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Higher Education and Internationalization: Lessons Learned From the Study of a University Centre in Computing Science 高等教育与国际化:从计算机科学大学中心研究中汲取的经验教训
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-20 DOI: 10.1109/RITA.2024.3458862
María Teresa Abad-Soriano;Núria Castell-Ariño;Joan Antoni Pastor-Collado
This paper analyses internationalisation policies, strategies, and actions and their relationship with the educational activity of a university centre. Lessons learned from this analysis are formulated. The study focuses on the micro-level and is centred on the Facultat d’Informàtica de Barcelona (FIB), examining the curriculum as a central element of university education. To gain a better understanding of the relationship between the curricula and its internationalisation activity, we analysed the social, geographical, and institutional context, as well as the different management teams that have led the centre. Additionally, we collected various academic and mobility indicators, student responses to surveys, and internationalisation activities deployed during the first 45 years of the history of FIB. We have developed a novel classification system to organise all internationalisation actions. The analysis of the collected information resulted in a set of grids that highlight the interrelationship between educational and internationalisation activities. Thanks to the institution’s global vision along the mentioned two dimensions, we have identified those elements that can serve as useful lessons for any higher education institution. We conclude by presenting a guide to factors that should be considered when designing an internationalisation plan, as a possible application of the lessons learned.
本文分析了国际化政策、战略和行动及其与大学中心教育活动的关系。从分析中汲取了经验教训。本研究侧重于微观层面,以巴塞罗那信息学院(FIB)为中心,研究作为大学教育核心要素的课程。为了更好地了解课程与国际化活动之间的关系,我们分析了社会、地理和机构背景,以及领导该中心的不同管理团队。此外,我们还收集了各种学术和流动性指标、学生对调查的答复以及在 FIB 前 45 年历史中开展的国际化活动。我们开发了一个新颖的分类系统,用于组织所有国际化活动。通过对收集到的信息进行分析,形成了一套网格,突出了教育活动与国际化活动之间的相互关系。由于该机构在上述两个维度上的全球视野,我们确定了可为任何高等教育机构提供有益借鉴的要素。最后,我们提出了一份在设计国际化计划时应考虑的因素指南,作为对所学到的经验教训的可能应用。
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引用次数: 0
Implementation of a Challenge-Based Learning Model for Higher Education Under a Modular Education System: A Case Study 模块化教育体制下高等教育基于挑战的学习模式的实现:个案研究
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-16 DOI: 10.1109/RITA.2024.3458851
Agatha Clarice Da Silva-Ovando;Oscar Saúl Olivares Quintana;David Ernesto Salinas-Navarro;Mario Chong
As student profiles and industry expectations modify, universities must advance learning methodologies to deliver more suitable graduates to the labor market. The Universidad Privada Boliviana (UPB) has developed experiential learning practices by implementing challenge-based learning (CBL) to enrich undergraduate curricula. One example of the CBL experiences was developed by the Taquiña Brewery, one of the five breweries of the Cervecería Boliviana Nacional (CBN), for the Industrial and Systems Engineering Department of the UPB between 2018 and 2019. As a result, students widely accepted the methodology, and academics from all disciplines in the university were trained to replicate CBL experiences in their classrooms. Moreover, the CBN found the opportunity to hire new talent, receive a fresh perspective on recurrent operational issues, and find new ideas based on theoretical concepts. This work exemplifies innovative approaches to enhance teaching and learning in supply chain management and logistics education.
随着学生素质和行业期望的改变,大学必须改进学习方法,为劳动力市场输送更多合适的毕业生。玻利维亚私立大学(UPB)通过实施基于挑战的学习(CBL)开发了体验式学习实践,以丰富本科课程。CBL经验的一个例子是Taquiña啤酒厂(Cervecería Boliviana Nacional (CBN)的五家啤酒厂之一)在2018年至2019年间为UPB的工业和系统工程系开发的。结果,学生们广泛接受了这种方法,大学所有学科的学者都接受了培训,在他们的课堂上复制CBL的经验。此外,CBN找到了聘用新人才的机会,获得了对经常性运营问题的新视角,并在理论概念的基础上找到了新的想法。这项工作是加强供应链管理和物流教育教学的创新方法的典范。
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引用次数: 0
Factors Affecting the Use of Mobile Learning Among Higher Education Students in Developing Countries in a Post-Pandemic Context 影响发展中国家高等教育学生在流行病后环境中使用移动学习的因素
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-16 DOI: 10.1109/RITA.2024.3460591
Alejandro Valencia-Arias;Orfa Nidia Patiño-Toro;Karla Juvicza Neyra-Alemán;Gerardo Arturo Altuna-Tocto;Juan Carlos Ureta-Medrano;Pablo Isaac Azabache Gutiérrez
Technological progress has become a transforming agent and key support in the development of activities in different spheres of society, specifically the advancement, dissemination, and adoption of mobile devices to support educational dynamics at a global level. These technologies have become important instruments to advance in complex circumstances such as the confinement due to the COVID 19 pandemic that has caused the closure of educational institutions and student desertion. Considering the importance of these resources, this research aims to identify the factors that influence the use of M-Learning tools among higher education students in developing countries. This study with a quantitative approach is carried out by applying 6530 surveys to students from different programs in different regions of Peru. Among the main findings is that Subjective Norms, Perceived Behavioral Control, and Attitudes condition the intentionality of using Mobile Learning. Finally, it is concluded that teacher preparation, perceived usefulness of use, and self-management of learning are critical factors that determine the adoption of M-Learning resources among higher education students in developing countries, where infrastructure, access to connectivity, and equipment must be improved to encourage interactive educational processes and better learning experiences.
技术进步已成为社会不同领域活动发展的变革动力和关键支持,特别是移动设备的进步、传播和采用,以支持全球层面的教育动态。这些技术已成为在复杂情况下取得进展的重要工具,例如,COVID 19 大流行病导致教育机构关闭和学生辍学。考虑到这些资源的重要性,本研究旨在确定影响发展中国家高等教育学生使用 M-Learning 工具的因素。本研究采用定量方法,对秘鲁不同地区不同专业的学生进行了 6530 次调查。研究的主要发现是,主观规范、感知行为控制和态度是使用移动学习的意向性的条件。最后,得出的结论是,教师的准备工作、感知到的使用效用和学习的自我管理是决定发展中国家高等教育学生采用移动学习资源的关键因素,必须改善这些国家的基础设施、连通性和设备,以鼓励互动教育过程和更好的学习体验。
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引用次数: 0
Laboratory Equipment for Modeling, Analysis, Design, and Implementation of Control Systems in Engineering 工程控制系统建模、分析、设计和实施的实验室设备
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458866
Julio Urbano;Jose Ramirez-Scarpetta;Esteban Rosero
Laboratory equipment for practicing activities enable technical skills development in engineering education. In control systems, affordable, portable, and easy to use equipment which allows practicing for the entire set of activities is required. This paper presents the development and validation of physical portable practicing equipment for control systems education in engineering. These resources aim to support the development of practicing activities comprising modeling, analysis, design, and implementation of commonly used and advanced controllers. The resources are a pendulum-based prototype and a thermic system-based prototype which allow to obtain a second order system and a first order system with time delay respectively. The prototypes are built using easy to use and easy to acquire elements. These resources were functionally validated according to defined requirements concerning modeling where temporal response of the prototypes were successfully used to find an input-output and state space representation, analysis where frequency response was identified and compared with analytical results, design and implementation of commonly used and advanced control algorithms including a Proportional-Integral-Derivative (PID), and a state feedback where the prototypes were easily configured to deploy these algorithms. The prototypes were used in the development of projects activities of the control systems courses of the Electronics Engineering program at Universidad del Valle in the last and first academic periods of 2022 and 2023, respectively. Opinions from students were collected to address usability and pertinence of these resources evidencing suitability for engineering control systems education.
用于实践活动的实验室设备有助于在工程教育中培养技术技能。在控制系统中,需要经济实惠、便于携带和使用的设备,以便进行整套活动的练习。本文介绍了用于工程学控制系统教育的便携式物理实践设备的开发和验证情况。这些资源旨在支持实践活动的发展,包括常用和先进控制器的建模、分析、设计和实施。这些资源是一个基于摆的原型和一个基于热系统的原型,可分别获得一个二阶系统和一个带时间延迟的一阶系统。这些原型采用易于使用和获取的元件。根据建模(成功利用原型的时间响应找到输入-输出和状态空间表示)、分析(确定频率响应并与分析结果进行比较)、设计和实施常用的高级控制算法(包括比例-积分-微分(PID))以及状态反馈(原型可轻松配置以部署这些算法)等方面的规定要求,对这些资源进行了功能验证。这些原型分别于 2022 年和 2023 年的最后一学年和第一学年用于山谷大学电子工程专业控制系统课程的项目开发活动。收集了学生的意见,以解决这些资源的可用性和相关性问题,证明其适用于工程控制系统教育。
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引用次数: 0
The Use of ChatGPT in Improving and Reviewing Scientific Paper Writing: An Exploratory Study 使用 ChatGPT 改进和审阅科学论文写作:一项探索性研究
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458848
Maicon Bernardino;Rodrigo Cargnelutti;Renato de Souza Garcia;Williamson Silva
Software Engineering students enrolled in the Problem Solving I (PSI) course experience a Requirements Engineering (RE) approach to education. As part of one of the PSI assessments, students must develop a manuscript on RE. Following submission and presentation, we conducted an exploratory study to assess students’ perception of using ChatGPT to support improving and reviewing their scientific paper writing. Based on the results obtained from the participants (n = 40), we highlight the different ways to use ChatGPT to support the learning process. We conclude that ChatGPT and other AI tools can and should be explored by students and professors in the academic setting. However, evaluating the generated responses with caution and discernment is essential. Moreover, to enhance the overall experience, it is crucial to pose precise questions that yield accurate responses; this, in essence, constitutes the primary challenge.
参加 "问题解决 I"(PSI)课程的软件工程专业学生体验了需求工程(RE)教育方法。作为 PSI 评估的一部分,学生必须撰写一份关于 RE 的手稿。在提交和展示之后,我们进行了一项探索性研究,以评估学生对使用 ChatGPT 支持改进和审查其科学论文写作的看法。根据从参与者(n = 40)处获得的结果,我们强调了使用 ChatGPT 支持学习过程的不同方法。我们的结论是,ChatGPT 和其他人工智能工具可以而且应该在学术环境中为学生和教授所探索。但是,对所生成的回复进行谨慎的评估和鉴别是至关重要的。此外,要提升整体体验,关键是要提出准确的问题,从而产生准确的回答;这实质上构成了首要挑战。
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引用次数: 0
An FPGA Integrated 2D Graphic Processor for Enhanced Digital Design and Computer Architecture Education 用于强化数字设计和计算机体系结构教育的 FPGA 集成 2D 图形处理器
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458850
Gabriel B. Sá Alves;João N. Carlos Bittencourt;Anfranserai Dias
In the rapidly evolving domain of technology education, the integration of digital systems and computer architecture into a unified academic curriculum has become increasingly important. This integration reflects the dynamic nature of the technological landscape and aligns with the growing demands and expectations of students pursuing competencies in both disciplines. Within this context, there is an urgent need for innovative and disruptive pedagogical tools that are in line with current educational trends and effectively address the different learning styles of students. Consequently, the adoption of Field Programmable Gate Array (FPGA) co-design approaches, which integrate hardware and software aspects of systems, represents a significant step forward in meeting the contemporary demands of computer architecture education, offering a practical, engaging and scalable solution. This paper introduces CoLenda, a novel learning tool, through the implementation of an educational FPGA platform based on a 2D graphics processor. The aim of CoLenda is to provide a comprehensive understanding of its architecture, enabling students to experience practical, hands-on learning through the development of graphics-based games. The introduction of this processor enhances the learning process by allowing students to engage in digital design and computer architecture curricula while fostering creativity and practical problem-solving skills. Additionally, making the project open-source for community contributions could significantly expand the potential and scope of this educational tool.
在快速发展的技术教育领域,将数字系统和计算机体系结构整合到统一的学术课程中变得越来越重要。这种整合反映了技术领域的动态性质,也符合学生对这两个学科能力不断增长的需求和期望。在此背景下,迫切需要符合当前教育趋势并能有效解决学生不同学习风格问题的创新和颠覆性教学工具。因此,采用现场可编程门阵列(FPGA)协同设计方法,将系统的硬件和软件方面整合在一起,在满足计算机体系结构教育的当代需求方面迈出了重要一步,提供了一个实用、有吸引力和可扩展的解决方案。本文通过实施基于二维图形处理器的 FPGA 教育平台,介绍了 CoLenda 这一新型学习工具。CoLenda 的目的是让学生全面了解其架构,通过开发基于图形的游戏来体验实际动手学习。通过引入该处理器,学生可以学习数字设计和计算机体系结构课程,同时培养创造力和解决实际问题的能力,从而强化学习过程。此外,将该项目开放源代码供社区贡献,可以极大地扩展这一教育工具的潜力和范围。
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引用次数: 0
Analyzing Wooclap’s Competition Mode With AI Through Classroom Recordings 通过课堂录音分析 Wooclap 的人工智能竞争模式
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458865
Óscar Cánovas Reverte;Pilar González Férez;Félix J. García Clemente;Federico Pardo García
This article presents findings derived from the implementation of different modes of using an interactive response system in a Computer Engineering Degree course. The research focuses on the use of the Wooclap platform, which allows posing questions to students for real-time responses using their mobile devices. The designed experience addresses two modalities of platform use: one without competition and another with competition based on points. The methodology involves two distinct groups of students responding to the same questions, led by the same teacher in separate tests, using different platform modes. This quasi-experimental approach is based on data collection regarding student performance (correct responses to questions) and the overall level of classroom interaction during the tests. Furthermore, an audio recording analysis system supported by artificial intelligence is utilized to characterize the participation of the various actors involved.To further the analysis, transcriptions of the teacher’s oral interventions are examined, investigating the typology of these interventions and evaluating if the quantity and distribution of these types vary between the competition mode and the non-competition mode. The results reveal distinctive patterns in the level of student interaction during the tests, depending on the mode used, as well as in the type of interventions made by the teacher. Despite these variations, the results indicate that the mode of use does not have a significant influence on the performance achieved by the students.
本文介绍了在计算机工程学位课程中采用不同模式使用交互式应答系统的研究结果。研究的重点是 Wooclap 平台的使用,该平台允许使用学生的移动设备向他们提出问题,让他们进行实时回答。设计的体验涉及两种平台使用模式:一种是无竞争模式,另一种是基于积分的竞争模式。该方法涉及两组不同的学生,在同一教师的引导下,使用不同的平台模式,在不同的测试中回答相同的问题。这种准实验方法基于对学生成绩(对问题的正确回答)和测试期间课堂互动整体水平的数据收集。此外,还利用人工智能支持的录音分析系统来描述各参与方的参与情况。为了进一步进行分析,研究人员对教师的口头干预进行了转录,调查了这些干预的类型,并评估了这些类型的数量和分布在竞争模式和非竞争模式之间是否存在差异。结果表明,学生在测试期间的互动程度(取决于所使用的模式)以及教师的干预类型都有不同的模式。尽管存在这些差异,但结果表明,使用的模式对学生取得的成绩没有重大影响。
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引用次数: 0
Impact of Educational Video Games on the Development of Meaningful Learning in the Field of Mathematics: A Quasi-Experimental Approach 教育电子游戏对数学领域有意义学习发展的影响:一种准实验方法
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458852
Benjamín Maraza-Quispe;Victor Hugo Rosas-Iman;Maribel Ovalle-Quispe;Simona Luz Sajama-Castro;Guina Victoria Mamani-Flores;Carola Natalia Romero-Vera;Jorge Luis Torres-Loayza
The aim of the research is to determine the impact of video games on the development of meaningful learning in the field of mathematics among students in Regular Basic Education. The research was carried out through a quasi-experimental process and a systematic review of sources. A structured design was used in a pretest and posttest with a one-month application interval, during which three educational video games were used: Strategy, Adventure, and Simulation. The population consisted of 40 students divided into four groups: Three experimental groups and one control group, each composed of ten students. The results showed a significant influence of video games on the development of meaningful learning in the field of mathematics; it was observed that video games function as an educational complement and not as an absolute pedagogical means. The lack of reliability is highlighted due to the inability to control the learning pace of each student, and the possible ethical impacts inherent in education are pointed out. The conclusions show that, although video games can contribute to the development of meaningful learning in the field of mathematics, their use should be considered as part of a comprehensive pedagogical approach and not as the sole teaching and learning tool.
本研究的目的是确定电子游戏对普通基础教育学生数学领域有意义学习发展的影响。该研究是通过准实验过程和对来源的系统审查进行的。在为期一个月的前测和后测中采用结构化设计,在此期间使用了三款教育类电子游戏:策略、冒险和模拟。总共40名学生,分为四组:三个实验组和一个对照组,每组10名学生。结果表明,电子游戏对数学领域有意义学习的发展有显著影响;我们观察到,电子游戏的作用是作为教育的补充,而不是绝对的教学手段。由于无法控制每个学生的学习速度,强调了可靠性的缺乏,并指出了教育中可能存在的伦理影响。结论表明,尽管电子游戏可以促进数学领域有意义学习的发展,但它们的使用应被视为综合教学方法的一部分,而不是作为唯一的教学工具。
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引用次数: 0
Support Platform for IoT-Based Chemistry Laboratory Activities 基于物联网的化学实验室活动支持平台
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458853
Jeimy Vélez-Ramos;Luis Tovar-Garrido;Francisco Scholborgh
The objective of the research was to build a support platform for chemistry laboratory activities based on the Internet of Things (IoT). The platform provides an economical alternative for conducting chemistry laboratory activities. The research had a mixed approach, where surveys were applied to teachers, students, and administrative staff of the University of Cartagena, and a V-model was used for the development of the application. The main stages of the model included benchmarking to determine the components to be used, the construction of the data acquisition hardware, the development of the laboratory data acquisition software, and the application of component integration, reliability, and technological acceptance tests. As a result, a web application was created, and TDS and temperature sensors were installed and connected by Wi-Fi. In addition, a technological acceptance test was conducted in the Chemistry program. The acceptance test was based on Davis’ technology acceptance model (1989), which considers the user’s ease of use and usefulness perceived, which resulted in a high degree of acceptance. In addition, the platform built has compatibility with multiple sensors, including those outside chemistry, allowing its use in laboratories of other disciplines.
这项研究的目的是建立一个基于物联网(IoT)的化学实验活动支持平台。该平台为开展化学实验活动提供了一种经济的选择。研究采用了混合方法,对卡塔赫纳大学的教师、学生和行政人员进行了调查,并使用 V 模型开发应用程序。该模型的主要阶段包括:确定要使用的组件的基准测试、数据采集硬件的构建、实验室数据采集软件的开发,以及组件集成、可靠性和技术验收测试的应用。最终,创建了一个网络应用程序,安装了 TDS 和温度传感器,并通过 Wi-Fi 进行了连接。此外,还在化学项目中进行了技术验收测试。验收测试以 Davis 的技术验收模型(1989 年)为基础,该模型考虑了用户的易用性和实用性,因此验收结果很高。此外,所建立的平台与多种传感器(包括化学以外的传感器)兼容,可用于其他学科的实验室。
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引用次数: 0
Developing a Digital Game to Enhance Social Cognition Skills in Adolescents With ASD in a Multidisciplinary Context 开发数字游戏,在多学科背景下提高 ASD 青少年的社交认知能力
IF 1 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-11 DOI: 10.1109/RITA.2024.3458859
Valéria Farinazzo Martins;André Andriotti;Carlos de Oliveira;Rafael J. Pezeiro;Claudionor Domingues;Leonardo Veríssimo;Natália Becker
Autism Spectrum Disorder (ASD) is characterized by problems with social interactions and communication, and restricted or repetitive behaviors. Upon reaching adolescence, individuals with ASD are often faced with a broader environment and more complex relationships. It is important, therefore, to find ways to develop and improve the social cognition skills of these individuals. Here we describe the development process of a digital game, called TEACOG, for training social cognition in adolescents with ASD. This project was undertaken by an interdisciplinary team of seven people from the areas of computer science and psychology, as well as undergraduate and graduate students, researchers, and a person with autism.
自闭症谱系障碍(ASD)的特点是社交互动和沟通有问题,行为受限或重复。进入青春期后,自闭症患者往往要面对更广阔的环境和更复杂的人际关系。因此,找到培养和提高这些患者社会认知能力的方法非常重要。在此,我们介绍一款名为 TEACOG 的数字游戏的开发过程,该游戏用于训练 ASD 青少年的社会认知能力。该项目由一个跨学科团队完成,该团队由来自计算机科学和心理学领域的七名人员、本科生和研究生、研究人员以及一名自闭症患者组成。
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引用次数: 0
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Revista Iberoamericana de Tecnologias del Aprendizaje
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