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A prospective view of Virtual Education in Autonomous Decentralized Governments: a case study of Honorable Provincial Government of Tungurahua 分权自治政府的虚拟教育展望——以通古拉瓦省政府为例
Galo Robayo-Laz, Janio Jadán-Guerrero -
Governments distribute resources according to their strategic planning to develop studies in a variety of competence areas. Therefore, due to the COVID-19 pan-demic, the need to establish citizen participation processes through training has increased, however it cannot be carried out in a complete face-to-face way due to the pandemic. In this context, the use of innovative technological tools is necessary to establish teaching-learning processes. The Honorable Provincial Government of Tungurahua through its Citizen Training Center has implemented an educational platform to provide training services in order to encourage Tungurahua citizen participation, located in the central region of Ecuador that has nine prov-inces and has a population of 590,600 people. By introducing innovative training processes using technology, this study attempts to solve the need for virtual training and also seeks citizen participation to strengthen and maintain training ser-vices during the pandemic. 422 people participated in this study, of which 67.54% belonged to the female gender and 32.46% to the male gender, from this total 70.14% had university education. In order to collect information about people’s training needs, an online 15 questions survey was conducted. These results made it possible to establish that 90% of the participants have an interest in digital literacy processes as well as in a variety of interesting topics that would allow them to increase their knowledge. Finally, a proposal was designed to implement the virtual environment using Moodle. The online environment was designed be-tween the months of March and September 2020 and allowed the development of ten virtual training processes with the participation of 1,817 people, of which 47% were women and 53% men. In addition, it was found that 74% of the participants were residents and 26% were rural residents. In addition, their age ranged between 18 and 29 years, which represents 76% of the total participants.
各国政府根据其战略规划分配资源,在各种能力领域开展研究。因此,由于新冠肺炎大流行,通过培训建立公民参与流程的必要性增加,但由于大流行,无法以完全面对面的方式进行。在这种情况下,必须使用创新的技术工具来建立教与学的过程。通古拉瓦省政府通过其公民培训中心实施了一个教育平台,提供培训服务,以鼓励通古拉瓦公民参与。通古拉瓦位于厄瓜多尔中部地区,有9个省,人口为59万600人。本研究通过引入利用技术的创新培训过程,试图解决虚拟培训的需求,并寻求公民参与,以加强和维持大流行期间的培训服务。422人参与了本研究,其中67.54%为女性,32.46%为男性,其中70.14%的人受过大学教育。为了收集人们的培训需求信息,我们进行了一项包含15个问题的在线调查。这些结果使我们有可能确定90%的参与者对数字扫盲过程以及各种有趣的话题感兴趣,这些话题可以使他们增加知识。最后,设计了一个使用Moodle实现虚拟环境的方案。在线环境是在2020年3月至9月期间设计的,允许开发10个虚拟培训流程,有1,817人参与,其中47%是女性,53%是男性。此外,研究发现74%的参与者是居民,26%是农村居民。此外,他们的年龄在18到29岁之间,占总参与者的76%。
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引用次数: 0
Emotion Induction Strategies in Driving Simulator for Validated Experiments 驾驶模拟器情绪诱导策略验证实验
Khazar Dargahi Nobari, Caitlin Velasquez, T. Bertram
Triggering emotions in a driving simulator is not easy as the virtual environment reduces the reality of the situations. This contribution deals with the induction of emotions in drivers during the simulation and addresses the possible hindrances in the design and implementation phases. For this purpose, an experiment is conducted on a driving simulator with 20 participants, 5 females and 15 males, aged 22 to 30 years old. First, important emotions that may recur in driving situations are presented. Then, the process of evoking emotions in drivers is clarified, three different strategies, namely monotonous, event-driven, and combination, are described, and the intensity of emotion evoked by each modality of the stimuli is examined. In addition, a mapping from three-dimensional to discrete emotion space including seven states is presented. Finally, to evaluate the concepts discussed, the results regarding driver emotion and scenario validation are presented and general recommendations are provided.
在驾驶模拟器中触发情绪并不容易,因为虚拟环境降低了情况的真实感。这一贡献涉及模拟过程中驾驶员情绪的诱导,并解决了设计和实现阶段可能存在的障碍。为此,我们在驾驶模拟器上进行了一项实验,参与者20人,其中女性5人,男性15人,年龄在22 - 30岁之间。首先,介绍可能在驾驶情况下反复出现的重要情绪。在此基础上,阐述了驾驶员情绪的诱发过程,并分析了单调刺激、事件驱动刺激和组合刺激三种不同的诱发策略,分析了每种刺激方式所诱发的情绪强度。此外,提出了从三维到离散情感空间的映射,包括七个状态。最后,为了评估所讨论的概念,提出了驾驶员情绪和场景验证的结果,并提供了一般建议。
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引用次数: 0
Comparison of Blockly vs Arduino IDE for programming education using M5Stack Core2 ESP32 IoT Development Kit 使用M5Stack Core2 ESP32物联网开发工具包进行编程教育的Blockly与Arduino IDE的比较
Mario Miranda, José Varela-Aldás, Guillermo Palacios-Navarro
STEAM education promotes programming at all levels of training, being block programming a compatible alternative, including the development of applications with hardware. This paper presents a comparison between Blockly and Arduino IDE in programming the M5Core2 Core2 ESP32 IoT Development Kit for educational purposes. For the study, a program is designed that allows students to read, view a send the data of the inertial sensor integrated in the device. The programming in Blockly is carried out in the UIFLOW application developed for the M5stack cards and the program in Arduino IDE is carried out by installing the necessary libraries for compatibility with this device. The program is evaluated by students of computer science engineering using both programming languages, the participants must answer an acceptance test at the end of the sessions to measure the level of satisfaction with learning. The results show the implementation times of the programs and the scores obtained, determining faster times in the case of Blockly programming and a better acceptance rate that demonstrates the advantages of using this language in programming education.
STEAM教育促进各级培训的编程,使块编程成为兼容的替代方案,包括与硬件开发应用程序。本文介绍了Blockly和Arduino IDE在编程用于教育目的的M5Core2 Core2 ESP32物联网开发工具包方面的比较。在本研究中,设计了一个程序,使学生能够读取、查看和发送集成在设备中的惯性传感器的数据。block中的编程是在为M5stack卡开发的UIFLOW应用程序中进行的,Arduino IDE中的编程是通过安装与该设备兼容的必要库来进行的。该计划由计算机科学工程专业的学生使用两种编程语言进行评估,参与者必须在课程结束时回答接受测试,以衡量对学习的满意度。结果显示了程序的执行时间和获得的分数,在block编程的情况下确定了更快的时间和更好的接受率,这表明了在编程教育中使用这种语言的优势。
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引用次数: 0
Use of Virtual Social Networks and Social Skills in University Students from Northern Peru 秘鲁北部大学生虚拟社交网络和社交技能的使用
Cynthia Milagros Apaza-Panca, Polan Franbalt Ferró-Gonzales, José Oscar Huanca Frías, Lucio Ticona Carrizales, María Gregoria Sánchez Prieto, Pedro Jesús Maquera Luque, Silverio Apaza Apaza
The use of online social networks is giving rise to a line of research focused on the phenomenon of addiction that occurs due to the intense use of technologies and the Internet. The objective of the study was to determine the relationship between the use of virtual social networks and social skills in university students from northern Peru. The design was non-experimental, cross-sectional, correlational. A survey was applied as a technique and the instruments were two questionnaires, the Test of addiction to the use of social networks-ARS and a Test scale of social skills-EHS. It was found that 71.7% of students showed a low level of obsession with the use of virtual social networks, 27.2% medium level, while 1.1% high level. Concluding that addiction to social networks has a significant relationship with social skills; that is, the greater the use of social networks, the greater the development of social skills.
在线社交网络的使用引发了一系列研究,重点关注由于大量使用技术和互联网而产生的成瘾现象。该研究的目的是确定来自秘鲁北部的大学生使用虚拟社交网络和社交技能之间的关系。设计是非实验性的、横断面的、相关的。采用问卷调查作为一种技术,工具是两份问卷,社交网络使用成瘾测试- ars和社交技能测试量表- ehs。研究发现,71.7%的学生对虚拟社交网络的沉迷程度为低,27.2%为中等,1.1%为高。结论是社交网络成瘾与社交技能有显著关系;也就是说,社交网络的使用越多,社交技能的发展就越大。
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引用次数: 0
A Modular Structure to Explore the Interface Design and Interaction Testing Process of Teams 用模块化结构探索团队的界面设计和交互测试过程
B. Memarian, Christos Koulas, Brian Fisher
Interface design and interaction testing is not a completely robust or scientific process. Rather, it is an artful, iterative, social process regulated by inter- or multi-disciplinary design teams. Lamentably, the design trajectory and iterations are often left out or partially communicated in the description of a published design. We offer display design considerations considering AI and propose a modular structure for the interface design and interaction testing process of teams. The key feature of the structure is that it considers display design and display interaction testing and general experimental design and enables teams to transparently communicate how they start, traverse, and end their design cycles. The system can be accessed via an established Industrial Engineering Society on the world wide web. Such a structure would enable studying where innovation and failure happen through iterations of steps taken by different design teams. Subsequently, the information can be used to enrich future research.
界面设计和交互测试并不是一个完全可靠或科学的过程。相反,它是一个巧妙的、迭代的、由跨或多学科设计团队管理的社交过程。遗憾的是,在已发布的设计描述中,设计轨迹和迭代经常被遗漏或部分传达。我们提供了考虑人工智能的显示设计考虑,并提出了团队界面设计和交互测试过程的模块化结构。该结构的关键特征是它考虑了显示设计、显示交互测试和一般实验设计,并使团队能够透明地沟通他们如何开始、遍历和结束他们的设计周期。该系统可以通过一个已建立的工业工程学会在万维网上访问。这样的结构可以通过不同设计团队所采取的步骤的迭代来研究创新和失败发生在哪里。随后,这些信息可以用来丰富未来的研究。
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引用次数: 0
Workload Factors in Special Needs Education 特殊需要教育的工作量因素
Johanna Pulkkinen, Virpi Sillanpää
Teachers meet many challenges in their work. Their work is burdensome, with many associated load factors. The article is about the workload factors in special needs teachers’ work. It attempts to find factors of well-being at work that are significant from the point of view of safety, workload and management. The special needs teachers of one Finnish municipality participated in the study. The data for this paper were collected through a well-being survey. Results indicate that the work of special needs teachers is experienced to be mentally and ethically burdensome. Workload factors related to psychosocial risks, possibilities to influence work, and factors related to work community arose to be the most important factors in special needs teachers’ work.
教师在工作中遇到许多挑战。他们的工作是繁重的,有许多相关的负荷因素。本文对特殊需要教师工作中的工作量因素进行了研究。它试图找到从安全、工作量和管理的角度来看很重要的工作幸福感因素。芬兰一个城市的特殊需要教师参与了这项研究。本文的数据是通过幸福感调查收集的。结果表明,特殊需要教师的工作在精神上和伦理上都存在负担。与心理社会风险有关的工作量因素、影响工作的可能性以及与工作社区有关的因素成为特殊需要教师工作中最重要的因素。
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引用次数: 0
Implementation of Lean Manufacturing in the Company Dedicated to the Production of Grains 公司推行精益生产,致力于粮食生产
Thays Arotoma, G. Quispe, Heyul Chavez, Elva Castañeda
The following investigation shows the problems in “Industria Granero del Centro EIRL”, it is a company that is dedicated to the production of grains such as split bean, split wheat, american morón and corn flour. The goal is to improve the production planning and scheduling system and eliminate overproduction and economic losses. VSM (Value Stream Mapping) was used to identify the improvement in the production process. The root causes of the problem were then determined using the Ishikawa diagram. The activities to be carried out are identification of times of each process of the evaluated product, carry out the implementation of the master pro-duction plan, application of Kanban and application of Heijunka for load balancing. The results of this implementation will be visualized through a simulation making use of efficiency, effectiveness, and productivity indicators to meet the objective
下面的调查显示了“Industria Granero del Centro EIRL”的问题,这是一家致力于生产分裂豆,分裂小麦,美国morón和玉米粉等谷物的公司。目标是改善生产计划和调度系统,消除生产过剩和经济损失。价值流图(VSM)用于识别生产过程中的改进。然后使用Ishikawa图确定问题的根本原因。要进行的活动是确定被评估产品的每个过程的时间,进行生产主计划的实施,应用看板和应用Heijunka进行负载平衡。该实现的结果将通过模拟来可视化,利用效率、有效性和生产率指标来实现目标
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引用次数: 0
Design Guidelines for a Gamified Indigenous Knowledge System that Promotes Awareness of Water Resources Issues 促进水资源问题意识的游戏化土著知识系统设计指南
Dumani Kunjuzwa, B. Scholtz, Ifeoluwapo Fashoro
Water shortages are becoming increasingly common and promoting awareness thereof has been proposed as a key strategy for empowering citizens with knowledge relevant to water resource issues. A noticeable gap in the literature is the lack of empirical research on indigenous knowledge systems, particularly relating to promoting awareness of water resource issues. Indigenous knowledge that is incorporated in gamified systems is a solution to sustainability that supports urban water resilience. These systems should include gamification design features that are motivating, engaging, and informing and should be integrated in such a way as to produce transformative tools that support urban water resilience. This paper contributes to the body of knowledge by presenting guidelines for designing a gamified indigenous knowledge system that promotes awareness of water resource issues.
水资源短缺正变得日益普遍,已提议将提高对这一问题的认识作为一项关键战略,使公民掌握与水资源问题有关的知识。文献中一个明显的差距是缺乏对土著知识系统的实证研究,特别是关于促进对水资源问题的认识。融入游戏化系统的本土知识是一种可持续性解决方案,可支持城市的水韧性。这些系统应包括激励、吸引和告知的游戏化设计特征,并应以这样一种方式整合,以产生支持城市水弹性的变革性工具。本文通过提出设计一个游戏化的土著知识系统的指导方针来促进对水资源问题的认识,从而为知识体系做出贡献。
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引用次数: 0
Multimedia tool for the treatment of dyslexia and dyscalculia 多媒体工具治疗阅读障碍和计算障碍
Daniel Ripalda, Mario Piedra, Miguel Cobos
Specific learning disorders constitute a varied group of alterations or difficulties that can cause problems not only at school but throughout life. These disorders can be evidenced, in the first years of schooling, when children present problems in reading, writing, and numerical reasoning. Once the diagnosis is established, the experts develop treatments that generally require specialized teaching materials that, due to the technological gap, are often scarce, expensive, and difficult to access. This study presents the development of the tool GABARATO which in English closest translation is scribbled, based on the analysis of the skills that children with learning disorders have in front of the computer.
特殊学习障碍是一组不同的改变或困难,不仅会在学校,而且会在整个生活中造成问题。在上学的头几年,当孩子们在阅读、写作和数字推理方面出现问题时,这些障碍就可以得到证明。一旦诊断确定,专家们开发的治疗方法通常需要专门的教材,由于技术差距,这些教材往往稀缺、昂贵且难以获得。这项研究展示了GABARATO工具的发展,它在英语中最接近的翻译是潦草的,基于对学习障碍儿童在电脑前的技能的分析。
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引用次数: 0
Strengths and Development Needs in Temporary Agency Work: Temporary Work Agency Managers’ Perspective 临时代理工作的优势与发展需求:临时代理机构管理者的视角
Susanna Mattila, Kati Ylikahri, Leena Rekola, N. Cajander
In temporary agency work (TAW), the temporary work agency and the user company have employer responsibilities related to the occupational safety and health of the temporary agency workers. The aim of the study was to investigate strengths and development needs in TAW as perceived by managers of temporary work agencies. Semi-structured interviews were conducted to collect data from 19 managers at 10 temporary work agencies. The data were analyzed using qualitative content analysis. The results show that TAW is a flexible and valuable option for facilitating employment. However, there is room for developing TAW practices and procedures with the co-operation of temporary work agencies, temporary agency workers, and user companies. The findings of this study contribute to development of the occupational safety, health, and well-being of agency workers, and sustainable TAW.
在临时代理工作(TAW)中,临时工作机构和用户公司对临时代理工人的职业安全和健康负有雇主责任。本研究的目的是调查临时工作机构管理人员对临时工作人员的优势和发展需求。采用半结构化访谈的方式,收集了来自10家临时工作机构的19名管理人员的数据。采用定性内容分析法对数据进行分析。结果表明,TAW是促进就业的一种灵活而有价值的选择。然而,在临时工作机构、临时工作人员和用户公司的合作下,TAW的实践和程序仍有发展的空间。本研究的结果有助于机构工作者的职业安全、健康和福祉的发展,以及可持续的TAW。
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引用次数: 0
期刊
Human Systems Engineering and Design (IHSED2021) Future Trends and Applications
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