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Design and Validation of Guidelines for Creating Mathematical Applets for Students With Autism 为自闭症学生创建数学小程序指南的设计与验证
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-11-25 DOI: 10.1109/RITA.2025.3636607
Steven Van Vaerenbergh;Irene Polo-Blanco;Álvaro García Gómez
Mathematical applets have become essential tools in the teaching and learning of mathematics, offering interactive and dynamic representations of mathematical concepts. For students with autism spectrum disorder (ASD), however, these applets must be designed to address their specific cognitive and learning needs to be truly effective. Despite increased efforts to support students with ASD in digital learning environments, no validated set of guidelines exist for designing mathematical applets tailored to these students. This study fills this gap by developing and validating a set of guidelines, operationalized for dynamic mathematical environments such as GeoGebra. In particular, the study advances beyond prior work by following a rigorous three-phase validation methodology involving two rounds of expert review with quantitative agreement analysis, and by explicitly grounding each guideline in the cognitive traits characteristic of ASD and their documented impact on mathematical learning. The multi-phase process starts with a literature review that incorporates cognitive traits of ASD, their impact on mathematical learning, and interface design principles. The guidelines are then refined through two rounds of expert validation, first by specialists in ASD and mathematics education, then by experts in GeoGebra applet development. Expert feedback is systematically integrated, ensuring both theoretical soundness and practical feasibility. The final guidelines provide a structured approach for designing mathematical applets tailored to the needs of students with ASD, while also serving as a foundation for further research in this field.
数学小程序已经成为数学教学中必不可少的工具,提供数学概念的交互式和动态表示。然而,对于患有自闭症谱系障碍(ASD)的学生来说,这些小程序的设计必须满足他们特定的认知和学习需求,才能真正有效。尽管在数字学习环境中支持自闭症学生的努力越来越多,但没有一套有效的指导方针来设计适合这些学生的数学小程序。本研究通过开发和验证一套适用于动态数学环境(如GeoGebra)的指导方针来填补这一空白。特别是,该研究超越了先前的工作,采用了严格的三阶段验证方法,包括两轮定量一致性分析的专家评审,并明确地将每个指导原则建立在ASD的认知特征特征及其对数学学习的影响的基础上。这个多阶段的过程从文献综述开始,包括自闭症谱系障碍的认知特征、它们对数学学习的影响以及界面设计原则。然后,指南通过两轮专家验证进行完善,第一轮由ASD和数学教育专家进行验证,然后由GeoGebra小程序开发专家进行验证。系统整合专家反馈,保证理论健全和实践可行。最终的指南为设计适合自闭症学生需求的数学小程序提供了一种结构化的方法,同时也为该领域的进一步研究奠定了基础。
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引用次数: 0
Using Artificial Intelligence in School Counseling: Professional Perspectives 人工智能在学校心理咨询中的应用:专业视角
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-11-24 DOI: 10.1109/RITA.2025.3636411
María-Carmen Ricoy;Natalia Varela-García;Joseba Delgado-Parada
Artificial Intelligence (AI) has recently risen in the educational field. However, studies showing the use of AI by school counselors are scarce, despite the benefits these tools can offer, especially with vulnerable groups. This study aims to analyze the perception of school counselors regarding AI. For this purpose, we analyzed the applications of AI, the challenges, training needs, and changes in their role as school counselors. This research is framed within the qualitative methodology through content analysis. For the data collection, an open-ended questionnaire was used with a sample of 20 school counselors from secondary schools. As main results and conclusions, it should be noted that the participants emphasize the help of AI in streamlining bureaucratic tasks in the school context, the personalization in vocational guidance, and the creation of materials to address student diversity, for example, with vulnerable groups. They identify challenges associated with human disconnection, lack of data privacy, and the need for training, essentially from a technical perspective. However, school counselors are still unclear about the changes in their roles and responsibilities derived from AI use. Some of them consider that AI will not entail relevant changes, while others anticipate the need for data interpretation and technological supervision. The findings of this study emphasize the need for further research on the benefits and risks of AI in school counseling for secondary education.
人工智能(AI)最近在教育领域兴起。然而,研究显示学校辅导员使用人工智能的情况很少,尽管这些工具可以提供好处,特别是对弱势群体。本研究旨在分析学校辅导员对人工智能的认知。为此,我们分析了人工智能的应用、挑战、培训需求以及他们作为学校辅导员角色的变化。本研究通过内容分析,在定性方法框架内进行。在数据收集方面,我们对20名中学辅导员进行了开放式问卷调查。作为主要结果和结论,值得注意的是,参与者强调了人工智能在简化学校环境中的官僚任务、职业指导中的个性化以及解决学生多样性问题(例如,针对弱势群体)的材料创建方面的帮助。他们主要从技术角度确定了与人类脱节、缺乏数据隐私以及培训需求相关的挑战。然而,学校辅导员仍然不清楚人工智能的使用给他们的角色和责任带来的变化。他们中的一些人认为人工智能不会带来相关的变化,而另一些人则认为需要数据解释和技术监督。本研究的结果强调需要进一步研究人工智能在中学教育学校咨询中的益处和风险。
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引用次数: 0
Virtual Reality With Sensory Feedback Gloves: A Pedagogical Strategy for Medical Training 带感官反馈手套的虚拟现实:医学培训的教学策略
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-11-19 DOI: 10.1109/RITA.2025.3634990
Benjamín Maraza-Quispe;Juan Abdon Palo-Rosas
This study explores the pedagogical potential of integrating haptic glove technology within immersive virtual reality environments for medical training. A quasi-experimental design was conducted with 50 second-year medical students from a private university in Arequipa, randomly assigned to control and experimental groups. The experimental group participated in three 90-minute sessions over two weeks, using Hi5 Noitom 2.0 gloves and VR platforms (Hand Physics Lab and VR Surgery Simulator) to perform tasks such as suturing, forceps manipulation, and anatomical palpation. Three validated instruments were employed, a psychomotor rubric, a self-assessment questionnaire, and an observation checklist, all demonstrating strong reliability ( $alpha =0.83$ –0.88). Statistical analyses (independent samples t-tests, ANCOVA, and repeated-measures ANOVA) revealed significant improvements (p <0.001)> $eta ~^{2}$ up to 0.86). Students also reported higher confidence and motivation, reflecting both objective and perceived benefits. Under controlled exploratory conditions, these findings suggest that haptic-feedback VR environments can foster realistic, safe, and engaging learning experiences that support the development of psychomotor competencies. The study highlights the pedagogical promise of immersive simulation as a complementary tool to traditional instruction and recommends future longitudinal and multi-site research to validate and generalize the results.
本研究探讨了将触觉手套技术整合到沉浸式虚拟现实环境中的医疗培训教学潜力。对来自阿雷基帕一所私立大学的50名二年级医学生进行了准实验设计,随机分为对照组和实验组。实验组使用Hi5 Noitom 2.0手套和VR平台(手部物理实验室和VR手术模拟器)进行缝合、镊子操作和解剖触诊等任务,为期两周,每次90分钟。采用了三种经验证的工具:精神运动量表、自我评估问卷和观察清单,均具有较强的信度($alpha =0.83$ -0.88)。统计分析(独立样本t检验,ANCOVA和重复测量方差分析)显示显着改善(p $eta ~^{2}$高达0.86)。学生们也报告了更高的信心和动力,反映了客观和感知的利益。在可控的探索条件下,这些研究结果表明,触觉反馈的VR环境可以培养逼真、安全、引人入胜的学习体验,从而支持心理运动能力的发展。该研究强调了沉浸式模拟作为传统教学补充工具的教学前景,并建议未来进行纵向和多地点研究,以验证和推广结果。
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引用次数: 0
The Impact of E-Learning Ability on Students’ Academic Performance: Using Regression Analysis 网络学习能力对学生学业成绩的影响:基于回归分析
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-11-19 DOI: 10.1109/RITA.2025.3634558
Bing Yu;Jing Gong;Yumei Shan
In this paper, the E-learning ability (learners’ ability to efficiently utilize digital tools and resources) and academic performance of university students were investigated by means of a questionnaire survey. The E-learning ability was considered from five aspects, including conscious ability. A total of 689 questionnaires were distributed, and 646 questionnaires were recycled. The rationality of the questionnaire was verified by project analysis. According to the collected data, the differences in different aspects of E-learning ability and academic performance in terms of gender, age, and major were analyzed. The results showed that both the overall E-learning ability and academic performance of university students need to be improved. In terms of gender, only the technical ability had a significant difference (t = 3.947, p = 0.000). In terms of grade, there were significant differences in management ability, evaluation ability, and academic performance (p <0.01). In terms of major, the E-learning ability and academic performance had significant differences (p <0.01). The influence of E-learning ability on students’ academic performance was analyzed by regression analysis, and it was found that conscious, technical, and management abilities had positive predictive effects on academic performance. The results verify that E-learning ability has a positive impact on students’ academic performance, and university students should pay attention to improving E-learning ability.
本文采用问卷调查的方法,对大学生的E-learning能力(学习者有效利用数字工具和资源的能力)和学习成绩进行了调查。E-learning能力从五个方面考虑,包括意识能力。共发放问卷689份,回收问卷646份。通过项目分析验证了问卷的合理性。根据收集到的数据,分析不同性别、年龄、专业的学生在E-learning能力和学习成绩的不同方面的差异。结果表明,大学生的整体网络学习能力和学习成绩都有待提高。在性别方面,只有技术能力有显著差异(t = 3.947, p = 0.000)。在年级上,管理能力、评价能力、学业成绩差异有统计学意义(p <0.01)。在专业方面,E-learning能力和学业成绩有显著差异(p <0.01)。通过回归分析分析网络学习能力对学生学业成绩的影响,发现意识能力、技术能力和管理能力对学业成绩有正向预测作用。研究结果验证了E-learning能力对学生学业成绩有积极影响,大学生应重视提高E-learning能力。
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引用次数: 0
Instrument SmartUsability—Complexity, Usability, and AI-Driven Educational Platform: Validation With Pilot Study 仪器智能可用性-复杂性,可用性和人工智能驱动的教育平台:验证与试点研究
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-11-17 DOI: 10.1109/RITA.2025.3633807
Siria Yahaira Valenzuela-Arvizu;Hugo Alexander Rozo-García;María Soledad Ramírez-Montoya
In the current landscape of higher education, fostering high-level cognitive skills such as Complex Thinking (CT) requires digital platforms that not only enable meaningful learning but also meet key criteria of usability, accessibility, and inclusion. Evaluating these dimensions becomes particularly relevant when platforms incorporate emerging technologies, including Artificial Intelligence (AI), as complementary tools to support and enrich the user experience. This study presents the results of the piloting of a Likert-type instrument designed to assess the technical and pedagogical usability, accessibility/inclusiveness, and the effectiveness of AI as a support tool in an educational platform focused on CT development. A non-experimental quantitative design of descriptive transactional type was applied to 218 users of a platform with AI integration. The findings indicate that: a) the restructuring of the instrument improved its reliability, validity, and coherence, consolidating a relevant model for evaluating educational platforms; b) the validation process highlights the need to assess platforms through technical and pedagogical lenses to ensure usability, accessibility, and inclusion; c) the inclusion of the AI dimension responds to the imperative of addressing emerging technologies from evaluative and pedagogical perspectives, making the instrument timely and context-aware; d) the instrument demonstrates cross-cutting potential and adaptability to various platforms, reinforcing its utility for advancing equitable digital education aligned with the Sustainable Development Goals (SDGs). This study contributes to the comprehensive evaluation of usability in educational platforms with AI integration, expanding the notion of usability to include pedagogical, inclusive, and accessible design principles, and offering a robust tool to assess user experience in technologically mediated learning environments.
在当前的高等教育环境中,培养复杂思维(CT)等高级认知技能需要数字平台,不仅要实现有意义的学习,还要满足可用性、可访问性和包容性的关键标准。当平台将包括人工智能(AI)在内的新兴技术作为辅助工具来支持和丰富用户体验时,评估这些维度变得尤为重要。本研究介绍了李克特式仪器的试点结果,该仪器旨在评估技术和教学可用性、可及性/包容性以及人工智能作为CT开发教育平台支持工具的有效性。采用非实验的描述性交易型定量设计,对218名人工智能集成平台的用户进行了定量设计。研究结果表明:a)该工具的重组提高了其可靠性、有效性和一致性,巩固了评估教育平台的相关模型;B)验证过程强调需要通过技术和教学角度评估平台,以确保可用性、可访问性和包容性;c)人工智能维度的包含响应了从评估和教学角度解决新兴技术的必要性,使工具及时且具有上下文意识;d)该工具展示了跨领域潜力和对各种平台的适应性,增强了其在推进与可持续发展目标(sdg)一致的公平数字教育方面的效用。本研究有助于综合评估人工智能集成教育平台的可用性,将可用性的概念扩展到包括教学、包容性和可访问性设计原则,并提供一个强大的工具来评估技术中介学习环境中的用户体验。
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引用次数: 0
Redefining Inclusive Education: The Transformative Impact of Artificial Intelligence in Students Learning Autonomy 重新定义全纳教育:人工智能对学生自主学习的变革性影响
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-11-07 DOI: 10.1109/RITA.2025.3630467
Juan Carlos Suárez Gómez;Mónica Marcela Sánchez Duarte;Andrés Chiappe;Laura Fontán de Bedout
Educational inclusion and addressing diversity are the primary challenges facing the education sector in the 21st century. This article explores the potential of Artificial Intelligence (AI) as a supportive tool for educators working with students with Functional Diversity (FD), aiming to foster the development of autonomy in learning. It examines how AI can facilitate teaching practices in diverse classrooms and assist students with these characteristics, promoting their autonomy. The analysis suggests that AI offers significant opportunities to provide personalized support to this population by delivering immediate feedback, tailored resources, and improving teachers’ classroom management. In this sense, the integration of AI can help create truly inclusive educational spaces, benefiting not only the target population but also educators and their families. However, discussions regarding the security and ethical considerations of AI in handling the personal data of the educational agents involved remain ongoing.
教育包容性和应对多样性是21世纪教育部门面临的主要挑战。本文探讨了人工智能(AI)作为教育工作者与功能多样性(FD)学生合作的支持工具的潜力,旨在促进学习自主性的发展。它研究了人工智能如何促进不同教室的教学实践,并帮助学生掌握这些特征,促进他们的自主性。分析表明,人工智能通过提供即时反馈、量身定制的资源和改善教师的课堂管理,为这一群体提供个性化支持提供了重要机会。从这个意义上说,人工智能的融合可以帮助创造真正包容的教育空间,不仅有利于目标人群,也有利于教育工作者及其家庭。然而,有关人工智能在处理有关教育代理的个人资料时的安全和道德考虑的讨论仍在进行中。
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引用次数: 0
Experimental Study of Ludoeducational Robotics to Teaching of a Second Language: Human–Robot Interaction and Play Among Students in Mexico Ludoeducational Robotics在第二语言教学中的实验研究:墨西哥学生的人机互动与游戏
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-31 DOI: 10.1109/RITA.2025.3627590
Eduardo Vázquez Bonilla;Anilú Franco-Árcega;Virgilio López-Morales;Manuel Alejandro Ojeda-Misses
This study explores the impact of ludoeducational robotics on second language learning through the implementation of two interactive applications developed for the Ludibot robot. The aim was to assess whether these applications, based on constructivist and interactionist principles, could enhance learner motivation, improve vocabulary and grammar acquisition, and support meaningful engagement in French language learning. A total of 82 postgraduate students in Mexico participated in individual 45-minute sessions guided by a French instructor. During these sessions, students interacted with Ludibot using voice and computer peripherals to engage with the educational games. Data was collected through a 20-item post-session questionnaire exploring perceptions of educational robotics. The results showed high levels of user satisfaction, particularly regarding usability and motivation. Quantitative data confirmed that students found the experience enjoyable and valuable, though some expressed concerns about overreliance on technology. The system’s technical foundation involves two main architectures employing specialized components, a custom nonlinear control law for locomotion, and the integration of external sensors like the Kinect. The study contributes to the growing field of ludoeducational robotics by offering a pedagogically grounded model that integrates robotics, gamification, and language didactics. Key implementation challenges included ensuring precise Kinect sensor calibration and developing robust communication protocols for the real-time interaction between multiple subsystems. It demonstrates that non-adaptive robots can still provide effective learning experiences when carefully designed. The findings support the inclusion of robotics in language education and point to the need for further research on adaptive systems, diverse learner populations, and long-term learning outcomes.
本研究通过为Ludibot机器人开发的两个交互式应用程序的实施,探讨了Ludibot教育机器人对第二语言学习的影响。目的是评估这些基于建构主义和互动主义原则的应用程序是否可以增强学习者的动机,改善词汇和语法习得,并支持法语学习中有意义的参与。墨西哥共有82名研究生参加了由一名法国讲师指导的45分钟个人课程。在这些课程中,学生们使用语音和计算机外围设备与Ludibot互动,参与教育游戏。数据是通过一份包含20个项目的会后调查问卷收集的,调查人们对教育机器人的看法。结果显示用户满意度很高,特别是在可用性和动机方面。定量数据证实,学生们觉得这种体验很有趣,也很有价值,尽管一些人对过度依赖科技表示担忧。该系统的技术基础包括采用专门组件的两个主要架构,用于运动的定制非线性控制律,以及像Kinect这样的外部传感器的集成。该研究通过提供一个整合机器人、游戏化和语言教学的教学基础模型,为不断发展的机器人教育领域做出了贡献。关键的实现挑战包括确保Kinect传感器的精确校准,以及为多个子系统之间的实时交互开发健壮的通信协议。这表明,经过精心设计,非自适应机器人仍然可以提供有效的学习经验。研究结果支持将机器人技术纳入语言教育,并指出需要进一步研究自适应系统、多样化学习者群体和长期学习成果。
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引用次数: 0
Completeness in Learning Resources: A Business Process Perspective 学习资源的完整性:业务流程视角
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-30 DOI: 10.1109/RITA.2025.3627111
Juárez-Hernández Julia Guadalupe;Fragoso-Díaz Olivia Graciela;Álvarez-Rodríguez Francisco Javier;Rojas-Pérez Juan Carlos
The advancement of information and communication technologies has facilitated access to learning resources, thereby transforming the manner in which knowledge is acquired both within the context of formal education and within the context of job training. However, one of the problems that accompanies the learning resources is the lack of methods to assess their quality so that users may select the best ones in order to achieve the learning objectives. One of the attributes that has been extensively mentioned in the literature as important to achieve learning objectives is completeness, which refers to how much information a resource must contain in order to support a learning objective. However, there are not recognized methods to measure completeness. This work objective is to develop a method and a system for evaluating completeness of learning resources employed in the context of workplace training. It is crucial to ensure the completeness of a resource in order to determine whether it contains the required information to achieve the learning objective for an organization. The method for completeness evaluation comprises the formal definition of a business process, the identification of its products, and a comparison of its products with the content of the learning resources, using natural language processing and six similarity measures. Forty learning resources were assessed for completeness; the results show that a considerable number of the evaluated learning resources exhibit significant deficiencies in terms of completeness. The method is a first approach to measure completeness from a business process, and some limitations were identified. It assumes equal importance among all content elements in a resource; it penalizes extensive resources such as books, and depends heavily on well-documented business processes. Furthermore, completeness should be considered alongside other quality attributes to ensure a more comprehensive evaluation of learning resources.
信息和通信技术的进步促进了获得学习资源的机会,从而改变了在正规教育和职业培训范围内获得知识的方式。然而,伴随学习资源而来的问题之一是缺乏评估其质量的方法,使用户可以选择最好的资源来实现学习目标。在文献中被广泛提及的对实现学习目标很重要的属性之一是完整性,它指的是为了支持学习目标,资源必须包含多少信息。然而,没有公认的方法来衡量完整性。本工作目标是开发一种方法和系统来评估在工作场所培训中使用的学习资源的完整性。为了确定资源是否包含实现组织学习目标所需的信息,确保资源的完整性是至关重要的。完整性评估方法包括业务流程的正式定义、产品的识别以及产品与学习资源内容的比较,使用自然语言处理和六种相似性度量。评估了40个学习资源的完整性;结果表明,相当一部分被评估的学习资源在完整性方面存在显著不足。该方法是衡量业务流程完整性的第一种方法,并且确定了一些限制。它在资源中的所有内容元素中具有同等的重要性;它需要大量的资源,如书籍,并且严重依赖于文档良好的业务流程。此外,完整性应该与其他质量属性一起考虑,以确保对学习资源进行更全面的评估。
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引用次数: 0
Investigating the Use of Active Learning Methodologies in Programming Education: Findings From a Brazilian National Survey 调查程序设计教育中主动学习方法的使用:来自巴西国家调查的结果
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-27 DOI: 10.1109/RITA.2025.3625548
Ivanilse Calderon;Ana Carolina Oran;Williamson Silva;Eduardo Feitosa
Teaching programming requires instructors to help students develop complex problem-solving and logical reasoning skills. Active Learning Methodologies (ALMs) have the potential to enhance this process, but their adoption in programming education remains limited due to various challenges. This study, from the instructors’ perspective, explores the use of ALMs in programming education across Brazil, identifying key barriers, perceived benefits, and strategies for wider adoption through an online survey of programming instructors. The findings reveal a wide range of programming languages, tools, and platforms in use, as well as 11 key motivators and 19 benefits associated with ALM adoption. Results highlight the diversity of teaching practices, the positive impact of ALMs on student engagement and learning outcomes, and the need for institutional support and further research. By identifying the factors that influence ALM adoption, the study provides valuable insights for educators, institutions, and policymakers seeking to enhance programming instruction through more active and effective learning approaches.
编程教学要求教师帮助学生培养解决复杂问题和逻辑推理的能力。主动学习方法(ALMs)具有增强这一过程的潜力,但由于各种挑战,它们在编程教育中的采用仍然有限。本研究从教师的角度出发,通过对编程教师的在线调查,探讨了ALMs在巴西编程教育中的应用,确定了主要障碍、可感知的好处和更广泛采用的策略。调查结果揭示了广泛使用的编程语言、工具和平台,以及与ALM采用相关的11个关键激励因素和19个好处。结果强调了教学实践的多样性,助教对学生参与和学习成果的积极影响,以及机构支持和进一步研究的必要性。通过确定影响ALM采用的因素,该研究为教育者、机构和决策者提供了有价值的见解,这些教育者、机构和决策者寻求通过更积极和有效的学习方法来加强编程教学。
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引用次数: 0
Gamifying Signals: Communications-Themed Capture the Flag for Outreach, Engagement, and Education 游戏化信号:以交流为主题的宣传、参与和教育
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-13 DOI: 10.1109/RITA.2025.3620720
Federico Larroca;Gonzalo Belcredi;Romina García Camargo;Gastón García González;Lucas Inglés;Camilo Mariño;Martín Randall
This article presents and discusses a communications-themed Capture the Flag (CTF) competition designed to enhance visibility and engagement with Electrical and Communications Engineering (ECE). In response to declining enrollments in ECE disciplines worldwide, and in line with pedagogical research advocating for early technical exposure, our initiative leverages Software Defined Radio (SDR) as both a teaching tool and a medium for community building. The CTF features two complementary formats: a virtual edition, designed for technically advanced students and professionals, and an in-person edition, aimed at high-school students and the general public. The virtual challenges are based on recorded IQ signals, requiring participants to decode messages using SDR tools like GNU Radio, guided by appealing narrative clues. The in-person version takes the form of a treasure hunt using live radio signals—initially with SDRs and later simplified to smartphone-accessible signals such as audio, Bluetooth or Wi-Fi. In addition to describing in detail both versions of the CTF, we share pivotal lessons learned in our five years’ experience. During this time, the CTF has grown into a robust educational and outreach platform, fostering a community of SDR practitioners, supporting curriculum development, and motivating students to pursue careers in telecommunications. We are convinced that this kind of hands-on, narrative-driven technical challenges can play a significant role in demystifying complex concepts, stimulating interest in ECE, and bridging gaps between education, industry, and the public.
本文介绍并讨论了一个以通信为主题的夺旗(CTF)比赛,旨在提高电气和通信工程(ECE)的知名度和参与度。为了应对全球ECE学科入学人数的下降,并与倡导早期技术接触的教学研究一致,我们的倡议利用软件定义无线电(SDR)作为教学工具和社区建设的媒介。CTF有两种互补的形式:一种是面向技术先进的学生和专业人士的虚拟版本,另一种是面向高中生和普通大众的面对面版本。虚拟挑战是基于记录的IQ信号,要求参与者在吸引人的叙事线索的引导下,使用GNU Radio等SDR工具解码信息。真人版的寻宝游戏采用实时无线电信号的形式——最初使用sdr,后来简化为智能手机可访问的信号,如音频、蓝牙或Wi-Fi。除了详细描述两个版本的CTF外,我们还分享了我们五年来的经验教训。在此期间,CTF已发展成为一个强大的教育和推广平台,培养了SDR从业者社区,支持课程开发,并激励学生从事电信事业。我们相信,这种亲身实践的、以叙述为导向的技术挑战可以在揭开复杂概念的神秘面纱、激发人们对欧洲经委会的兴趣以及弥合教育、工业和公众之间的差距方面发挥重要作用。
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