects intensities. In this scenario, this work proposes contributions, such as the automatic annotations of multisensorial media using the XML model and the construction of a sensory word lexicon to control the intensity of the effects during the reading of Multisensorial Books.
    • Expositor(a): Helder Yukio Okuno


  • Digital book with animation strategies for comprehensive reading. Perú

    • Autor(es): Hesmeralda Rojas, Willie Alvarez and Maximo Soto
    • Abstract: This article presents the results of an investigative work of an applicative character; whose main objective is to demonstrate the possibility of generating an attitude of habitual reading in comprehensive reading for training purposes in individuals of school age. Through the experience of a digital book with animation strategies, but with a pedagogical approach, it aims to arouse literary and informative interest in the reader, considering the accessibility to computer technology from cell phones, tablets and desktop computers. In the same way, this work presents a reflection on reading and current society, reading and education, and the construction of the digital book under the approach of learning object guided by the strategies of animation to the reading. Finally, the results of the pilot test applied to 20 students are presented, showing the level of reading comprehension of the children under study at a pre-experimental level, with positive achievements on average at 77.35 and a mode of 74.
    • Expositor(a): Hesmeralda Rojas


  • Yachay-Miray: web application for teaching learning of the multiplication of natural numbers. Perú

    • Autor(es): Mario Aquino Cruz, Maria Lima Bendezu, Esther Calatayud Madariaga, Leonardo Dávila Huacoto, José Abdón Sotomayor Chahuaylla and Edgar Eloy Carpio Vargas
    • Abstract: In this research work, we developed a web application, as an alternative tool for teachers for teaching and learning to their students, particularly for teaching multiplication in second grade students at the primary level. The problem with the teachers is that the students are distracted and lose interest and concentration when using traditional materials, but through playful play their attention and concentration is much better. Also, students are increasingly familiar with technologies since they were born as digital natives and they must take advantage of the knowledge and skills they have for their learning. Finally, the research results show that by using the tool, students significantly improve learning indicators in the area of mathematics. Additionally, in the face of the current global pandemic of covid-19, the proposed proposal will be very helpful for teachers and students in different educational centers.
    • Expositor(a): Mario Aquino Cruz


En 2020, CLEI y LACLO serán realizados conjuntamente potencializando el intercambio entre ambas comunidades, en Loja - Ecuador