Trabajos aceptados

Angelo Jesus (IFMG/UNICSUL) and Ismar Silveira (UNICSUL/Mackenzie). A Generator of Game Programming Challenges for Computational Thinking Development

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.
Keywords:   computational thinking, problem-solving, software engineering.
Paper:   ✔

 

Chaya Lakshmi (Basaveshwar Engineering College) and Suparna Kapoor (HAl, Bangalore). Synergic Case Study: Impact of Learning in Industry Training Center

Abstract. This paper provides several recommendations to higher educational institutions for the skill development and over all development of a student. Most of the students enter higher education with less interest. It is necessary in higher education to provide more and more practical exposure rather than theoretical stuff in order to enhance the percentage of gross enrollment ratio. A pilot project is taken up by one of the leading engineering colleges and HAL Management Academy. 41 students from various branches have taken an elective subject and the feed back in the form of questionnaire is analyzed.  The data showed that there is a significant enhancement in the qualities of an individual student after the course.
Keywords:   Engineering Education, Industry training center, Impact of learning
Paper:   ✔

 

Helder Yukio Okuno (CEFET/RJ), Silvino Netto (CEFET/RJ) and Gustavo Guedes (CEFET/RJ). Multisensorial Audiobooks

Abstract. Electronic books (e-books) and audiobooks are gaining popularity in the last years. Both have been the subject of studies to expand their basic functionalities. In the case of e-books, many studies are found, such as enhanced e-books and Multisensorial Books. On the other hand,  little has aimed to extend audiobooks, for example, the interactive audiobooks. In this scenario, our work proposes Multisensorial Audiobooks, a new extension of traditional audiobooks.  This model uses multisensorial media elements to enhance the quality of experience of listeners. Multisensorial Audiobooks is created to consider accessibility; that is, it can benefit visually impaired individuals, and, at the same time, dyslexia individuals. We also present a Multisensorial Audiobooks prototype, named as MulseBook. It is based on the Multisensorial Books model, which has presented promising results in previous studies.  Preliminary tests with MulseBook architecture indicates that the Multisensorial Audiobooks model can be implemented as an extension of traditional audiobooks. This work also presents the first story created to be executed with MulseBoook.
Keywords:   multisensorial, audiobook, multiple sensorial media, MulSeMedia, sensorial
Paper:   ✔

 

Hesmeralda Rojas (Universidad Nacional Micaela Bastidas de Apurímac), Ronald Renteria (Universidad Tecnológica de los Andes), Marisol Pilares (Universidad Nacional Intercultural de Quillabamba), Willie Alvarez (Universidad Nacional Micaela Bastidas de Apurímac), Kevin Arias (Codideep E.I.R.L.) and Vladimiro Ibañez (Universidad Nacional del Altiplano). Construction of a virtual museum as an educational tool for cultural learning.

Abstract. Today's museums, in addition to their traditional roles, are places to provide research, delight, and education. In order to bring them closer to citizens, various museums have opted for the creation of virtual spaces, but, these constructions have focused mainly on presenting the virtual tour, adding additional information on the cultural site such as text, video or images, however, learning requires deeper processes that involve the visitor, for this reason, the construction of digital educational material was carried out to support the learning of the cultural process of the museum collection. In this sense, a study on the present concept of museums and the relationship between virtual museums and education was conducted. In addition, the experimental context, in which the project was performed, is presented. The educational tool has been developed in accordance with the Methodology for Teaching Material Production in the era of ICT, which consists of the following stages: contextual stage, didactic-pedagogic stage, communicative stage, and technological stage. Furthermore, an evaluation on the pedagogical aspect of the educational tool and the website usability was carried out, obtaining positive results in both cases.
Keywords:   museum educational activities, virtual tourism, education and museums, educational software, tour 360°.
Paper:   ✔

 

Olger Gutiérrez Aguilar (Universidad Nacional de San Agustín), Miriam Martínez Delgado (Universidad Católica de Santa María) and Fanny Paredes Quispe (Universidad Católica de Santa María). Collaborative learning and its relationship with the classmates affective support with the COLLES questionnaire application

Abstract. The main objective is to know the relationship of the Affective Support factor from the questionnaire Constructivist On-Line Learning Environment Survey (COLLES). This questionnaire has a Likert type consisting on 24 items and six factors, with the collaborative learning, for which it was proposed the validation of an educational model mediated by a Moodle LMS, based on collaboration, which began through a process of validation and homologation of the instrument. The instrument was applied in a section of 26 students on the 5th grade of primary education, in a pilot program in the Moquegua region in Peru. The following procedures were followed: first, an exploratory factorial analysis was carried out with SPSS and in a second phase, a confirmatory factorial analysis, using the PLS-SEM methodology, which is a multivariate method called Structural Equation Modeling with Partial Least Squares. The results confirmed that Affective Support is the determining factor for collaborative learning, mediated by an educational model B – learning.
Keywords:   Collaborative, Learning, Affective Support, COLLES, Moodle, PLS-SEM
Paper:   ✔

 

Helder Yukio Okuno (CEFET/RJ) and Gustavo Guedes (CEFET/RJ). Automatic XML creation for Multisensorial Books

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.
Keywords:   Multisensorial Books, MulSeMedia, XML, Lexicon, Reading, Learning
Paper:   ✔

 

Hesmeralda Rojas (Universidad Nacional Micaela Bastidas de Apurímac), Willie Alvarez (Universidad Nacional Micaela Bastidas de Apurímac) and Maximo Soto (Universidad Nacional Micaela Bastidas de Apurímac). Digital book with animation strategies for comprehensive reading

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.
Keywords:   digital book, learning object, reading strategies, ebook, roles in the production of learning objects
Paper:   ✔

 

Evelyn Del Pezo Izaguirre (Universidad Santa Maria campus Guayaquil), María J. Abásolo (Universidad Nacional de La Plata) and César A. Collazos (Universidad del Cauca). Mobile Technology and Extended Reality for Deaf People: A systematic review of the open access literature

Abstract. The present study is a systematic review of the scientific literature, published between 2006 and early 2020 with open access, which aims to know the use, by non-hearing people, of mobile technology and Extended Reality, encompassing this term to Virtual Reality, Augmented Reality and Mixed Reality applications that seek to improve human-computer interaction through sensory experiences. Particularly, applications used for teaching-learning are analyzed, inquiring, among other questions, what are the didactic themes, the target groups and the sign language used. The results show a high predisposition to the use of mobile technology due to the ease of use of visual / tactile resources. There is still a reduced but promising use of Extended Reality, which allows a field of application of new contributions for the development of the deaf community.

Keywords:   deaf, hearing impaired, Extended Reality, Augmented Reality, Virtual Reality, Mobile Technology, education
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Karen Duchi (UNIDAD EDUCATIVA PARTICULAR HERMANO MIGUEL DE LA SALLE) and Juan Barrera (DIRECCIÓN DISTRITAL 01D01 CUENCA MINISTERIO DE EDUCACIÓN). Digital Divide in the Learning Process of Physics during Covid – 19 pandemic.

Abstract. In March 2020, a quarantine measure was declared in Ecuador to counteract the spread of Covid-19. Therefore, the educational systems had to activate contingency plans to continue with the teaching-learning process by using resources that foster an adequate education during the confinement at home. The purpose of this article is to determine how the access to technological resources can affect the learning of Physics. The participants were students of the last two levels of secondary education of “Hermano Miguel de la Salle” and “San Francisco” High Schools. The obtained results have allowed to establish that there is a technological gap in terms of access to digital educational resources between students in a public and a private school. Learning by discovery must be used to study science; however, due to the current confinement situations, this learning technique has not been possible. Hence, there was a need to investigate how students are acquiring their knowledge of Physics.
Keywords:   Technological Resources, Technological gap, Learning of Physics
Paper:   ✔

 

Isaac Ocampo Yahuarcani (Grupo Invéntalo), Vicente Guadalupe (Ministerio de Agricultura, Pecuaria y Abastecimiento), Roberto Sanchez Saravia (Independiente), Rodolfo Cárdenas Vigo (Instituto de Investigaciones de la Amazonía Peruana), Juan José Bellido Collahuacho (Instituto de Investigaciones de la Amazonía Peruana), Lelis Antony Saravia Llaja (Grupo Invéntalo), Angela Milagros Nuñez Satalaya (Grupo Invéntalo), Evelin Alana Rojas Alva (Grupo Invéntalo) and Jorge Armando Ayarza Rengifo (Grupo Invéntalo). E-LEARNING tool for virtual capacitation in sustainable forest management of the urban and rural sector in cities of the 8 countries of the Amazon basin.

Abstract. This work includes the development and validation of a computerized e-learning platform for training in sustainable forest management and biodiversity conservation oriented to urban, rural and indigenous populations in the 8 countries of the Amazon basin. This tool has been called "Regional Platform for Information and Knowledge Exchange" - PRIC and was developed in the framework of the implementation of the Amazon Regional Observatory (ARO) promoted by ACTO, through the ITTO/CDB/ACTO project. The Amazon Basin contains considerable natural and cultural wealth, however, it has been affected by various legal and illegal economic activities among which are illegal logging and trafficking of wood, large-scale migratory and commercial agriculture, among others that are generating deforestation, water pollution and even loss of Amazon culture and language, so it is necessary to manage and handle Amazon natural resources appropriately. In this way, the development of capacities, supported by on-line computer tools, of diverse actors related to the sustainability of forest management, becomes an effective means to increase the capacity to sustainably manage the Amazon forest and guarantee its sustainability. This work included the identification and analysis of requirements, design, development, validation and feedback of services. The platform has a hybrid virtual training mechanism that combines the typical LMS e-learning model with the MOOC mass training model, which are complemented by resources such as virtual forums, webinars, chats, etc. The socialization and validation with users from the 8 countries has been successful and through the feedback of the participants, some functional details have been adjusted.
Keywords:   virtual education, LMS, MOOC, PRIC, e-learning services
Paper:   ✔

 

Joe Llerena (Universidad Politécnica Salesiana) and Raquel Ayala-Carabajo (Universidad Politécnica Salesiana). Significant learning activities (ASA) in the modality of face-to-face studies with integration of virtual educational media in Engineering careers

Abstract. This study presents a set of significant learning activities (here called ASA) in various subjects of engineering careers of the Universidad Politécnica Salesiana, in the city of Guayaquil (academic period from May to September 2019) developed in the modality of face-to-face studies with the support of a virtual learning environment (Moodle platform) that adapts Kolb's instructional design. The application of an educational strategy that involves planning, integration, continuous evaluation and improvement of a set of significant learning activities (which respond to teaching, practical-experimental and autonomous work components) leads to generating real experiences to deepen learning, experimentation, dialogue and self-reflection for students, in a dynamic that integrates virtuality in a context of presence, making a solid contribution to the digital transformation of university education.
Keywords:   Digital educational media, meaningful learning activity, instructional design
Paper:   ✔

 

Mariana Porta (Universidad de la República), Regina Motz (Universidad de la República) and Daniel de Queiroz Lopes (Universidade Federal de Rio Grande do Sul). Teachers’ Strategies for a Multimodal Teaching Model in Higher Education

Abstract. This article presents a case of a four-year experience of implementation of a higher education program for students in their first year of studies in the social sciences and humanities, one of the many programs offered by Universidad de la República (UDELAR) in its decentralization process. The program has been designed and implemented as a regional project, with a multimodal teaching model, which has developed on the basis of three components: face to face classes, videoconferencing and a Moodle platform. This paper provides an account of the action research cycle of CIOS proposal development, its implementation strategy and the process by which teachers got involved in the digital competency building endeavor required. It intends to provide a systematic account of this process experienced by this particular community of teachers, as they have gone through a technology appropriation process and they have engaged in ongoing course redesign.
Keywords:   digital competence, teacher development, higher education
Paper:   ✔

 

Bryan Aguilar (Universidad de Cuenca), Edisson Sigua (Universidad de Cuenca), Paola Pesántez (Universidad de Cuenca) and Jorge Maldonado-Mahauad (Universidad de Cuenca). Design and Evaluation of a Dashboard for the Analysis of Learner Behavior and Prediction of Dropout in Moodle

Abstract. The rapid development of technology has meant that over the past two decades Information and Communications Technologies (ICT) become increasingly involved in the teaching process and seek to change traditional learning models. With the support of modern technology, virtual platforms that encourage the adoption of a new learning paradigm in which geographical/temporal limitations no longer pose a difficulty have been developed and refined. These virtual learning platforms, also known as Learning Management Systems (LMS), store student and teacher interactions with course resources, and these interactions are stored in database engines. However, all the information generated by LMS has not been processed in a way that is helpful for the use of teachers and students, mainly because in most cases, students' interactions with these systems focus on downloading class material, delivering assignments, and reading announcements, leaving aside indicators that can be presented in the form of visualizations that allow actions to be taken during the development of the learning process. Thus, this study proposes the implementation and evaluation of a dashboard for the analysis of learner behavior and prediction of dropout on the Moodle platform. The proposed tool will help students to manage their learning process, easily and effectively monitor their progress in an online course, and teachers to know what students do before, during and after a virtual class. The latter for the purpose of being able to detect early students at risk of dropping out.
Keywords:   Learning Analytics, Dashboard, Moodle, Dropout, Prediction
Paper:   ✔

 

Yuliana Jimenez Gaona (UTPL), Irene Carrillo Mayenquer (UTPL), Yadira Ludeña (UTPL) and Darwin Castillo Malla (UTPL). Immersive and Collaborative learning: an educational resource for mathematical training in medicine

Abstract. Advances in molecular biology and medicine are generating new technologies and opportunities, where mathematics is a science that has a fundamental role, especially to enhance and contribute to human health through research. This science helps to develop different future scenarios; such as an epidemic, dissemination of a virus, clinical analysis, diagnostic tests, pharmacokinetics, among others, demonstrating that health science professionals are constantly using and interpreting mathematical data collected. However, the teaching of this science has been limited to passive learning, where the student is only a recipient of information, generating low academic performance and increased student dropout.  Based on this, an immersive and collaborative learning methodology is proposed for the teaching of mathematics in students of the first medical year at the Universidad Técnica Particular de Loja. The methodology involves distributing students into two experimental and control groups. The first group contains 48 students and the control group 72 students. The experimental group used clinical cases, mathematical models, TIC´s and augmented reality applications to provide solutions to medical issues. The other group learned mathematics in a traditional way. As a result, teachers perceive a more active participation (>50%) by the experimental group based on their academic averages and the results of the survey; the latter results indicated that a medium-high average feels motivated to learn mathematics and to know its applicability in bioscience.
Keywords:   Collaborative learning, Immersive learning, Augmented reality, Mathematical innovation, Educational technology
Paper:   ✔

 

Mario Aquino Cruz (Universidad Nacional Micaela Bastidas de Apurimac), Maria Lima Bendezu (Universidad Nacional Micaela Bastidas de Apurimac), Esther Calatayud Madariaga (Universidad Nacional Micaela Bastidas de Apurimac), Leonardo Dávila Huacoto (Universidad Nacional Micaela Bastidas de Apurimac), José Abdón Sotomayor Chahuaylla (Universidad Nacional Micaela Bastidas de Apurimac) and Edgar Eloy Carpio Vargas (Universidad Nacional del Altiplano). Yachay-Miray: web application for teaching learning of the multiplication of natural numbers.

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.
Keywords:   Web application, multiplication, teaching, learning, mathematics
Paper:   ✔

 

Belén Vélez (Universidad de Cuenca), Gabriela Verdugo (Universidad de Cuenca), Jaime Veintimilla-Reyes (Universidad de Cuenca), Magali Mejia (Universidad de Cuenca) and Jorge Maldonado-Mahauad (Universidad de Cuenca, Pontificia Universidad Católica de Chile). Playing in the classroom: a game proposal for the flipped classroom

Abstract. Today, gamification is a topic that is taking hold in the educational context. Higher Education Institutions (IES) have maintained the master class as a traditional teaching method, however, thanks to technology, technological teaching tools are being included to transform learning spaces. Therefore, IES have begun to set up new hybrid learning environments, where gamification is sought to motivate and keep students engaged during their learning in and out of the classroom. The aim of this work is to present a game proposal to be adapted in the context of an inverted class. For this, a board game is proposed that will include gamification elements. This game will be developed as part of an inverted classproposal, where you seek to maintain the motivation of the students and see its impact on their learning. Finally, the student's usability and experience will be evaluated when applying the gamified game.
Keywords:   Gamification, Motivation, Blended Learning, Higher Education Institutions
Paper:   ✔

 

Olger Gutierrez Aguilar (Universidad Nacional de San Agustín), Aleixandre Brian Duche Perez (Universidad Católica de Santa María) and Ananí Gutierrez Aguilar (Universidad Nacional de San Agustín). Teacher performance evaluation model in COVID19 times

Abstract. This study purpose was to validate a model for evaluating teacher performance at university level, in the modality of non-attendance education, based on the management of teaching and learning processes with the LMS - Moodle and its integration with the MS Teams, according to the adaptation provided by the National Superintendence of Higher University Education (SUNEDU) in Peru, due to the social distancing declared by the government in Covid19 times. The evaluation model involves first validating the 15-item questionnaire, with 5 factors each one, with 3 items using the 5-value Likert scale, applying the Item Response Theory (IRT) model for graduated response polytomics items. The latent structure of the items was analyzed, applying firstly the exploratory factorial analysis using SPSS, secondly, for the confirmatory analysis the PLS-SEM methodology was used, which is a second generation multivariate method called Structural Equation Modeling with Partial Least Squares. The model was validated with a sample of 358 undergraduate students in 5 subjects of the Professional School of Psychology. It is concluded that, the statistical tests for exploratory and confirmatory analyses, have revealed acceptable results in their assessment, therefore, it is stated that the instrument is reliable and consistent, therefore, its relationship with the variable (NPS), validates the model in its integrity.
Keywords:   evaluation model, teaching performance, digital competences, satisfaction index, Covid19, PLS-SEM
Paper:   ✔

 

María Chávez-Chuquimango (Universidad Peruana de Ciencias Aplicadas) and Eliana Gallardo-Echenique (Universidad Peruana de Ciencias Aplicadas). Peruvian Postgraduate Students' Perception Towards the Use of Digital Technologies

Abstract. This paper examines how postgraduate students use and perceive digital technologies in Tacna, a border region at the south of Peru. The study was positioned in the interpretive paradigm with qualitative research design. Semi-structured interview with open-ended questions was selected as the means of data. Thematic analysis was employed to analyse the verbatim transcription as outlined by Braun and Clarke. The digital technologies that participants mostly use are the Smartphone, laptop, Smart TV, WhatsApp, email, the university's institutional Intranet and social networks (Instagram, Facebook and Twitter). The students are aware of the benefits of using digital technologies for academic and social purposes such as communication, closeness, access to information, entertainment, among others.
Keywords:   digital technology, social networks, Instagram, Facebook, WhatsApp, Higher education
Paper:   ✔

 

Manuel Ibarra (Universidad Nacional Micaela Bastidas de Apurimac), Herwin Alayn Huillcen Baca (Universidad Nacional José  María Arguedas), Ramon Quispe (UNSAAC), Yalmar Ponce (Universidad Nacional José María Arguedas), Mario Aquino Cruz (UNAMBA) and Eliana Ibarra (Universidad Nacional de San Antonio Abad del Cusco). Synchronized and Shared Board for learning and teaching in confinement times

Abstract. This project shows the implementation of a digital shared board to teach and learn remotely in real-time. In the server-side, the software uses WebSockets, NodeJS and Whitebophir, in the client-side it is not necessary to configure or install nothing, it is only required to invoke a web navigator.  The system runs in a personal computer, tablet and smartphones. The teachers can use to do exercises or to evaluate. It is designed for the child from 5 to 7 years old. Three teachers in Apurimac and Cusco evaluated the software, and they agreed that the software could help teachers and students to learn and evaluate.
Keywords:   Shared, Board, synchronized, covid-19, learning, teaching, websockets, nodeJS, Collaborative, SVG
Paper:   ✔

 

Iván Villanueva-Jordán (Universidad Peruana de Ciencias Aplicadas (UPC)) and Eliana Gallardo-Echenique (Universidad Peruana de Ciencias Aplicadas). A Pilot Study on Subtitling Tasks and Projects for Intercultural Awareness and Queer Pedagogy

Abstract. This paper presents the results of a pilot study on the use of active interlingual subtitling for intercultural awareness and queer pedagogy. The subtitling tasks and project were carried out with Ooona, an online subtitling software, and as part of an optional course on gender and sexuality at an undergraduate university program in Translation and Interpretation. The data collected are based on the Spanish subtitles produced by the students from audiovisual content originally in English, as well as on questionnaires and reports that they completed after subtitling. The results reveal how the audiovisual representation of queer characters allows students to reflect on aspects of the gender/sex system when they must transfer linguistic content that is rooted in different socio-cultural systems.
Keywords:   subtitling, audiovisual translation, queer pedagogy, translator training
Paper:   ✔

 

Yalmar Ponce (Universidad Nacional José María Arguedas), Rembrandt Ubalde Enriquez (Universidad Tecnológica del Perú), Manuel Ibarra (Universidad Nacional Micaela Bastidas de Apurimac) and Julio César Huanca Marín (Universidad Nacional José María Arguedas). How to locate where a device is using a web application

Abstract. The possibility of locating people is currently a highly demanded resource. In some cases it may be controversial, as the reasons for seeking this possibility may be malicious. However, there are also good reasons to want to locate people, from monitoring dependent people (especially children or minors) to controlling staff during work hours. In any case, there are some possibilities to achieve geolocation without cost and with currently available resources. The simplest and most effective way is through web browsers and this allows any modern device to allow using this possibility. Although this functionality is not new, since it has been available since the past decade, it is very useful and inexpensive and has allowed location through Web browser connections, based on Internet Protocol (IP) addresses. The World Wide Web Consortium (w3c) geolocation API specification defines a standard for accessing location services in the browser through JavaScript. The w3c Geolocation and the Device and Sensor Working Groups have addressed these demands with the specification of a Georeferencing API that is no longer maintained for the original version, but recently efforts have resumed. In this research work, geolocation resources have been used to locate college students who have been provided with University resources (cellphone and computer) so that they can receive teaching through a virtual platform teaching. The concern of the University is that the students are really where they have declared as their address and so the University wants to see that the teams are there and are not elsewhere.
Keywords:   Geolocation, Georeferencing, Geotracking, Permissions, Geolocation privacy
Paper:   ✔

 

Nathalia da Cruz Alves (Federal University of Santa Catarina), Christiane Gresse von Wangenheim (Federal University of Santa Catarina - UFSC) and Jean Carlo R. Hauck (UFSC - Universidade Federal de Santa Catarina). Teaching Programming to Novices: A Large-scale Analysis of App Inventor Projects

Abstract. Teaching programming to K-12 students has become essential. In this context, App Inventor is a popular block-based programming environment used by a wide audience, from K-12 to higher education, including end-users to create mobile applications to support their primary job or hobbies. Although learning programming with App Inventor has been investigated, a question that remains is which programming concepts are typically used and how this compares to other block-based programming environments. Therefore, we explore the characteristics of App Inventor projects through a large-scale analysis of 88,606 apps from the App Inventor Gallery. We discovered that the size of App Inventor projects varies from projects with very few blocks to some surprisingly large projects with more than 60,000 blocks. In general, much fewer design components are used than programming blocks, as typically, to work properly, several programming blocks are necessary for each design component in an App Inventor project. In addition, we also compare our results with the analysis of 233,491 Scratch projects reported by Aivaloglou and Hermans [4]. Several differences can be observed, as in App Inventor projects events are more predominant, with lesser use of conditionals and loops. These findings may guide the decision on the adoption of App Inventor for teaching computing depending on the specific learning objectives or indicate the need for tailoring the curricula.
Keywords:   App Inventor, block-based visual programming environment, programming, Scratch
Paper:   ✔

 

Mario Aquino Cruz (Universidad Nacional Micaela Bastidas de Apurimac), Karla Farfán Dávalos (Universidad Nacional Micaela Bastidas de Apurimac), Manuel Ibarra (Universidad Nacional Micaela Bastidas de Apurimac), Herwin Alayn Huillcen Baca (Universidad Nacional José María Arguedas) and Flor De Luz Palomino Valdivia (Universidad Nacional José María Arguedas). Pacha-Tupuy: Mobile application to teach and learn geometry

Abstract. In this research work, we propose to approach the concept of augmented reality and its applications in a context of teaching learning of geometry, for second grade students of secondary education, in this way helping teachers to better face difficulties Faced by the students for the acquisition of this knowledge, the measurement scales of learning achievements issued by the Ministry of Education were used to measure the impact of the Pacha-Tupuy mobile application, as an alternative tool for teaching geometry. , and the results obtained are significant, obtaining 63.7% of the expected achievement, 23% in process and finally 9.7% at start.
Keywords:   Pacha-Tupuy, Mobile application, Augmented reality, learning, geometry
Paper:   ✔

 

Yasmany García-Ramírez (Universidad Técnica Particular de Loja). Roads project: the relationship between team roles and their performance

Abstract. Belbin's role survey is one of the most used to estimate people's preferred roles when working as a team. This tool has no conclusive results when compared to team performance. Therefore, this research aimed to analyze the relationship between a balanced team based on Belbin's role survey and its performance. Two groups of students participated A (n = 41) and B (n = 25), who took the subject of road project in the Civil Engineering major. The subject was given online due to restrictions by COVID-19. As a result, no relationship was found between the balance of the team's roles and their grades; however, relationships were found between the team grades and the average values of the roles of coordinator and specialist, and three equations were calibrated. In addition, it proposes a new way of distributing students in a team. The study deepens the relationship between Belbin's roles and performance as a team, which will help teachers that are interested in the students developing teamwork skills.
Keywords:   Belbin team roles, performance, road project, online, Civil Engineering
Paper:   ✔

 

André Luiz Maciel Santana (Universidade de São Paulo) and Roseli de Deus Lopes (Universidade de São Paulo). Active Learning Methodologies and Industry 4.0 skills development - A Systematic Review of the Literature

Abstract. This paper presents the main results of a systematic review of the literature that investigated Active Learning Methodologies for teaching the skills required from engineers by Industry 4.0. The products include non-technical skills covered in research in the area and the relationship of the technical knowledge explored in each paper with the pillars of Industry 4.0. Also included are the most frequently methodologies related to this theme and teaching methodologies that complement the development of engineering skills with Project-Based Teaching (PBL) approaches. A formal protocol was used, applied using manuals and search filters. Exclusion criteria were involved, rejecting all papers associated with at least one exclusion criterion defined in the protocol. After applying the search string, 2570 articles were collected, of which only 18 were allowed without restrictions due to the exclusion requirements. This research allowed us to answer the following research questions: Which active learning methodologies are often used in conjunction with Project-Based Approaches (PBL) to improve the profile of the engineer in Industry 4.0? What skills are these students developing? How are performance assessments carried out during and after applying these methodologies? What is the relationship between classroom strategies and real-world problem-solving? The main results indicate that most of the mapped works are almost as naturally as the skills associated with computer simulation. However, few studies have explored more than two pillars of Industry 4.0 during classroom activities. Among the non-technical skills, such as those most often cited in teamwork, were communication (written and oral), learning autonomy, and time management. It was also possible to identify that there were three main groups of approaches focused on solving real-world problems. The first group focused on solving real-world problems to improve technical skills (required by the industry or by the university). The second one, focused on solving problems that are part of everyday life and social student interaction. A third group that develops projects to evaluate technical and non-technical skills focused on a technology, a tool, or to consider a model.
Keywords:   Active Learning Methodologies, Industry 4.0, Systematic Review, Real-World Problem-Based Learning
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Yasmany García-Ramírez (Universidad Técnica Particular de Loja), Luis Santiago Quiñones Cuenca (Universidad Técnica Particular de Loja), Yandri José Lalangui Jaramillo (Universidad Técnica Particular de Loja), Bryan Wladimir Ramírez Cabrera (Universidad Técnica Particular de Loja) and Germán Vinicio Roblez Torres (Universidad Técnica Particular de Loja). UTPLPave: an online software package for pavement structural design in roads using AASHTO-1993 methodology.

Abstract. The pavement structural design of one road is one of the variables that can most influence the cost of construction and maintenance of the pavement. For the design of pavements, one of the most used methodologies in Latin America is the proposal for AASHTO in 1993. Figures, tables, and equations are used in this methodology, which could confuse an inexperienced designer. Therefore, several computer programs have been developed using this methodology, however, they only show the results and not the process to get to these ones. In this context, this study aims to develop software for designing flexible pavements, rigid pavements and overlayer on the flexible pavement, which allows users to observe the procedure carried out by the program. Those individuals programs make up the computational package called UTPLPave, which is a free online version and it was developed using JavaScript libraries in HTML5 and BootStrap. This program can be used as a complementary tool for university education or for updating of knowledge of pavement designers.
Keywords:   pavement structural design, road, AASHTO 1993, UTPLPave, online software
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Sunday Adewale Olaleye (University of Oulu), Ismaila Temitayo Sanusi (University of Eastern Finland), Friday Joseph Agbo (University of Eastern Finland) and Solomon Sunday Oyelere (University of Eastern Finland). Is Online Distance Learning compatible with Student lifestyle? Assessment of program content, workload and long-time usefulness

Abstract. Online distance learning (ODL) is gaining rapid acceptance in the educational system, and the level of student enrollment is massive nowadays. Although the adoption of online distance learning seems to be impacting students learning experience, the aspect of compatibility with the student lifestyle remains unclear and needs to be researched. This study employed quantitative methodology to describe the relationship between the chosen independent and dependent variables adapted from the existing literature objectively and used structural equation modelling with version 3.2.8 of SmartPLS for the data analysis. This study contributes to the literature of online distance learning and information systems by giving a comprehensive understanding of how program content positively relates with online academic workload and how longtime usefulness of online distance learning relates to compatibility of online distance learning for the lifestyle of the ODL students. This shows the importance of program content as a determinant of workload and how the memory of the long time usefulness can aid the compatibility of the ODL. The study explicates the theoretical contributions, implications and offers a suggestion for future research.
Keywords:   online distance learning, program content, workload, student lifestyle, compatibility
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Yosly Hernández Bieliukas (Universidad Central de Venezuela) and Miguel Magdalena (Universidad Central de Venezuela). Web Application for managing the Techno-pedagogical Assessment of Virtual Learning Environments in the Virtual Campus of the Central University of Venezuela: GENETVI

Abstract. This research was contextualized in the Distance Education System of the UCV where the absence of a comprehensive evaluation mechanism from the perspective of the students and of the teaching coordination of the Virtual Learning Environments was evidenced, at the undergraduate and graduate levels and / or extension either in distance, mixed mode or as support to face-to-face subjects, hosted in the Virtual Campus. Reason for which, to systematize and automate this process, assessment instruments based on the MEI-SEaD Model were built, which were implemented in a Web Application called GENETVI, incorporated into the University's Virtual Campus, as an innovative tool for the management of the evaluation from a pedagogical and technological vision of these educational spaces for their constant improvement. For the construction of this tool, an adaptation of the Scrum framework was used, including the use of the following technologies: on the server side there is the Laravel framework with the use of its object-relational mapping technique (ORM ) that is compatible with various database management systems such as PostgreSQL or Mysql, while on the client side, it has the hypertext markup language (HTML 5), cascading style sheets (CSS) and the Jquery libraries and Bootstrap.
Keywords:   Techno-pedagogical Assessment, Virtual Learning Environments, UCV Virtual Campus, SEDUCV, SCRUM
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Łukasz Tomczyk (Pedagogical University of Cracow), Maria Amelia Eliseo (Universidade Presbiteriana Mackenzie), Valeria Farinazzo Martins (Universidade Presbiteriana Mackenzie), Ismar Frango Silveira (Universidade Presbiteriana Mackenzie), Lazar Stošić (Association for the Development of Science, Engineering and Education), Solomon Sunday Oyelere (University of Eastern Finland) and Cibelle Amato (Universidade Presbiteriana Mackenzie). How Does the Attitude to New Media influence the Evaluation of a new e-Learning Platform Among Current and Future Teachers?

Abstract. The aim of this study is to show the relationship between the attitude to new media in the group of future and current teachers and the evaluation of the new e-learning platform. The research problem is closely related to the development of digitally mediated education. It is the teachers who first experiment and are responsible for implementing new digital solutions in education. The research focuses on the juxtaposition of the motivation factor and evaluation of the new tool - learning environment - SELI (Smart Ecosystem for Learning and Inclusion) platform. The survey was conducted in Poland - Pedagogical University of Krakow in May-July 2020 on a sample of 226 people, mixing students (83.3%) and active teachers (16.7%) raising their professional qualifications. On the basis of the collected data, it was noted that: 1) positive attitude to media in one area of use, e.g. private is linear with positive attitude in another area, e.g. professional 2) attitude to new media is constant and does not change under the influence of testing new educational environments 3) the vast majority of teachers and future educators positively assess the use of ICT in education 4) only about 25% have mixed opinions about increasing motivation
Keywords:   attitude to new media, TPACK, Digital education, e-learning, students, teachers, Poland, SELI
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Henrique Carvalho (Universidade Federal dos Vales do Jequitinhonha e Mucuri), Cristiano Pitangui (Universidade Federal de São João Del Rei), Eduardo Trindade (Universidade Federal dos Vales do Jequitinhonha e Mucuri), Luciana Assis (Universidade Federal dos Vales do Jequitinhonha e Mucuri) and Alessandro Vivas (Universidade Federal dos Vales do Jequitinhonha e Mucuri). Learning Objects and Youtube: an analysis of videos and their categories.

Abstract. Technology has contributed to the Educational area by providing numerous digital content. However, the excess of available materials makes its selection very tiring and frustrating. In order to overcome this difficulty Learning Objects are used during technology learning. The online video-sharing platform YouTube offers several Learning Objects and has more than 2 billion monthly accesses, being widely used for learning purposes. This work presents an analysis of the search engine for educational content videos from YouTube. Results point out that, for educational content, the categorization provided by the platform is generally not assertive.

Keywords:   youtube, search engine, learning objects, education
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Otávio Azevedo (UNISINOS), Felipe de Morais (UNISINOS), Tiago Kautzmann (UNISINOS) and Patricia Jaques (PPGCA - UNISINOS). The effects of presenting a worked example before a sequence of isomorphic problems

Abstract. This study aims at investigating the effects of worked examples when they are shown before a sequence of isomorphic problems in a step-based algebraic Intelligent Tutoring System (ITS). We carried out an experiment with 54 students in a private school from southern Brazil, during six weeks, in which the participants were randomly assigned to a control group (ITS without worked examples) and an experimental group (ITS with worked examples). Although we were not able to find any difference between the learning gain of the control and experimental groups,  the analysis of system logs showed that the average time per equation and the average time per solving step was lower (marginally significant) in the experimental group in the course of similar problems. We also found that the students in the experimental group spent less time solving the equations and its steps than students in the control group for the problems that were solved right after the presentation of the worked example. The results showed evidence that the learning efficiency in intelligent tutoring systems can be improved through an approach that presents a worked example at the beginning of a sequence of similar equations, with significant effect in the first equation after the worked example.
Keywords:   Worked Examples, Step-based Tutors, Intelligent Tutoring Systems, Math learning
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Paola Cabrera-Solano (Universidad Técnica Particular de Loja), Luz Castillo-Cuesta (Universidad Técnica Particular de Loja) and Alex Jaramillo (Universidad Técnica Particular de Loja). Use of audiogames as a strategic tool for teaching English as a Foreign Language skills in Ecuadorian higher education

Abstract. The purpose of this study was to analyze the effectiveness of audiogames as a strategic tool for teaching English language skills in Ecuadorian higher education. The participants were 90 distance students registered in two courses of an English Integrated Skills class, which is included in the  English Major offered by Universidad Tecnica Particular de Loja. The students belonged to an A2 level according to the Common European Framework of Reference for Languages (CEFR). The research was conducted through a mixed approach in which a diagnostic questionnaire was first administered to determine the participants’ learning needs. Subsequently, a pedagogical intervention was carried out by two instructors for a 14-week period. This process included academic monitoring and personalized feedback. At this intervention, 30 matching audiogames were carefully designed and used in both courses. Once this stage finished, a students’ perceptions questionnaire was applied and an interview was conducted to teachers who were in charge of using these games as a supplementary resource in their classes. The results demonstrated that gamification through audiogames is highly effective since they have the potential to strengthen both, productive and receptive English as a Foreign Language (EFL) skills, especially the listening ability. In addition, the use of audiogames improves students’ learning experience, encourages autonomous learning, and helps them to be actively involved in academic activities, thus improving their attention, participation and reflection.
Keywords:   Gamification, audiogames, higher education, English language
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Ismaila Temitayo Sanusi (University of Eastern Finland), Sunday Adewale Olaleye (University of Oulu) and Oluwaseun Alexander Dada (University of Helsinki). Teaching experiences during COVID-19 pandemic: Narratives from ResearchGate

Abstract. The COVID-19 pandemic has remarkably affected every sphere of our lives and education inclusive. It greatly disrupted the teaching and learning process which necessitated alternative approaches at different climes to ameliorate the situation. In the new normal, various pedagogical tactics and teaching strategies are employed for content delivery. More so, different platforms are utilized to enable learning as well as assessment techniques. This study therefore sought to explore the teaching experiences during the pandemic. It also highlights the success factors of online teaching during the COVID-19 semester and the best assessment strategies used during the pandemic. The methodology adopted in the study is narrative and specifically, the Naturalist narrative. The retrieved responses reveal both positive and negative experiences but more of the challenges encountered dominated the reviews. Many factors accounts for the negative experiences such as internet issues including its cost, student’s participation rate, insufficient media instructions, lack of students preparation and preference for face to face class. The responses further shows that various platforms are used to enable teaching continue remotely during the COVID-19 pandemic and the preference of tool used by individuals differs based on interest, audience, location, content of the course, accessibility among others. We gave conclusion, and offer a useful suggestion for the future study.
Keywords:   teaching experience, lecturers, COVID-19, online learning, pandemic
Paper:   ✔

Ismaila Temitayo Sanusi (University of Eastern Finland), Sunday Adewale Olaleye (University of Oulu) and Adekunle Okunoye (Xavier  University). Preparation for Future Learning: The Case of Rural Communities in Nigeria.

Abstract. Preparation for future learning is crucial to economic development and poverty eradication because ignorance is the modern slavery of backwardness. Nigeria population is increasing daily. With this growing population, there is a need for self-study, home study, Internet, or online study to meet the pressing worldwide demands for literacy training employing distance instruction. Internet use is linear in Nigeria with forecasts of Internet user reaching 187.8 million in 2023. This study examines the preparation of rural communities in Nigeria for future learning; examine infrastructures and resources available that can facilitate future learning; and also explores the means and approaches to changes future learning systems through the lens of education learning theories. The theory of connectivism was employed. Based on quantitative approach, questionnaire was used to collect data from rural residents of 2,377 samples and utilized SPSS v. 25 for descriptive statistics and regression analysis. Internet availability and affordability are central to future learning, especially in the angle of emerging technology intervention in future learning systems. This result shows that the location of the Internet user’s residence and the frequency of Internet use depend on the cost of the Internet. The excluded rural areas can leverage the Internet for flexible online programs and courses to reduce the alarming illiteracy rates.
Keywords:   future learning, rural, ICT, education, Nigeria
Paper:   ✔

 

Ismaila Temitayo Sanusi (University of Eastern Finland), Oluwaseun Dada (University of Helsinki), Abdullahi Abubakar Yunusa (Universiti Sains), Solomon Sunday Oyelere (University of Eastern Finland) and Friday Joseph Agbo (University of Eastern Finland). Disruptions of Academic Activities in Nigeria: University Lecturers’ Perceptions and Responses to the COVID-19

Abstract. The outbreak of the COVID-19 pandemic has exposed the different layers of vulnerabilities within systems across different political, socio-economic, educational and cultural contexts, so much that even the most advanced economies are struggling to check the impact of the ravaging Corona virus. However, not much is known about the impact of the disruptions in higher educational systems in developing contexts particularly in Nigeria. This study adopted a qualitative research design using a validated semi-structured interview to provide evidence-based data on the impact of the pandemic on the university system from the university lecturers’ perspectives. Using purposive and snowballing techniques, seven lecturers in five universities located in three geographical zones of Nigeria were interviewed using the Zoom cloud and Skype meeting platforms. Results show that COVID-19 had a huge negative impact on the university system in Nigeria, nonetheless, there are a few exceptions as a few universities within the study switched to alternative teaching medium to mitigate the disruptions thus, underscoring the potentials for a more responsive higher education system. The paper discussed the limitations, and future directions that may be drawn from the study.
Keywords:   COVID-19, pandemic, education, university lecturers, developing countries, alternative teaching modes
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José Miguel Romero Saritama (Universidad Técnica Particular de Loja). Product-Based Learning Adaptation to an Online Autonomous Work Strategy in Restriction Conditions by Covid-19

Abstract. The pandemic, declared by the world health organization in March 2020 due to Covid-19, caused a commotion in all areas worldwide. Regarding education, in most countries it caused the immediate closure of schools and the interruption of face-to-face classes. This situation forced educational institutions to continue their teaching in an improvised way through a virtual system. Given these circumstances, the use of active teaching and learning methodologies that are adaptable to a virtual education scenario becomes necessary. In this framework, the present work proposes an adaptation of the Product-Based Learning methodology to an online work environment, so that it is used by teachers as a teaching-learning strategy, where students can create digital educational resources such as part of their autonomous work. Additionally, the products developed may be part of the learning outcomes of university students in times of confinement and social distancing.
Keywords:   Aprendizaje virtual, aprendizaje en casa, clases no presenciales, Educación universitaria, Tics
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Matheus Serrão Marinato (Universidade Federal do Oesto Pará), Socorro Vania Alves (Universidade Federal do Oesto Pará) and Enoque Calvino Melo Alves (Universidade Federal do Oeste do Pará). Analysis of the effects of the use of Gamification as a teaching strategy in disciplines related to the area of Software Engineering.

Abstract. The teaching of Software Engineering usually occurs in computer courses through the traditional teaching approach, because the disciplines that present related content area, usually have a wide amount of theoretical topics, and that is why most teachers prefer to adopt this type of approach, causing demotivation and lack of engagement of students in the learning process. In order to use more effective strategies, the use of so-called "active teaching methodologies", such as Gamification, has been discussed in recent years. However, there is a lack of studies that analyze their effects on the behavior and learning of students, when used as a teaching strategy in disciplines that address related contents area. Therefore, this paper exposes how gamification was applied in two disciplines in the area of Software Engineering (Requirements Engineering and Software Analysis and Design) and what effects were generated in students' learning and behavior.
Keywords:   Software Engineering, Gamification, Teaching
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Guilherme H. Paciulli (Mackenzie Presbyterian University), Matheus T. Faccin (Mackenzie Presbyterian University), Ygor C. de Lima (Mackenzie Presbyterian University) and Maria Amelia Eliseo (Mackenzie Presbyterian University). Accessible Augmented Reality to support chemistry teaching.

Abstract. Learning technologies are innovating the Education, offering resources that enrich the teaching-learning process. Among the various resources offered, Augmented Reality (AR) stands out, where real and virtual worlds are mixed. However, AR brings visual-based interactions only, blocking any experiences from students with visual limitations. Therefore, this work explored the accessibility guidelines in order to match the experience of a visually impaired user with a non-impaired user while interacting with AR. Thus, to verify if this is possible an AR application, Accessible Chemistry, was developed. Based on assistive technologies, it aimed to teach concepts of atoms connections and compounds formations to students with low vision. Finally, a predictive evaluation was made to validate it'’s accessibility.
Keywords:   accessibility, augmented reality, learning technologies, chemistry
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Patricia Henriquez-Coronel (Universidad Laica Eloy Alfaro de Manabí), Tania Alejandra Loor Rengifo (Universidad Laica Eloy Alfaro de Manabi), Maria Angélica Henríquez (Universidad Técnica de Manabi), Juan Pablo Trampuz Reyes (Universidad Laica Eloy Alfaro de Manabi) and Iliana Fernandez Fernandez (Universidad Laica Eloy Alfaro de Manabi). La alfabetización informacional de los estudiantes en América Latina: una revisión de programas y propuestas.

Abstract. The purpose of this research has been to analyze information literacy programs in the Latin America higher education system considering six areas: program objectives, the standard of competence in which the program is based, the target audience, training modality, strategies, and educational resources, and the results obtained. At first, a documentary review was carried out to identify the information literacy programs of Latin American universities reported in scientific journals. Then the analysis of each program was carried out, from the web portals of the universities, through a rubric that contained the 6 areas under study. 46 university information literacy programs in 12 countries of the region were analyzed. The results of this research reflect that the modality that predominates in literacy programs is face-to-face, followed by blended learning. Only 7% of the programs make explicit the standard of competence they are pursuing. Most of the programs (67%) were designed for the university community as a whole, but students are the majority group (86.8%). The workshop predominates as a learning strategy and tutorials as an educational resource. The results achieved by the programs analyzed were not found.
Keywords:   Digital competence, Digital Literacy, Information Literacy, Alfin Program, Latin America
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Victor Saquicela (Universidad de Cuenca), Pablo Vanegas (Universidad de Cuenca), Ronald M. Gualan (Universidad de Cuenca) and Richard Verdesoto (Universidad de Cuenca). Bringing University to homes in times of COVID-19 through technologies: Use case of the University of Cuenca

Abstract. This paper describes the experience of the University of Cuenca during the global pandemic COVID 2019, which imposed a compulsory transition from a face-to-face modality to a virtual modality, through university management with the use of of different technological platforms.
Keywords:   Virtual education, telework, technology, adaptation, adoption, COVID-19
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Lourdes Illescas-Peña (Universidad de Cuenca) and Carlos Villie Morocho (Universidad de Cuenca). Evaluation of the impact of Learning Objects in Digital TV

Abstract. The learning objects have been used in educational settings with great success. Different definitions have been adapted to the teaching-learning processes in which educational resources are gaining strength each time. In another context, digital television has developed communication platforms that allow users to interact with tv content. This work presents a methodological adaptation in the development of learning objects to apply them in a Digital TV format. A usability assessment was applied to users with a varied group in controlled conditions. In addition, an acceptance quality evaluation was carried out on a group of university students. Finally, the results showed that 62.5% of users were able to complete all the tasks assigned in the learning objects and 66.67% showed that they would be willing to use this type of application.
Keywords:   Evaluation, Learning Object, Digital TV, Ginga
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Richar Guaya (Universidad Técnica Particular de Loja), Nelson Piedra (Universidad Técnica Particular de Loja) and Elizabeth Cadme (Universidad Técnica Particular de Loja). Proposal of a Model for the Accreditation of Competencies usingBlockchain Technology

Abstract. Nowadays, individuals have the possibility of beingtrained through formal and non-formal educational systemsaccording to their needs. The educational sector needs to im-prove its accreditation systems by integrating -in format andinfrastructure- skills and knowledge in which each individualhas been trained throughout their lives. Digital badges are analternative to represent skills or knowledge an individual hasearned. This work describes a proposal to solve this social andacademic challenge using blockchain technology and semanticweb to solve problems of interoperability, traceability, andtransfer. The proposed model integrates people, processes, andentities to create an ecosystem of competencies and skills acquiredin open education. The use of digital badges for the recognitionof competencies outside the scope of the issuing institution isproposed, taking advantage of the portability of open credentialtechnology.
Keywords:   open education, open badges, blockchain, semantic web, competence recognition
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Julio Cesar Ponce Gallegos (Universidad Autónoma de Aguascalientes), Beatriz Angelica Toscano de la Torre (Universidad Autónoma de Nayarit) and Antonio Silva Sprock (Universidad Central de Venezuela). Distance Education. An Emerging Strategy for Education in the pandemic COVID19

Abstract. This work shows the current situation of the pandemic due to COVID19 and its impact on Educational Institutions, forcing the adoption of emerging strategies to continue with the education of students, and thus prevent them from missing one or more school cycles (annually in basic education, semester or quarterly). The work shows antecedents of some pandemics and the measures taken by the Autonomous University of Aguascalientes, as well as the tools used in the adoption of distance education, and describes some of the actions to reduce the impact on the education of students.
Keywords:   Distance Education, COVID 19, AulaVirtual, LSM
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Leslie Clarisa Salas Valdivia (Universidad Católica de Santa María ( Arequipa - Perú)) and Olger Gutiérrez Aguilar (Universidad Católica de Santa María ( Arequipa - Perú)). Guidelines for the Promotion and Appropriation of Open Educational Resources in Educational Institutions of Peru and Latin America in the Context of COVID 19 .

Abstract. This article seeks to provide an enriching contribution in relation to the implications that facilitate facilitating and increasing the levels of appropriation of open educational resources (OER) in educational institutions in Peru and Latin America, both at the school level and at the higher level in the context of the COVID 19 pandemic, this study was conducted at the I.E. 41008 Manuel Muñoz Najar (Arequipa), had as objects of study both teachers and students; therefore the states in question are shown on their level of appropriation. On the other hand, this work seeks to provide a series of guidelines to boost its accessibility. For the elaboration of these proposals, the results obtained, specialized bibliographic consultation and successful records of other institutions were taken into consideration.
Keywords:   Appropriation, Open Educational Resources, COVID 19
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Lafayette Melo (IFPB). The Problem of the Research Problem: Flipping the Scientific Methodology Classes.

Abstract. The objective of the research is to investigate how the active methodologies PBL and Flipped Classroom were developed to refine and define the “research problem” in disciplines of scientific methodology, by the students, in an environment that applies different technological resources. A methodology was created for the development of the work in a case study, which includes the steps of defining the tools for analyzing the “research problem” and evaluate the flipped class, application of the first problem refinement class, evaluation of the refinement class, application of the problem definition class, evaluation of the definition class and evaluation of the process as a whole. It is concluded that the application was successful, especially in the flipped class of refinement of the problem, but that the other steps can be replicated, adapting to new contents and needs.
Keywords:   scientific methodology, PBL, Flipped Classroom, active methodologies, education technologies
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Olger Gutierrez Aguilar (Universidad Nacional de San Agustín), Raúl Felipe Velarde Sánchez (Universidad Nacional Jorge Basadre Grohmann), Edgar Alcides Chauca Quispe (Universidad Nacional de San Agustín), Raúl David Oblitas Flores (Universidad Nacional de San Agustín), Freddy Alberto Chambi Quispe (Universidad Nacional de San Agustín) and Erika Giuliana Paredes Delgado (Universidad Nacional de San Agustín). Relationship between social loneliness and creative ability in art students in Covid-19 times.

Abstract. The purpose of this study was to establish the relationship between social loneliness and creative capacity in plastic arts students from three regions of southern Peru. This is due to the fact that there is a series of painting artists throughout world history, who have reached exceptional levels of creativity in contexts of social loneliness. The study aims to validate a relationship model between these two variables, taking into account the context, characterized by social isolation and mediation with technologies in e-learning educational practice, using the LMS - Moodle. The study comprises of two phases; first, an exploratory factor analysis using the IBM-SPSS for the validation and reliability of the instruments; second, for the confirmatory analysis, the PLS-SEM methodology was used, a multivariate method called Modeling of Structural Equations with Partial Least Squares. The model was validated with a sample of 216 students from the Arequipa, Tacna and Cusco regions. The results have revealed that there is an almost nonexistent relationship between the study variables, such as social loneliness and creative ability. With the results obtained, it would force us to rethink that the painting artist does not need social solitude to get involved in an artistic creative process.
Keywords:   Social loneliness, Creative ability, Art students, LMS - Moodle, Covid-19, PLS-SEM
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María Paula Jaramillo (Universidad Técnica Particular de Loja) and Nelson Piedra (Universidad Técnica Particular de Loja). Use of blockchain technology for Academic Certification in Higher Education Institutions.

Abstract. Blockchain (BC) technology promises great new technological benefits in different areas such as agriculture, health, government and education, however, there are some challenges that need to be overcome. In the field of education, this technology makes it possible to eliminate bottlenecks in some processes, in addition, it provides greater security in the transactions carried out and protection of the information of the institutions. This article presents a proposal for the application of BC technology in the field of Higher Education, specifically in academic certification, in which the main actors are identified, and the process to implement this technology, benefits and challenges in the case of academic certification are explained. This case provides valuable help in understanding the precise and coherent functioning of BC technology and its contribution to higher education.
Keywords:   Education, Blockchain, Dapps, Certification
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Rommel Andre Herrera Salinas (Universidad Tecnica Particular de Loja) and Nelson Piedra (Universidad Técnica Particular de Loja). Ontology design proposal to formalize knowledge and manage responses in a conversational interface of the Open Campus Initiative.

Abstract. Chatbots are the new technology looking to change the way we interact and get information from systems. Especially in education, chatbots need to be avaliable 24/7 to answer information needs of students. Ontologies are widely used when developing chatbots by structuring information in order to facilitate an answer for the user. In this work an ontology for chatbots is presented as part of an achitercture designed to design and train chatbots with different domains. This ontology is intended to link to an existing Knowledge Base described in RDF. When linking an actual Knowledge Base  to this ontology, it is possible to create answer and dialog mechanism. With this new enhaced Knowledge Base, and the architecture developed for this chatbot it is possible to answer demands of information by identifying and structuring information from raw text. The pilot chatbot and the Knowledge Base developed in this work are intented to answer information about an open course iniciative.
Keywords:   Open Campus, Chatbots, Ontology, Knowledge Base, Linked Data
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Monica Calva (Universidad Técnica Particular de Loja) and Nelson Piedra (Universidad Técnica Particular de Loja). Cycle of Transformation of Open and Linked Medical Data to improve the training of health professionals.

Abstract. Health science is one of the areas that generates large amounts of information that is still unexploited in several fields, including education. The organization and release of this information could contribute enormously in supporting decision making, research, and innovation in this discipline, as well as improving the knowledge of health professionals. However, these data are stored in isolated information silos, where access is limited. This paper presents an approach to transform medical data into open and linked data, thus strengthening clinical research and academia.
Keywords:   data integration, knowledge graphs, semantic web, semantic interoperability, electronic health records, open health data, education
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Danilo Mendoza (UTPL) and Nelson Piedra (UTPL). TutNorBD: Assistant for teaching and learning process of relational database normalization up to 3NF from a universal table.

Abstract. Relational database normalization is a formal data organization process that seeks to make the database more flexible by eliminating data redundancy and inconsistencies. Informally, a relational database relationship is often described as "normalized" if it conforms to the third normal form. Most relationships in 3NF are free of insert, update, and delete anomalies. In this work the design of a normalization assistant is presented. The purpose of the presented proposal is to support the teaching and learning process of relational database normalization, making the user take his universal data table to third normal form in an agile and simple way.
Keywords:   normalization, relational database, normal forms, assistant
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Mariela Tapia-Leon (Universidad de Guayaquil) and Janneth Chicaiza (Universidad Técnica Particular de Loja). Systematic Search Process for Doctoral Theses in Centralized Repositories. A Study Case in the Context of Educational Innovation generated by ICT.

Abstract. Educational innovation is a set of ideas, processes, and strategies applied in academic centers to improve teaching and learning processes. The application of Communication and Information Technologies in the field of educational innovation has been fundamental to promote changes that lead to the improvement of administrative and academic processes. However, some studies show the deficient and not very innovative use of technologies in the Latin American region. To determine the existing gap, the authors are executing a project that tries to know the current state of the art on this topic. This study corresponds to the first step of the project. Here, the authors describe the systematic search process designed to find the doctoral theses that have been developed on educational innovation generated by ICT. To meet this objective, the process has three phases: (1) identification of centralized repositories of doctoral theses in Spanish, (2) evaluation of selected repositories according to specific search criteria, and (3) selecting centralized repositories where it is possible to find theses on educational innovation and ICT. The analysis of 5 of the 222 repositories found indicates that each system offers different search characteristics, and the results show that the best option is to combine the sets of results since the theses come from different institutions. Finally, considering that the abilities of users to manage information systems can be diverse, providers and administrators of repositories should enhance their search services in such a way that all users can find and use the resources published.
Keywords:   Educational innovation, centralized repositories, ICT, doctoral theses, information search
Paper:   ✔

 

Manuel Ibarra (Universidad Nacional Micaela Bastidas de Apurimac), Braulio Barzola Moscoso (Universidad Nacional Micaela Bastidas de Apurimac), Ebert Gomez Aiquipa (Universidad Nacional Micaela Bastidas de Apurímac), Ruth Esther Calatayud (Universidad Nacional Micaela Bastidas de Apurimac), Juan Leonardo Dávila (Universidad Nacional Micaela Bastidas de Apurimac) and Maria P. Lima (Universidad Nacional Micaela Bastidas de Apurimac). A systematic literature review of empirical evidence on Serious Game for Mathematics Learning.

Abstract. This paper examines the literature on serious games for Mathematics learning regarding the potential positive impacts of serious games on students motivation. The methodology for this paper was to collect the data from digital repositories, Scopus, DBLP, IEEExplore, Science Direct and ACM-DL, then evaluate the search terms carefully and then apply logical connectors and then filtering the data. Search terms identified 214 papers reporting empirical evidence about the impacts and outcomes of serious games concerning learning mathematics. The findings revealed that most of the papers are stored in Scopus and DBLP repositories; on the other hand, most of the papers are published in Conference papers and Journals.
Keywords:   Math, Mathematics, Learning, Serious Game, education, search
Paper:   ✔

 

Alexandre Gomes da Costa (Universidade Federal de Pelotas), Emanuel Queiroga (Universidade Federal de Pelotas), Cristian Cechinel (Universidade Federal de Santa Catarina), Tiago Thompsen Primo (Universidade Federal de Pelotas) and Júlio C. B. Mattos (Universidade Federal de Pelotas). Prediction analysis of student dropout in a Computer Science course using Educational Data Mining.

Abstract. Educational Management Systems store a large amount of data from interaction of not only students and professors but also of students and the educational environment. Analyze and find patterns manually from a huge amount of data is hard, so Educational Data Mining (EDM) is widely used. This work presents a model that can predict the student's risk of dropout using data from the first three semesters attended by Computer Science Undergraduate students (N=1516) from Federal University of Pelotas. This work uses the CRISP-DM methodology e data from Cobalto Management System. The results are shown for three algorithms and for the RandomForest algorithm a precision of 95.12\% and a Recall of 91.41\% is presented indicating that it is possible to use a prediction model using only the data from the first three semesters of the course.
Keywords:   Student Dropout, Prediction Analysis, Educational Data Mining, Random Forest
Paper:   ✔

 

Hermel Santiago Aguirre Montaño (Universidad Técnica Particular de Loja) and Ma. Carmen Cabrera-Loayza (Universidad Técnica Particular de Loja). Predicción temprana de abandono en cursos online mediante Redes Neuronale Artificiales.

Abstract. Los crecientes avances tecnológicos, han creado la necesidad de implementar nuevos métodos de enseñanza, de ahí nace la educación en línea, la cual se define como la educación mediada por un entorno de aprendizaje virtual. Este tipo de educación, al no ser una educación tradicional y presencial, dificulta el seguimiento de los estudiantes obteniendo altas tasas de abandono. El uso de redes neuronales artificiales ayuda a predecir el comportamiento de los estudiantes utilizando datos históricos y obtener resultados en etapas tempranas de su desempeño estudiantil, permitiendo a los docentes definir estrategias para abordar la alta tasa de deserción estudiantil y tomar acciones tempranas para evitarlo.
Keywords:   Abandono, Cursos Online, Redes Neuronales Artificiales, Predicción Temprana, Moocs, Logs
Paper:   ✔

 

Paúl Andrés Cuenca (Universidad Técnica Particular de Loja) and Juan Carlos Morocho-Yunga (Universidad Técnica Particular de Loja). Prototipo para consulta de información de Covid a través de un asistente de voz.

Abstract. Con el surgimiento de los asistentes de voz muchas actividades que realizan las personas diariamente se volvieron más fáciles de realizar. El envío de simples comandos de voz a los asistentes para ejecutar acciones predefinidas permite brindar mayor accesibilidad a personas con dificultades para manipular objetos o aplicaciones. En este trabajo, se ha recolectado datos acerca de la pandemia de Covid-19 publicados por el Servicio Nacional de Gestión de Riesgos y Emergencias y del Ministerio de Salud Pública de Ecuador. Estos datos han permitido estructurar una base de datos sobre la que un prototipo de asistente de voz ofrece un servicio de consultas. Las consultas se generan de forma dinámica tomando como entrada el lenguaje natural. A través del aprendizaje automático que provee IBM Watson se puede facilitar las respuestas a los usuarios simulando una conversación. Este prototipo pretende mejorar la calidad de vida de la población al proporcionar acceso a información de la pandemia Covid-19 de una manera accesible.
Keywords:   asistente de voz, Watson, accesibilidad, consultas, base de datos
Paper:   ✔

 

Audrey Romero-Pelaez (Universidad Técnica Particular de Loja) and René Rolando Elizalde Solano.  Prototype proposal for the selection of OER using quality criteria.

Abstract. Open Educational Resources (OER) have a promising future in Higher Education and becoming accepted by academics as a feasible means to use in the teaching-learning process. However, these resources are challenging to find and reuse, due to three essential factors: poor visibility of resources on the web, little confidence in their quality, and lack of understanding about the license to use. This paper presents a proposal for developing a prototype that supports the search and selection of OER that users need to incorporate into their educational practices.  The prototype must generate quality assessment metrics based on the proposed model according to the three dimensions of OER. Its prototype will be available for users to use for the selection of educational resources.
Keywords:   Open Educational Resources, OER, OCW, quality, prototype
Paper:   ✔

CLEI LACLO 2020

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