Pub Date : 2020-11-16DOI: 10.1109/SCCC51225.2020.9281159
Federico Meza, Nicolás Torres, Andrea Vásquez
There is a growing interest in learning computer programming even among students from majors other than computer science (CS). Many universities offer a common Introduction to Programming (CS1) course, but this approach is usually detrimental to those who are not pursuing a CS major. This article is an experience report that summarizes the results of adapting and implementing the course "The Beauty and Joy of Computing" (BJC) in an Engineering in Product Design first-year class, a group that showed below-average performance in the past. BJC is a course for undergraduate non-CS majors at UC Berkeley, designed to broaden student participation in Computer Science. After a fully online semester of BJC at UTFSM, students showed greater responsibility and commitment when compared to previous cohorts. They also reported greater satisfaction with programming while having a lower attrition rate and comparable final grades to students in the regular CS1 class.
即使在非计算机科学专业的学生中,学习计算机编程的兴趣也越来越大。许多大学都提供通用的编程入门(CS1)课程,但这种方法通常对那些不是计算机科学专业的人有害。本文是一份经验报告,总结了在产品设计工程一年级的班级中适应和实施“the Beauty and Joy of Computing”(BJC)课程的结果,该课程在过去的表现低于平均水平。BJC是一门针对加州大学伯克利分校非计算机专业本科生开设的课程,旨在扩大学生对计算机科学的参与。在UTFSM的一个完整的在线学期BJC之后,学生们比以前的同龄人表现出更大的责任感和承诺。与普通CS1班的学生相比,他们对编程的满意度更高,流失率更低,最终成绩也相当。
{"title":"Fostering Engagement and Creativity through Programming: The Beauty and Joy of Computing in a First-year Engineering class","authors":"Federico Meza, Nicolás Torres, Andrea Vásquez","doi":"10.1109/SCCC51225.2020.9281159","DOIUrl":"https://doi.org/10.1109/SCCC51225.2020.9281159","url":null,"abstract":"There is a growing interest in learning computer programming even among students from majors other than computer science (CS). Many universities offer a common Introduction to Programming (CS1) course, but this approach is usually detrimental to those who are not pursuing a CS major. This article is an experience report that summarizes the results of adapting and implementing the course \"The Beauty and Joy of Computing\" (BJC) in an Engineering in Product Design first-year class, a group that showed below-average performance in the past. BJC is a course for undergraduate non-CS majors at UC Berkeley, designed to broaden student participation in Computer Science. After a fully online semester of BJC at UTFSM, students showed greater responsibility and commitment when compared to previous cohorts. They also reported greater satisfaction with programming while having a lower attrition rate and comparable final grades to students in the regular CS1 class.","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133463522","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-11-16DOI: 10.1109/SCCC51225.2020.9281193
N. M. M. Araya, José A. Gallardo Arancibia, Jorge A. Palma Villalon
Cultural heritage is made up of a permanent, complex and controversial social and cultural process of attribution of values, functions and meanings. Heritage is not faithfully rescued in a past, but rather in the relationship that people and societies establish in the present, with these traces and testimonies. New technologies are a tool with great potential, where the use of video games with a gamified methodology favors learning. The study reports information gathered from pilot experiences with the use of an educational video game to facilitate the learning process about heritage sites in the Atacama region carried out with children between 5 and 12 years of age at the beginning of 2020. The results obtained indicate that the participants feel motivated, their concentration becomes immersive, and they have fun while they intrinsically learn about regional historical heritages.
{"title":"Use of a video game to learn about heritage sites of Atacama Region: A pilot experience","authors":"N. M. M. Araya, José A. Gallardo Arancibia, Jorge A. Palma Villalon","doi":"10.1109/SCCC51225.2020.9281193","DOIUrl":"https://doi.org/10.1109/SCCC51225.2020.9281193","url":null,"abstract":"Cultural heritage is made up of a permanent, complex and controversial social and cultural process of attribution of values, functions and meanings. Heritage is not faithfully rescued in a past, but rather in the relationship that people and societies establish in the present, with these traces and testimonies. New technologies are a tool with great potential, where the use of video games with a gamified methodology favors learning. The study reports information gathered from pilot experiences with the use of an educational video game to facilitate the learning process about heritage sites in the Atacama region carried out with children between 5 and 12 years of age at the beginning of 2020. The results obtained indicate that the participants feel motivated, their concentration becomes immersive, and they have fun while they intrinsically learn about regional historical heritages.","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121707105","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-11-16DOI: 10.1109/SCCC51225.2020.9281183
Dayana Hernández, P. Morales, A. Lozada, R. Olivares, N. Jara
In this paper, we analyze the impact of sorting the network users when attending their demands on network performance. For this purpose, we solve Routing, Modulation Level, Spatial mode, and Spectrum Assignment (RMLSSA) problem for elastic optical networks (EONs) with spatial-division multiplexing (SDM) with static network operation. We use several different criteria to order the users to find the best ones in terms of network capacity and spectrum and spatial fragmentation on the network. Experimental results that sorting the users in a descending order obtains better results, notwithstanding the criteria chosen. In these experiments, sorting the users according to their path length (in terms of distance or number of links) achieve better results. Despite the sorting criteria, we found that good practices are to attend first the users with significant resource demands and use the highly efficient user demands to fill the gaps left by the previous ones.
{"title":"On sorting transmission demands in Elastic Optical Networks with Spatial-Division Multiplexing","authors":"Dayana Hernández, P. Morales, A. Lozada, R. Olivares, N. Jara","doi":"10.1109/SCCC51225.2020.9281183","DOIUrl":"https://doi.org/10.1109/SCCC51225.2020.9281183","url":null,"abstract":"In this paper, we analyze the impact of sorting the network users when attending their demands on network performance. For this purpose, we solve Routing, Modulation Level, Spatial mode, and Spectrum Assignment (RMLSSA) problem for elastic optical networks (EONs) with spatial-division multiplexing (SDM) with static network operation. We use several different criteria to order the users to find the best ones in terms of network capacity and spectrum and spatial fragmentation on the network. Experimental results that sorting the users in a descending order obtains better results, notwithstanding the criteria chosen. In these experiments, sorting the users according to their path length (in terms of distance or number of links) achieve better results. Despite the sorting criteria, we found that good practices are to attend first the users with significant resource demands and use the highly efficient user demands to fill the gaps left by the previous ones.","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117071209","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-11-16DOI: 10.1109/SCCC51225.2020.9281164
Carlos Rey, P. Toth, D. Vigo
In this paper the Traveling Salesman Problem with pickup, delivery and handling costs is studied. We have to find a route from a depot to a set of customers, each of which requires a pickup and delivery service. The goal is to minimize the global routing and handling cost. We have developed an Iterated Local Search for this problem combining different heuristics of the Traveling Salesman Problem, and using frequency of improvements and a perturbation with memory. The proposed algorithm is tested on different benchmark instances from the literature with up to 200 vertices, obtaining high quality solutions in reasonable computing times.
{"title":"An Iterated Local Search for the Traveling Salesman Problem with Pickup, Delivery and Handling Costs","authors":"Carlos Rey, P. Toth, D. Vigo","doi":"10.1109/SCCC51225.2020.9281164","DOIUrl":"https://doi.org/10.1109/SCCC51225.2020.9281164","url":null,"abstract":"In this paper the Traveling Salesman Problem with pickup, delivery and handling costs is studied. We have to find a route from a depot to a set of customers, each of which requires a pickup and delivery service. The goal is to minimize the global routing and handling cost. We have developed an Iterated Local Search for this problem combining different heuristics of the Traveling Salesman Problem, and using frequency of improvements and a perturbation with memory. The proposed algorithm is tested on different benchmark instances from the literature with up to 200 vertices, obtaining high quality solutions in reasonable computing times.","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121426255","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-11-16DOI: 10.1109/SCCC51225.2020.9281201
Carlos Huerta Briones, C. P. Soto
In the current situation in times of the pandemic, it is necessary to use new methodologies accompanied by technological resources that help the teaching-learning process in the university environment. This work focuses on the use of collaborative learning methodologies in virtual environments, with the support of technological resources in the second-year subject of Mathematics of the Faculty of Economics of the Universidad Católica del Norte in a course with 61 students. Collaborative work of exercises in groups and between groups is highlighted, as well as coevaluation through rubrics. Teaching is emphasized with Geogebra, OneNote, and digital whiteboards. Online classes are held and recorded using Google-Meet. Recorded classes are uploaded to the LMS platform to be shared with students. The results show a positive experience and the innovation was well evaluated by the students through the online surveys.
在大流行时期的当前情况下,有必要使用新的方法和技术资源,以帮助大学环境中的教学过程。这项工作的重点是在虚拟环境中使用协作学习方法,在有61名学生的课程中,在Católica del Norte大学经济学院数学二年级课程的技术资源的支持下。强调小组内和小组间练习的协作,以及通过规则进行共同评价。教学强调使用Geogebra、OneNote和数字白板。在线课程是通过Google-Meet进行的。录制的课程被上传到LMS平台,与学生共享。结果表明,通过在线调查,学生们对这一创新给予了积极的评价。
{"title":"Collaborative learning methodologies and peer assessment in virtual educational environments","authors":"Carlos Huerta Briones, C. P. Soto","doi":"10.1109/SCCC51225.2020.9281201","DOIUrl":"https://doi.org/10.1109/SCCC51225.2020.9281201","url":null,"abstract":"In the current situation in times of the pandemic, it is necessary to use new methodologies accompanied by technological resources that help the teaching-learning process in the university environment. This work focuses on the use of collaborative learning methodologies in virtual environments, with the support of technological resources in the second-year subject of Mathematics of the Faculty of Economics of the Universidad Católica del Norte in a course with 61 students. Collaborative work of exercises in groups and between groups is highlighted, as well as coevaluation through rubrics. Teaching is emphasized with Geogebra, OneNote, and digital whiteboards. Online classes are held and recorded using Google-Meet. Recorded classes are uploaded to the LMS platform to be shared with students. The results show a positive experience and the innovation was well evaluated by the students through the online surveys.","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124390999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-11-16DOI: 10.1109/SCCC51225.2020.9281210
L. Caro, Emilio Villablanca, B. Peralta
The kinesiological treatment of hand typically requires exercise either of mobility, elasticity or reflexes in the hands. This exercises requires to be evaluated by an expert, however, he could not be present. An alternative is the use of technologies, where eventually these exercises could be remotely modelled using 3D models for a more detailed representation of action respect to typical video records. Nonetheless, the hands are a very complex object as it is conformed by multiple parts, which difficults the application of typical sensors as RGB cameras. In this work, we propose to develop a software capable of implementing hand tracking system over a real-time infrared device. This system associates the sensor measures to precise position and pose of the hand. Besides, the software graph the hands three-dimensionally in a virtual environment considering different exercises that the user might perform. We expect that this proposal will be the basis of an application for kinesiological exercise in the hands, since this implementation technology also aims to increase the motivation of users to carry out the exercises and consequently, this could even mean a decrease in the recovery time.
{"title":"A Virtual Reality Application using Hand Motion Tracking with Leap Motion Sensor","authors":"L. Caro, Emilio Villablanca, B. Peralta","doi":"10.1109/SCCC51225.2020.9281210","DOIUrl":"https://doi.org/10.1109/SCCC51225.2020.9281210","url":null,"abstract":"The kinesiological treatment of hand typically requires exercise either of mobility, elasticity or reflexes in the hands. This exercises requires to be evaluated by an expert, however, he could not be present. An alternative is the use of technologies, where eventually these exercises could be remotely modelled using 3D models for a more detailed representation of action respect to typical video records. Nonetheless, the hands are a very complex object as it is conformed by multiple parts, which difficults the application of typical sensors as RGB cameras. In this work, we propose to develop a software capable of implementing hand tracking system over a real-time infrared device. This system associates the sensor measures to precise position and pose of the hand. Besides, the software graph the hands three-dimensionally in a virtual environment considering different exercises that the user might perform. We expect that this proposal will be the basis of an application for kinesiological exercise in the hands, since this implementation technology also aims to increase the motivation of users to carry out the exercises and consequently, this could even mean a decrease in the recovery time.","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130773241","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-11-16DOI: 10.1109/SCCC51225.2020.9281244
Diego Arroyuelo, Manuel Weitzman
We introduce a practical data structure for supporting the fundamental operations rank, select, and member on integer sets (and their corresponding characteristic bit vector). Our data structure uses a hybrid compression approach to achieve compressed space, while still supporting the operations efficiently. Our aim is to take advantage of the long runs of successive elements that arise in several practical scenarios. Our experimental results indicate that our approach is highly competitive in these cases with the most efficient state-of-the-art data structures.
{"title":"A Hybrid Compressed Data Structure Supporting Rank and Select on Bit Sequences","authors":"Diego Arroyuelo, Manuel Weitzman","doi":"10.1109/SCCC51225.2020.9281244","DOIUrl":"https://doi.org/10.1109/SCCC51225.2020.9281244","url":null,"abstract":"We introduce a practical data structure for supporting the fundamental operations rank, select, and member on integer sets (and their corresponding characteristic bit vector). Our data structure uses a hybrid compression approach to achieve compressed space, while still supporting the operations efficiently. Our aim is to take advantage of the long runs of successive elements that arise in several practical scenarios. Our experimental results indicate that our approach is highly competitive in these cases with the most efficient state-of-the-art data structures.","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125610141","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-11-16DOI: 10.1109/SCCC51225.2020.9281150
Luis Norberto Zapata Puerta, M. Gómez-Álvarez
Currently, engineering and computer science programs worldwide face several challenges, on the one hand, high dropout rates still persist in these programs with rates ranging from 30% to 50%. On the other hand, due to this problem, a crisis is looming in the software industry due to the high demand and the shortage of qualified talent in Information and Communication Technologies (ICT). This is why software development and more specifically learning to program has become a worldwide trend. While gamification-based teaching methodologies and strategies can improve student motivation and engagement during the teaching-learning process, the design and implementation of gamified assessment models remains a largely unmet challenge, due to that most authors apply the use of gamification in virtual learning environments and little in face-to-face activities developed in the classroom. Due to the above, this article proposes a gamified evaluation model aimed at improving the performance of students during an introductory course on algorithms and programming, through permanent feedback, assertive problem solving and mini-lines, and the development of video games to motivate learning by accumulating points or bonuses. With the application of this model, not only will it be possible to improve the motivation, permanence and performance of the students, but also the teachers will be able to maintain an adequate level of demand in each of the proposed evaluative activities and thus achieve greater commitment in the students, motivation and effort to obtain the bonuses and increase the results obtained in each of the course evaluations.
{"title":"Modelo de evaluación gamificado en cursos de algoritmos y programación","authors":"Luis Norberto Zapata Puerta, M. Gómez-Álvarez","doi":"10.1109/SCCC51225.2020.9281150","DOIUrl":"https://doi.org/10.1109/SCCC51225.2020.9281150","url":null,"abstract":"Currently, engineering and computer science programs worldwide face several challenges, on the one hand, high dropout rates still persist in these programs with rates ranging from 30% to 50%. On the other hand, due to this problem, a crisis is looming in the software industry due to the high demand and the shortage of qualified talent in Information and Communication Technologies (ICT). This is why software development and more specifically learning to program has become a worldwide trend. While gamification-based teaching methodologies and strategies can improve student motivation and engagement during the teaching-learning process, the design and implementation of gamified assessment models remains a largely unmet challenge, due to that most authors apply the use of gamification in virtual learning environments and little in face-to-face activities developed in the classroom. Due to the above, this article proposes a gamified evaluation model aimed at improving the performance of students during an introductory course on algorithms and programming, through permanent feedback, assertive problem solving and mini-lines, and the development of video games to motivate learning by accumulating points or bonuses. With the application of this model, not only will it be possible to improve the motivation, permanence and performance of the students, but also the teachers will be able to maintain an adequate level of demand in each of the proposed evaluative activities and thus achieve greater commitment in the students, motivation and effort to obtain the bonuses and increase the results obtained in each of the course evaluations.","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114732183","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-11-16DOI: 10.1109/SCCC51225.2020.9281217
Edmundo P. Leiva-Lobos, H. Ponce, Santiago J. Braganza
This study experimentally tested whether cooperation among participants increases when they use a forum application with added functionalities derived from the language-action and situated-action perspectives compared with participating in a forum without such features. We used two versions of a visual-based forum application that included functionalities to visualize the threads of an argumentation. The first one is called VisualMail, and the situated language-action enriched-forum is called VisualMail+. A total of 84 college students participated in the study and were randomly assigned to one of 20 different groups. Subsequently, these groups were randomly assigned to use VisualMail or VisualMail+. The results indicate that using VisualMail+ significantly increases cooperation among participants compared with VisualMail, with a large effect size (d = 1.01).
{"title":"VisualMail+ as a Dialogue-oriented Forum: An Empirical Case about Cooperation and Learning","authors":"Edmundo P. Leiva-Lobos, H. Ponce, Santiago J. Braganza","doi":"10.1109/SCCC51225.2020.9281217","DOIUrl":"https://doi.org/10.1109/SCCC51225.2020.9281217","url":null,"abstract":"This study experimentally tested whether cooperation among participants increases when they use a forum application with added functionalities derived from the language-action and situated-action perspectives compared with participating in a forum without such features. We used two versions of a visual-based forum application that included functionalities to visualize the threads of an argumentation. The first one is called VisualMail, and the situated language-action enriched-forum is called VisualMail+. A total of 84 college students participated in the study and were randomly assigned to one of 20 different groups. Subsequently, these groups were randomly assigned to use VisualMail or VisualMail+. The results indicate that using VisualMail+ significantly increases cooperation among participants compared with VisualMail, with a large effect size (d = 1.01).","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"219 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116530446","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2020-11-16DOI: 10.1109/SCCC51225.2020.9281272
César Baluarte-Araya
At the undergraduate level in universities, Formative Research is applied to strengthen and increase knowledge, achieve the student's competencies, soft skills, skills and results. The objective is to show the perceptions of achievement achieved by students by applying Project-Based Learning, adapted to the Database course in laboratory internships; together with the Formative Research project of a real problem in organizations. The survey is used as a technique, the questionnaire instrument, systematizing the data, showing qualitative and quasi-qualitative evidence of achievements. Concluding that Formative Research is given in a cross-cutting way in courses of the curriculum, properly applied didactic strategies allow to obtain the expected student results, improve and reinforce knowledge, soft skills, skills, follow a method of work, achieve the competencies of the course, basic level of research; serve the results as feedback for continuous course improvement.
{"title":"Perception of achievements achieved as a result of Project-Based Learning application in the Course of Database by Students of the Professional School of Systems Engineering","authors":"César Baluarte-Araya","doi":"10.1109/SCCC51225.2020.9281272","DOIUrl":"https://doi.org/10.1109/SCCC51225.2020.9281272","url":null,"abstract":"At the undergraduate level in universities, Formative Research is applied to strengthen and increase knowledge, achieve the student's competencies, soft skills, skills and results. The objective is to show the perceptions of achievement achieved by students by applying Project-Based Learning, adapted to the Database course in laboratory internships; together with the Formative Research project of a real problem in organizations. The survey is used as a technique, the questionnaire instrument, systematizing the data, showing qualitative and quasi-qualitative evidence of achievements. Concluding that Formative Research is given in a cross-cutting way in courses of the curriculum, properly applied didactic strategies allow to obtain the expected student results, improve and reinforce knowledge, soft skills, skills, follow a method of work, achieve the competencies of the course, basic level of research; serve the results as feedback for continuous course improvement.","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130572106","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}