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An Empirical Exploration of Collaborative Performance in Engineering Learning Contexts 工程学习情境下合作绩效的实证研究
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-02-11 DOI: 10.1109/RITA.2026.3663552
Oscar Revelo Sánchez;Manuel Ernesto Bolaños
This study presents an empirical analysis of collaborative performance assessment in engineering learning scenarios. A validated instrument—derived from a previously developed questionnaire measuring seven operational dimensions of collaboration—was applied to evaluate group performance. The study involved 251 students from various engineering courses, organized into experimental groups based on personality traits and a control group formed according to student preference. Findings reveal that personality-based group formation influences collaborative performance, with outcomes varying by group configuration. Homogeneous and mixed groups emphasizing emotional stability (Neuroticism–N) demonstrated higher levels of leadership and collaboration, while heterogeneous groups underperformed compared to the control group. Across all formations, conflict management consistently emerged as the most challenging process, underscoring the importance of targeted strategies for managing interpersonal tensions in team-based learning. From a methodological standpoint, the assessment instrument exhibited high internal consistency (Cronbach’s $alpha gt 0.9$ ), affirming its reliability for evaluating collaborative dynamics in academic contexts. The study concludes that personality-informed group formation can optimize specific collaborative processes, though its effectiveness depends on the combination of personality traits within each team. These findings hold significant implications for the field of Human-Computer Interaction (HCI), particularly in informing the design of educational technologies that enable adaptive group formation and provide real-time feedback in collaborative learning environments.
本研究对工程学习情境下的协同绩效评估进行实证分析。一种经过验证的工具——源自先前开发的测量协作七个操作维度的问卷——被用于评估团队绩效。这项研究涉及251名来自不同工程专业的学生,他们根据性格特征被分为实验组,根据学生的喜好组成对照组。研究结果表明,基于个性的团队形成影响合作绩效,其结果因团队配置而异。强调情绪稳定性的同质和混合组(神经质- n)表现出更高的领导和协作水平,而异质组与对照组相比表现不佳。在所有编队中,冲突管理一直是最具挑战性的过程,强调了在团队学习中管理人际关系紧张的目标策略的重要性。从方法学的角度来看,评估工具表现出高度的内部一致性(Cronbach 's $alpha gt 0.9$),证实了其在学术环境中评估协作动态的可靠性。该研究的结论是,个性导向的团队形成可以优化特定的协作过程,尽管其有效性取决于每个团队中个性特征的组合。这些发现对人机交互(HCI)领域具有重要意义,特别是在告知教育技术的设计方面,这些技术能够在协作学习环境中实现自适应群体形成并提供实时反馈。
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引用次数: 0
Development of an Intelligent Personal Assistant for Academic Advising 智能个人学术咨询助理的开发
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-02-10 DOI: 10.1109/RITA.2026.3663244
Adriana L. Iniguez-Carrillo;Laura S. Gaytán-Lugo
The rapid advancement of Automatic Speech Recognition and Artificial Intelligence has enabled the development of Intelligent Personal Assistants (IPA) that facilitate natural, voice-based interactions with computational systems. This work presents the creation and evaluation of “Smart Tutor,” an IPA designed to assist engineering students at Universidad de Guadalajara with academic and administrative inquiries. The Tutor aims to offer an intuitive, human-like interaction experience to streamline information acquisition. Usability was evaluated using the SOVO instrument, focusing on effectiveness, efficiency, and user satisfaction. Initial and refined iterations of the prototype demonstrated improvements in user understanding and response times. The findings highlight the potential benefits of voice-based assistants in educational contexts, particularly in reducing administrative burdens and enhancing the learning experience.
自动语音识别和人工智能的快速发展促进了智能个人助理(IPA)的发展,它促进了与计算系统的自然、基于语音的交互。这项工作介绍了“智能导师”的创建和评估,这是一项IPA,旨在帮助瓜达拉哈拉大学的工程专业学生进行学术和行政咨询。导师旨在提供直观的、类似人类的交互体验,以简化信息获取。使用SOVO仪器评估可用性,重点关注有效性、效率和用户满意度。原型的初始和细化迭代演示了用户理解和响应时间的改进。研究结果强调了语音助手在教育环境中的潜在好处,特别是在减轻行政负担和提高学习体验方面。
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引用次数: 0
2025 Index IEEE Revista Iberoamericana de Tecnologias del Aprendizaje Vol. 20 2025 Index IEEE Revista Iberoamericana de Tecnologias del Aprendizaje Vol. 20
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-27 DOI: 10.1109/RITA.2026.3658260
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引用次数: 0
Multi-Year Evaluation and Enhancement of a Questionnaire-Based Assessment Approach in Engineering Laboratory Instruction 工程实验教学问卷评估方法的多年评估与改进
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-16 DOI: 10.1109/RITA.2026.3654759
Adrián Suárez;Joaquín Pérez-Soler;Raimundo García-Olcina;Abraham Menéndez;Pedro A. Martínez;Roberto Herráiz;Andrea Amaro;Victor Solera;Luís M. Giraldo;Daniel Ibáñez;Jesús López;Daniel Esperante;Julio Martos;Jesús Soret;José Torres
This paper presents the implementation and continuous refinement of a questionnaire-based assessment approach for laboratory instruction in undergraduate engineering education. In this method, students complete individual questionnaires at the end of each lab session. It was introduced to address challenges associated with traditional evaluation methods such as group reports. Over multiple academic years, the approach was applied in core laboratory subjects within the Degree in Electronic Engineering for Telecommunications at the University of Valencia. Based on student feedback collected through structured surveys, the teaching team introduced key modifications—most notably, the reformulation of test items and the inclusion of performance checkpoints—to improve alignment between assessed outcomes and the learning process. Analysis of student responses before and after these changes indicates improved perceptions regarding fairness, relevance, and overall satisfaction with the assessment method. The results support the effectiveness of this approach in enhancing student engagement and instructional consistency, while highlighting areas for further pedagogical development.
本文介绍了一种基于问卷的评估方法在工程本科实验教学中的实施和持续改进。在这种方法中,学生在每次实验结束时完成个人问卷。它的引入是为了解决与传统评估方法(如小组报告)相关的挑战。在多个学年中,该方法被应用于瓦伦西亚大学电信电子工程学位的核心实验室科目。根据通过结构化调查收集到的学生反馈,教学团队引入了关键的修改——最值得注意的是,重新制定了测试项目,并纳入了绩效检查点——以改善评估结果与学习过程之间的一致性。对这些变化前后学生反应的分析表明,对评估方法的公平性、相关性和总体满意度的看法有所改善。结果支持这种方法在提高学生参与度和教学一致性方面的有效性,同时突出了进一步教学发展的领域。
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引用次数: 0
Establishing the Criteria for an Agile Inclusive Learning Environment (AILE) in Higher Education 高等教育中敏捷全纳学习环境(AILE)标准的建立
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2026-01-16 DOI: 10.1109/RITA.2026.3654840
Itzel Berenice Guerrero Alfaro;Jaime Muñoz-Arteaga;Gabriela Citlalli López Torres;Carina Soledad González González
Universities continue to face significant challenges in delivering inclusive education, particularly in addressing accessibility barriers and the limited availability of adapted learning resources for students with disabilities. Despite progress in policy development, most institutions lack structured methodologies to identify and remove these barriers iteratively. This study proposes an Inclusive Agile Scrum Model that integrates inclusion criteria, Personal Learning Environment (PLE) principles, and Scrum’s adaptive structure to support systematic, user-centered resource design in higher education. The model was applied at the Autonomous University of Aguascalientes through a case involving the adaptation of educational materials for a student with hearing impairment. Scrum roles, events, and artifacts were reconfigured to incorporate accessibility-oriented tasks, continuous feedback loops, and transparent communication channels. A pre–post evaluation demonstrated measurable improvements in accessibility, interaction, task completion, and adaptation time. To contextualize institutional needs, a comparative analysis of Mexican universities was also conducted, revealing that although most institutions provide basic infrastructure, few have formal inclusion policies, and none employ agile methodologies to guide inclusion processes. Findings show that the proposed model effectively supports the detection, prioritization, and resolution of accessibility issues while enabling rapid, iterative adaptations aligned with students’ needs. This work advances existing knowledge by moving beyond isolated uses of agile methods in education and generic inclusion models toward a conceptually grounded, replicable, and empirically validated inclusive Scrum framework. The study positions agile methodologies as a promising pathway to strengthen accessibility practices and foster more equitable learning environments in higher education.
大学在提供全纳教育方面继续面临重大挑战,特别是在解决无障碍障碍和残疾学生适应学习资源有限的问题上。尽管在政策制定方面取得了进展,但大多数机构缺乏结构化的方法来反复识别和消除这些障碍。本研究提出了一个包容性敏捷Scrum模型,该模型集成了包容性标准、个人学习环境(PLE)原则和Scrum的自适应结构,以支持高等教育中系统的、以用户为中心的资源设计。该模型在阿瓜斯卡连特斯自治大学(Autonomous University of Aguascalientes)的一个案例中得到了应用,该案例涉及为一名听力障碍学生改编教材。Scrum角色、事件和工件被重新配置,以整合面向可访问性的任务、持续的反馈循环和透明的沟通渠道。前后评估显示了在可访问性、交互、任务完成和适应时间方面可测量的改进。为了将制度需求置于背景中,对墨西哥大学进行了比较分析,结果显示,尽管大多数大学提供了基本的基础设施,但很少有正式的包容政策,也没有一个采用敏捷方法来指导包容过程。研究结果表明,所提出的模型有效地支持可访问性问题的检测、优先排序和解决,同时使快速、迭代的适应符合学生的需求。这项工作通过超越敏捷方法在教育和通用包容模型中的孤立使用,向概念基础、可复制和经验验证的包容性Scrum框架迈进,从而推进了现有知识。该研究将敏捷方法定位为在高等教育中加强可访问性实践和促进更公平的学习环境的有希望的途径。
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引用次数: 0
Do Generative AI Assistants Enhance or Hinder Critical Thinking Skills in University Students? 生成式人工智能助手是增强还是阻碍了大学生的批判性思维能力?
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-12-22 DOI: 10.1109/RITA.2025.3643650
Carlos Alberto Peláez;Leonardo Saavedra Munar;Johann Alexis Ospina Galíndez;Andrés Solano
Artificial intelligence (AI), particularly Generative AI (GenAI), is reshaping higher education by transforming how students learn and engage with information. This study explores the role of GenAI assistants in fostering critical thinking, a core competency for navigating an era of rapid technological change. Conducted with students from the Multimedia Design course at the Universidad Autónoma de Occidente, Colombia, the research compared two versions of the GenAI assistant: a standard model and one configured with Hegelian dialectics to stimulate reflective dialogue. While quantitative results showed no statistically significant differences between groups, qualitative insights revealed that the dialectical assistant promoted deeper analytical and evaluative thinking. The study underscores the need for sustainable process models in teacher training to integrate GenAI responsibly, ensuring balanced skill development, ethical awareness, and long-term cognitive growth.
人工智能(AI),特别是生成式人工智能(GenAI),正在通过改变学生学习和处理信息的方式来重塑高等教育。本研究探讨了GenAI助手在培养批判性思维方面的作用,批判性思维是驾驭快速技术变革时代的核心能力。这项研究是由哥伦比亚西方大学Autónoma多媒体设计课程的学生进行的,他们比较了GenAI助手的两个版本:一个标准模型和一个配置了黑格尔辩证法以激发反思对话的版本。虽然定量结果显示各组之间没有统计学上的显著差异,但定性分析显示,辩证助手促进了更深层次的分析和评估思维。该研究强调了在教师培训中需要可持续的过程模型,以负责任地整合GenAI,确保平衡的技能发展、道德意识和长期认知增长。
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引用次数: 0
From Project-Based Learning to Service Learning: A Practical Approach 从项目学习到服务学习:一种实用的方法
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-12-15 DOI: 10.1109/RITA.2025.3644011
Manuel A. Perales-Esteve;Samuel Yanes Luis;Alfredo Pérez Vega-Leal
This paper describes an instructional experience in a core course of an Electronic, Robotic and Mechatronic Engineering degree, where students were encouraged to address socially relevant needs through their project work. While no formal collaboration with community partners was established, the initiative introduced elements inspired by Service-Learning within a Project-Based Learning framework. Results from four academic years, including student survey data, indicate that linking projects to familiar real-life contexts fosters modest improvements in motivation and perceived relevance of course content. The study discusses the potential of this socially oriented approach as a transitional step toward the future integration of authentic Service-Learning practices in engineering curricula.
本文描述了电子、机器人和机电工程学位核心课程的教学经验,该课程鼓励学生通过他们的项目工作来解决社会相关需求。虽然没有与社区伙伴建立正式合作,但该计划在基于项目的学习框架内引入了受服务学习启发的元素。包括学生调查数据在内的四个学年的结果表明,将项目与熟悉的现实生活背景联系起来,在动机和课程内容的感知相关性方面有了适度的提高。该研究讨论了这种面向社会的方法的潜力,作为未来将真正的服务学习实践整合到工程课程中的过渡步骤。
{"title":"From Project-Based Learning to Service Learning: A Practical Approach","authors":"Manuel A. Perales-Esteve;Samuel Yanes Luis;Alfredo Pérez Vega-Leal","doi":"10.1109/RITA.2025.3644011","DOIUrl":"https://doi.org/10.1109/RITA.2025.3644011","url":null,"abstract":"This paper describes an instructional experience in a core course of an Electronic, Robotic and Mechatronic Engineering degree, where students were encouraged to address socially relevant needs through their project work. While no formal collaboration with community partners was established, the initiative introduced elements inspired by Service-Learning within a Project-Based Learning framework. Results from four academic years, including student survey data, indicate that linking projects to familiar real-life contexts fosters modest improvements in motivation and perceived relevance of course content. The study discusses the potential of this socially oriented approach as a transitional step toward the future integration of authentic Service-Learning practices in engineering curricula.","PeriodicalId":38963,"journal":{"name":"Revista Iberoamericana de Tecnologias del Aprendizaje","volume":"21 ","pages":"1-8"},"PeriodicalIF":1.0,"publicationDate":"2025-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145824306","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}
引用次数: 0
Longitudinal Study on Higher Education Engineering Students: How Their Competency-Evaluations Evolve? 高等院校工科学生胜任力评价的纵向研究
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-12-15 DOI: 10.1109/RITA.2025.3644605
Danilo Valdes-Ramirez;Christian Samhir Grijalva Quiñonez;Genaro Zavala
Previous studies on competency-based education (CBE) in Higher Education (HE) have primarily relied on small samples, short time frames, and self-perceived measures of competencies, leaving a gap in understanding how STEM students’ competencies evolve through direct evaluations. This study addresses the challenge of evaluating how students’ competencies evolve throughout CBE programs in HE. We conducted longitudinal analyses of competency evaluation data from a cohort of $4,044$ STEM students enrolled in CBE programs. The study examines the evolution of students’ observed competency ratios across six academic periods and analyzes variations according to four between-subject variables: sex, preparatory school background, geographic region, and knowledge area. Competency data were collected through institutional evaluation processes and transformed for longitudinal analysis. Statistical procedures, including repeated measures ANOVA, post-hoc tests, and linear mixed-effect models, were applied to identify significant changes in competency ratios across time and between groups. Results revealed statistically significant improvements in the observed competency ratios throughout the six academic periods, indicating consistent growth in students’ demonstrated competencies. However, differences across some demographic and institutional factors highlight points where competency development progresses unevenly. These findings provide empirical evidence of how CBE models influence STEM students’ competency acquisition over time. They offer valuable insights for educators, curriculum designers, and policymakers seeking to strengthen CBE implementation. In particular, the study emphasizes the importance of continuous monitoring and targeted instructional support during specific academic stages to ensure that all students achieve the intended competencies by graduation.
先前关于高等教育(HE)中能力基础教育(CBE)的研究主要依赖于小样本、短时间框架和自我感知的能力测量,在通过直接评估了解STEM学生的能力如何演变方面存在空白。本研究解决了评估学生能力如何在高等教育的CBE项目中发展的挑战。我们对参加CBE项目的4,044名STEM学生的能力评估数据进行了纵向分析。该研究考察了学生观察到的能力比率在六个学习期间的演变,并根据四个学科变量(性别、预科学校背景、地理区域和知识领域)分析了差异。通过机构评估过程收集胜任力数据,并转化为纵向分析。统计程序,包括重复测量、方差分析、事后检验和线性混合效应模型,用于确定能力比在不同时间和组间的显著变化。结果显示,在六个学期中,观察到的能力比率在统计上有显著的改善,这表明学生的表现能力在持续增长。然而,一些人口和制度因素的差异突出了能力发展不平衡的地方。这些发现为CBE模型如何随时间影响STEM学生的能力习得提供了实证证据。他们为寻求加强CBE实施的教育工作者、课程设计者和政策制定者提供了有价值的见解。该研究特别强调了在特定学术阶段持续监测和有针对性的教学支持的重要性,以确保所有学生在毕业时达到预期的能力。
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引用次数: 0
FIUMLand: A Gamification Approach for Engineering Higher Education FIUMLand:工程高等教育的游戏化方法
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-12-02 DOI: 10.1109/RITA.2025.3639482
Analía Conde;Carmen Blanco;Nicolás Serrano;Enrique Reina
In recent years, there has been a paradigm shift in educational methodologies within higher education. Traditional lecture-based approaches have become less effective in engaging newer generations of students. As a consequence, there has been an increase in the exploration of innovative pedagogical strategies. Among these, active learning methodologies have gained prominence, positioning students at the center of the teaching and learning process and encouraging their active participation. One such approach is gamification, which integrates game design elements into educational contexts to enhance student motivation and engagement. This study focuses on the implementation of gamification in the “Database Design I” course, which is a mandatory first-year subject in the curricula of Computer Engineering, Telematics, Civil, Industrial, and Data & AI Engineering programs at the Faculty of Engineering of the University of Montevideo (FIUM), Uruguay. Addressing the observed lack of student motivation in the subject, a gamified application named FIUMLand was developed. This platform offers students an alternative and engaging way to review course content. An initial prototype was introduced to the 2024 cohort, featuring games designed to reinforce SQL knowledge covered in class. Students’ feedback is encouraging, indicating increased student motivation toward the subject. Students have reported that the gamified platform has been a valuable tool in consolidating the concepts learned during lectures.
近年来,高等教育中的教育方法发生了范式转变。传统的以授课为基础的教学方法在吸引新一代学生方面已经变得不那么有效了。因此,对创新教学策略的探索有所增加。其中,主动学习方法得到了突出的地位,将学生置于教学过程的中心,鼓励他们积极参与。其中一种方法是游戏化,它将游戏设计元素整合到教育环境中,以提高学生的积极性和参与度。本研究的重点是在乌拉圭蒙得维的亚大学(FIUM)工程学院计算机工程、远程信息处理、民用、工业和数据与人工智能工程专业的一年级必修课程“数据库设计I”课程中实施游戏化。为了解决学生在这门学科中缺乏动力的问题,开发了一个名为FIUMLand的游戏化应用程序。这个平台为学生提供了一种替代的、引人入胜的方式来复习课程内容。最初的原型被引入到2024年的队列中,其特点是旨在加强课堂上涵盖的SQL知识的游戏。学生们的反馈是令人鼓舞的,这表明学生对这门课的学习动机增强了。学生们报告说,游戏化平台是巩固在课堂上学到的概念的宝贵工具。
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引用次数: 0
Empirical Experiment to Validate Guidelines for Video Game Users With ADHD 电子游戏ADHD患者指导原则的实证研究
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-12-02 DOI: 10.1109/RITA.2025.3639357
Eduardo Díaz;Augusto Morante Castañeda;José Ignacio Panach
Current video game designs often include features that distract users, a problem exacerbated for individuals with Attention Deficit Hyperactivity Disorder (ADHD). To mitigate distractions for this population, specific design guidelines have been proposed. This study evaluates the benefits of applying such guidelines in the software development process of video games for users with ADHD. A controlled experiment was conducted with 16 subjects interacting with two versions of a video game: one designed according to the guidelines and another without them. Metrics analyzed include perceived effort and user satisfaction, measured through Perceived Ease of Use (PEOU), Perceived Usefulness (PU), and Intention to Use (ITU). Results indicate statistically significant differences in effort and satisfaction; users engaging with the guided design reported lower cognitive effort and higher satisfaction. These findings suggest that integrating ADHD-focused design guidelines enhances game accessibility and improves user experience for this demographic.
当前的电子游戏设计通常包含一些会分散用户注意力的功能,对于患有注意力缺陷多动障碍(ADHD)的人来说,这个问题更加严重。为了减少对这一人群的干扰,我们提出了具体的设计准则。本研究评估了在ADHD用户的视频游戏软件开发过程中应用这些指南的好处。研究人员进行了一项对照实验,让16名受试者玩两种版本的电子游戏:一种是根据指导原则设计的,另一种则没有。分析的指标包括感知工作和用户满意度,通过感知易用性(PEOU)、感知有用性(PU)和使用意图(ITU)来衡量。结果表明,努力和满意度在统计学上有显著差异;参与引导设计的用户报告了较低的认知努力和较高的满意度。这些发现表明,整合专注于adhd的设计指南可以提高游戏的易用性,并改善这一人群的用户体验。
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引用次数: 0
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