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Virtual Environment for Teaching and Learning in Residential Electrical Installations Projects 用于住宅电气安装项目教学的虚拟环境
Q1 Social Sciences Pub Date : 2024-02-22 DOI: 10.1109/RITA.2024.3368368
Jalberth F. Araújo;Leonardo M. R. Sales;Célio A. Silva;Henrique D. Silva
In this paper is presented the main stages in the development of Proj-Elétrica, a virtual environment in the form of a serious game designed to assist in the teaching and learning process of residential electrical installations projects. The game was developed using the Construct 2©platform. By playing Proj-Elétrica, users can test their knowledge of electrical installations by completing the electrical layout elements of the rooms in a house. The variation in room layouts allows for the exploration of different conduit arrangements, enhancing the player’s understanding of the subject. The developed game serves as a facilitating tool for the study of electrical installations and can be used to improve the teaching and learning experience for both teachers and students. Furthermore, Proj-Elétrica is also valuable for reaching out to graduated engineers and technicians who may not be seeking to learn but wish to review concepts related to residential electrical installations projects.
Proj-Elétrica 是一个严肃游戏形式的虚拟环境,旨在协助住宅电气安装项目的教学和学习过程。该游戏使用 Construct 2© 平台开发。在 Proj-Elétrica 游戏中,用户可以通过完成住宅房间的电气布局元素来测试自己的电气安装知识。房间布局的变化可以让玩家探索不同的管道布置方式,从而加深对这一主题的理解。所开发的游戏是学习电气安装的辅助工具,可用于改善教师和学生的教学体验。此外,Proj-Elétrica 对于那些已经毕业的工程师和技术人员也很有价值,因为他们可能并不寻求学习,而是希望复习与住宅电气安装项目相关的概念。
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引用次数: 0
Case Studies About Moral Dilemas to Apply Ethical Theories in Engineering Education 在工程教育中应用伦理理论的道德困境案例研究
Q1 Social Sciences Pub Date : 2024-02-22 DOI: 10.1109/RITA.2024.3368609
María José Casany Guerrero;Marc Alier Forment
The significance of incorporating ethics education in engineering programs has grown considerably in recent times, especially within domains such as computer science, software engineering, data science, and artificial intelligence. In response to this demand, a pedagogical activity was developed and executed to facilitate students in applying ethical theories to occupational and societal challenges while enhancing their critical thinking abilities. This activity involves students participating in a debate where they are assigned a moral stance to uphold and must utilize one of the ethical theories explored in class to bolster their case. This paper offers an in-depth account of the conception and execution of this educational activity, as well as the encouraging results observed. Furthermore, the paper showcases the scenario utilized in the activity, which outlines a professional conundrum in the realm of Computer Engineering. The findings of this educational activity indicate its efficacy as a teaching instrument for ethics in engineering programs, with potential applicability to other engineering fields. By integrating such pedagogical activities into engineering programs, educators can empower students with essential ethical values and skills to tackle intricate ethical issues in their professional and social spheres while also fostering critical thinking and encouraging dialogue among students.
近来,将伦理教育纳入工程学课程的重要性显著增加,尤其是在计算机科学、软件工程、数据科学和人工智能等领域。为了满足这一需求,我们开发并开展了一项教学活动,以帮助学生将伦理理论应用于职业和社会挑战,同时提高他们的批判性思维能力。这项活动要求学生参加一场辩论,在辩论中,他们被指定要坚持一种道德立场,并且必须利用课堂上探讨过的一种道德理论来支持自己的观点。本文深入阐述了这一教育活动的构思和实施过程,以及观察到的令人鼓舞的结果。此外,本文还展示了活动中使用的情景,该情景概述了计算机工程领域的一个专业难题。这项教育活动的研究结果表明,它是工程课程中道德教学的有效工具,并有可能适用于其他工程领域。通过将此类教学活动融入工程学课程,教育者可以让学生掌握基本的伦理价值观和技能,以解决其专业和社会领域中错综复杂的伦理问题,同时培养批判性思维,鼓励学生之间开展对话。
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引用次数: 0
Impact of Gamification on Collaborative Learning Development: A Quantitative Experimental Approach 游戏化对协作学习发展的影响:定量实验方法
Q1 Social Sciences Pub Date : 2024-02-22 DOI: 10.1109/RITA.2024.3368360
Benjamín Maraza-Quispe;Walter Choquehuanca-Quispe;Víctor Hugo Rosas-Imán;Lita Marianela Quispe-Flores;Manuel Alfredo Alcázar-Holguin;Giuliana Feliciano-Yucra;Atilio Cesar Martinez-Lopez
The objective of the research is to assess the impact of using the Classcraft gamification platform to promote collaborative work among students in Regular Basic Education. The selected population consisted of 200 third-grade high school students, with the experimental sample comprising 30 students selected through non-probabilistic convenience sampling, based on inclusion criteria such as technological skills and tool management. The activities developed detail learning sessions designed to develop various aspects of collaborative work using the Classcraft gamification platform. The data collection instrument includes a questionnaire divided into 5 dimensions: Positive interdependence, task interdependence, individual and group responsibility, interpersonal and small group skills, and internal team management. Each dimension contains items rated on a scale from 1 to 5. The pretest results showed that the majority of students had a regular level of collaborative work. However, in the posttest, a significant increase in the “Good” level was observed, indicating effective development of collaborative work following the intervention with the Classcraft platform. In conclusion, the study demonstrated that the use of the Classcraft gamification platform had a positive impact on the development of collaborative work in high school students. The results suggest that the implementation of this platform contributed to strengthening internal team management skills and collaborative learning, improving interdependence, and individual and group responsibility among students. These findings support the initial hypothesis and underscore the importance of gamification in the educational context for promoting effective collaboration among students.
本研究旨在评估使用 Classcraft 游戏化平台对促进常规基础教育学生协同工作的影响。所选人群包括 200 名高中三年级学生,实验样本由 30 名学生组成,根据技术技能和工具管理等纳入标准,通过非概率方便抽样选出。所开发的活动包括详细的学习课程,旨在利用 Classcraft 游戏化平台发展协作工作的各个方面。数据收集工具包括一份问卷,分为 5 个维度:积极的相互依赖、任务相互依赖、个人和小组责任、人际交往和小组技能以及团队内部管理。每个维度都包含 1 到 5 分的项目。前测结果显示,大多数学生的协作工作水平正常。然而,在后测中,"良好 "水平有了显著提高,这表明在使用 Classcraft 平台进行干预后,学生的协作能力得到了有效发展。总之,研究表明,Classcraft 游戏化平台的使用对高中生协作学习的发展产生了积极影响。研究结果表明,该平台的实施有助于加强团队内部管理技能和协作学习,改善学生之间的相互依赖以及个人和团体责任感。这些结果支持了最初的假设,并强调了游戏化在教育背景下促进学生之间有效协作的重要性。
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引用次数: 0
Analysis and Validity Evidence of the Digital Competence Questionnaire for Peruvian Teachers 秘鲁教师数字能力问卷的分析和有效性证据
Q1 Social Sciences Pub Date : 2024-02-20 DOI: 10.1109/RITA.2024.3368328
Henry Santa-Cruz-Espinoza;Nancy Barazorda Puga;Jorge Antonio Crisostomo Olivares;Jeannina Del Alva Huaman Carhuatocto;Luis Enrique Arenas Rebaza;Gina Chávez-Ventura
Non-experimental instrumental study whose objective was to analyze digital competences in a sample of Peruvian teachers and to show evidence of validity of the self-report questionnaire used. The Digital Competence Questionnaire was administered to a non-probabilistic sample of 414 participants. The results confirmed the multidimensional structure with five correlated factors and the reliability of the instrument. The comparative analysis indicated that basic education teachers have the lowest digital competence. Post-hoc comparisons showed that teachers with higher academic degree and younger age presented higher digital competence in relation to their comparison group. The results suggest differences in teachers’ digital competence according to some personal aspects.
非实验性工具研究,旨在分析秘鲁教师样本的数字能力,并证明所使用的自我报告问卷的有效性。对 414 名参与者进行了非概率抽样数字能力问卷调查。调查结果表明,该问卷具有多维结构,包含五个相关因素,并且具有可靠性。比较分析表明,基础教育教师的数字化能力最低。事后比较显示,学历越高、年龄越小的教师的数字化能力越高。结果表明,教师的数字化能力因个人的某些方面而存在差异。
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引用次数: 0
Using the Git Version Control System to Replace a Learning Management System 用 Git 版本控制系统取代学习管理系统
Q1 Social Sciences Pub Date : 2024-02-20 DOI: 10.1109/RITA.2024.3368293
Gunnar Wolf
For several years now, but with special force since the beginning of the COVID contingency, higher education professors have turned to telematic tools that help teachers manage the work with which their students practice and demonstrate their progress in class– Tasks, practices, projects, exhibitions and more. The systems that, over the last two decades, have been most used for this purpose are called Learning Management Systems (LMS); The best known is undoubtedly Moodle, but there are a large number of options for this. Based on the empirical observation of a rejection by students of the use of these systems, the authors made the decision to completely replace their use with that of a version control system widely used for software development, Git, specifically for teaching students of the Computer Engineering career, for the Operating Systems course. This article presents the justification for choosing this platform, and the evaluation of the experience after eight semesters using it.
几年来,尤其是自 COVID 应急行动开始以来,高等教育的教授们开始使用远程工具,帮助教师管理学生在课堂上练习和展示的作业--任务、练习、项目、展览等等。在过去的二十年里,最常用的系统被称为学习管理系统(LMS),其中最著名的无疑是 Moodle,但也有很多其他的选择。根据对学生拒绝使用这些系统的经验观察,作者决定用广泛用于软件开发的版本控制系统 Git 完全取代这些系统,专门用于计算机工程专业学生的操作系统课程教学。本文介绍了选择该平台的理由,以及使用该平台八个学期后的经验评估。
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引用次数: 0
Game-Based Learning With Augmented Reality for History Education 利用增强现实技术在历史教育中开展游戏式学习
Q1 Social Sciences Pub Date : 2024-02-20 DOI: 10.1109/RITA.2024.3368348
Carlos Lázaro Carrascosa;Irene Palomero Ylardia;Maximiliano Paredes-Velasco;María del Carmen Navarro García-Suelto
One of the fundamental aspects of history teaching is the chronology of important events and facts that have occurred. However, this involves an effort of memorization that produces rejection in students, affecting their learning outcomes. This article describes an experience with Primary and Secondary students using Augmented Reality with gamification in timeline activities to learn a course of History. The results show that there was improvement in learning in several aspects: chronologically situate several events in relation to BC and AD, relate different historical events to ages in History, and sort important historical milestones. In addition, it was found that students experienced positive emotions during the experience such as joy, curiosity, and interest.
历史教学的基本内容之一是按时间顺序排列所发生的重要事件和事实。然而,这需要学生努力记忆,从而产生排斥心理,影响学习效果。本文介绍了小学生和中学生在学习历史课程的过程中使用增强现实技术和游戏时间轴活动的经验。结果表明,学生在以下几个方面的学习有所提高:按时间顺序将若干事件与公元前和公元后联系起来,将不同的历史事件与历史年代联系起来,并对重要的历史里程碑进行分类。此外,还发现学生在体验过程中体验到了快乐、好奇和兴趣等积极情绪。
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引用次数: 0
IEEE Revista Iberoamericana De Tecnologias Del Aprendizaje Publication Information IEEE伊比利亚美洲学习技术杂志出版信息
Q1 Social Sciences Pub Date : 2023-11-30 DOI: 10.1109/RITA.2023.3324101
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引用次数: 0
Algorithmic Thinking and Extension of its Definition for Trainee Software Developers: A Systematic Literature Mapping 见习软件开发人员的算法思维及其定义的拓展:系统的文献映射
Q1 Social Sciences Pub Date : 2023-11-02 DOI: 10.1109/RITA.2023.3323784
Javier Alejandro Jiménez Toledo;César A. Collazos;Manuel Ortega;Deixy Ximena Ramos
This paper exhibits a systematic literature mapping of the considerations required to develop algorithmic thinking in a first course in computer programming (CS1) in university academic programs in computing. In the methodological process of this study, 5 stages were proposed: research questions, search, selection, quality assessment and synthesis extraction. In this way, 5 guiding questions were drawn, 136 articles generated by the search stage were analyzed and the synthesis of 55 documents that met the criteria of this research was concluded, thus compiling the different practices used for the development of algorithmic thinking. In addition, as a result of the systematic literature mapping, a definition of Algorithmic Thinking oriented Software Engineering and didactics is proposed.
本文展示了一个系统的文献映射,在大学计算机学术课程的计算机编程(CS1)的第一门课程中发展算法思维所需的考虑。在本研究的方法学过程中,提出了5个阶段:研究问题、检索、选择、质量评估和综合提取。通过这种方式,我们提出了5个指导性问题,分析了检索阶段产生的136篇文章,总结了符合本研究标准的55篇文献的综合,从而整理了算法思维发展的不同实践。此外,通过系统的文献映射,提出了面向算法思维的软件工程和教学的定义。
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引用次数: 0
Impact of the Use of the Video Game SimCity on the Development of Critical Thinking in Students: A Quantitative Experimental Approach 电子游戏模拟城市对学生批判性思维发展的影响:一种定量实验方法
Q1 Social Sciences Pub Date : 2023-11-01 DOI: 10.1109/RITA.2023.3327066
Benjamín Maraza-Quispe;Jorge Luis Torres-Loayza;Grunilda Telma Reymer-Morales;Ramiro Max Solórzano-Bernuy;Simon Angel Choquehuayta-Palomino;Fernando Miguel Pacori-Aviles
The objective of the research is to determine to what extent the SimCity video game allows the development of critical thinking in the teaching-learning processes of students. The methodology applied consisted of research with a quantitative approach of experimental type, working with a sample of 25 students selected through a simple random sampling of a population of 100 students, 10 sessions were developed using the SimCity video game, a pretest, and posttest of skills and abilities required to develop critical thinking of Watson Glaser were applied, whose dimensions measured were: Inferences, assumptions, deductive reasoning, logical interpretation and evaluation of arguments. The results show that with adequate stimulation through the use of the SimCity video game, critical thinking can have a moderate but effective development in the students, from the comparison of the data obtained in the pretest and posttest, significant progress in terms of scores is observed; Likewise, the effectiveness of the use of the SimCity video game is reflected a greater extent in inferences and evaluations of arguments, since during the posttest evaluations greater progress was observed in comparison to other skills; while the interpretation of information obtained less progress in comparison to the other skills, the use of skills such as deductive reasoning, inferences and evaluation of arguments were moderately developed. In conclusion, the use of the SimCity video game allows the development of skills and abilities to develop critical thinking according to various factors, such as how it is incorporated into the curriculum, the orientation and guidance of teachers, and how reflection and analysis is carried out after the game experience.
该研究的目的是确定模拟城市视频游戏在多大程度上允许学生在教学过程中发展批判性思维。所采用的方法包括采用实验型定量方法的研究,从100名学生中随机抽取25名学生作为样本,使用模拟城市视频游戏开发10个环节,对培养Watson Glaser批判性思维所需的技能和能力进行前测和后测,其测量维度为:推论、假设、演绎推理、逻辑解释和论证评价。结果表明:通过模拟城市电子游戏的充分刺激,学生的批判性思维得到了适度而有效的发展,从前测和后测数据对比来看,学生的批判性思维得分有明显的进步;同样地,使用《模拟城市》电子游戏的有效性也更大程度上反映在对争论的推断和评估中,因为在测试后的评估中,与其他技能相比,我们观察到更大的进步;虽然与其他技能相比,信息解释的进步较小,但演绎推理、推断和评价论点等技能的使用得到了适度发展。综上所述,使用模拟城市视频游戏可以根据各种因素发展批判性思维的技能和能力,例如如何将其纳入课程,教师的定位和指导,以及如何在游戏体验后进行反思和分析。
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引用次数: 0
2023 Index IEEE Revista Iberoamericana de Tecnologias del Aprendizaje Vol. 18 2023 索引 IEEE《伊比利亚美洲学习技术期刊》第 18 卷
Q1 Social Sciences Pub Date : 2023-11-01 DOI: 10.1109/RITA.2023.3339270
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引用次数: 0
期刊
Revista Iberoamericana de Tecnologias del Aprendizaje
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