11 research outputs found

    Análisis de los componentes relacionados en programación competitiva: un mapeo sistemático de literatura

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    Competitive programming is approached as a mental sport in which participants solve algorithmic and mathematical problems through programming. The main objective of this article is to determine the characteristics and elements necessary for training in competitive programming, through a systematic mapping of the literature based on the Petersen, Feldt et al. protocol. A total of 128 studies were identified, of which 17 were selected for information analysis, following the process described in this document. As a result, it is possible to know the relevant aspects related to competitive programming and its learning, including concepts such as judges, platforms, verdicts, types of exercises, applied methodologies and the importance of practice and participation in programming competitions. This research allowed us to answer six questions, concluding the importance of establishing a framework for training in competitive programming.La programación competitiva se aborda como un deporte mental en el que los participantes resuelven problemas algorítmicos y matemáticos mediante la programación. El objetivo principal de este artículo es determinar las características y elementos necesarios para el entrenamiento en programación competitiva, a través de un mapeo sistemático de la literatura basado en el protocolo de Petersen, Feldt y otros. Se identificaron un total de 128 estudios, de los cuales se seleccionaron 17 para el análisis de información, siguiendo el proceso descrito en el presente documento. Como resultado, se logra conocer los aspectos relevantes relacionados con la programación competitiva y su aprendizaje, incluyendo conceptos como jueces, plataformas, veredictos, tipos de ejercicios, metodologías aplicadas y la importancia de la práctica y participación en competencias de programación. Estas investigaciones permitieron responder a seis interrogantes planteados, concluyendo la importancia de establecer un marco de trabajo para el entrenamiento en programación competitiva. Competitive programming is approached as a mental sport in which participants solve algorithmic and mathematical problems through programming. The main objective of this article is to determine the characteristics and elements necessary for training in competitive programming, through a systematic mapping of the literature based on the Petersen, Feldt et al. protocol. A total of 128 studies were identified, of which 17 were selected for information analysis, following the process described in this document. As a result, it is possible to know the relevant aspects related to competitive programming and its learning, including concepts such as judges, platforms, verdicts, types of exercises, applied methodologies and the importance of practice and participation in programming competitions. This research allowed us to answer six questions, concluding the importance of establishing a framework for training in competitive programming

    The Impact of Artificial Intelligence on the Evolution of Digital Education: A Comparative Study of OpenAI Text Generation Tools including ChatGPT, Bing Chat, Bard, and Ernie

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    In the digital era, the integration of artificial intelligence (AI) in education has ushered in transformative changes, redefining teaching methodologies, curriculum planning, and student engagement. This review paper delves deep into the rapidly evolving landscape of digital education by contrasting the capabilities and impact of OpenAI's pioneering text generation tools like Bing Chat, Bard, Ernie with a keen focus on the novel ChatGPT. Grounded in a typology that views education through the lenses of system, process, and result, the paper navigates the multifaceted applications of AI. From decentralizing global education and personalizing curriculums to digitally documenting competence-based outcomes, AI stands at the forefront of educational modernization. Highlighting ChatGPT's meteoric rise to one million users in just five days, the study underscores its role in democratizing education, fostering autodidacticism, and magnifying student engagement. However, with such transformative power comes the potential for misuse, as text-generation tools can inadvertently challenge academic integrity. By juxtaposing the promise and pitfalls of AI in education, this paper advocates for a harmonized synergy between AI tools and the educational community, emphasizing the urgent need for ethical guidelines, pedagogical adaptations, and strategic collaborations

    Quality Assurance in E-learning: A Proposal from Accessibility to Sustainability

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    Given the importance of developing and offering accessible education for all, indispensable aspects of education for sustainable development (ESD) are needed. This study addresses that need by proposing a quality self-assessment for virtual education from an accessibility perspective. This proposal is based on previous literature about quality assurance in e-learning that considered accessibility and its application in the field of higher education. The bibliographic review was conducted by following Multivocal Literature Review (MLR) guidelines. The initial search returned 999 items from 5 academic databases and 32,200 professional sources from Google. After reviewing the sources, 37 of them were included. Then, the accessibility criteria were identified and integrated into an evaluation model. Such a model is divided into four dimensions: (1) organization, (2) student body, (3) teaching, and (4) infrastructure. The model also includes a set of standards (16), requirements (48), and evidence (63) that apply to each dimension. Moreover, self-assessment guidelines for accessible virtual education were proposed. They included a conceptual and theoretical framework, a self-assessment model, and a methodology for applying the model. The methodology included five phases: planning, model tuning or refinement of the model, evaluation, results, and continuous improvement. As future work, the implementation and validation of the guidelines will be carried out.publishedVersio

    A Learning Analytics Conceptual Framework for Augmented Reality-Supported Educational Case Studies

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    The deployment of augmented reality (AR) has attracted educators' interest and introduced new opportunities in education. Additionally, the advancement of artificial intelligence has enabled educational researchers to apply innovative methods and techniques for the monitoring and evaluation of the teaching and learning process. The so-called learning analytics (LA) discipline emerged with the promise to revolutionize traditional instructional practices by introducing systematic and multidimensional ways to improve the effectiveness of the instructional process. However, the implementation of LA methods is usually associated with web-based platforms, which offer direct access to learners' data with minimal effort or adjustments. On the other hand, the complex nature of immersive technologies and the diverse instructional approaches which are utilized in different scientific domains have limited the opportunities for research and development in this direction. Within these research contexts, we present a conceptual framework that describes the elements of an LA process tailored to the information that can be gathered from the use of educational applications, and further provide an indicative case study for AR-supported educational interventions. The current work contributes by elucidating and concretizing the design elements of AR-supported applications and provides researchers and designers with guidelines on how to apply instructional strategies in (augmented) real-world projects

    A Scoping Review on Virtual Reality-Based Industrial Training

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    The fourth industrial revolution has forced most companies to technologically evolve, applying new digital tools, so that their workers can have the necessary skills to face changing work environments. This article presents a scoping review of the literature on virtual reality-based training systems. The methodology consisted of four steps, which pose research questions, document search, paper selection, and data extraction. From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction. Even though several research gaps were found, virtual reality is presented as a present and future alternative for the efficient training of human resources in the industrial field.This work was supported by Instituto Superior Tecnológico Victoria Vásconez Cuvi. The authors appreciate the opportunity to analyze topics related to this paper. The authors must also recognize the supported bringing by Universidad Tecnica de Ambato (UTA) and their Research and Development Department (DIDE) under project CONIN-P-256-2019, and SENESCYT by grants “Convocatoria Abierta 2011” and “Convocatoria Abierta 2013”

    A Scoping Review on Virtual Reality-Based Industrial Training

    Get PDF
    The fourth industrial revolution has forced most companies to technologically evolve, applying new digital tools, so that their workers can have the necessary skills to face changing work environments. This article presents a scoping review of the literature on virtual reality-based training systems. The methodology consisted of four steps, which pose research questions, document search, paper selection, and data extraction. From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction. Even though several research gaps were found, virtual reality is presented as a present and future alternative for the efficient training of human resources in the industrial field.Facultad de Informátic

    Technology enabled categorisation of learners for improved support in experiential learning.

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    The purpose of this thesis is to examine which data captured by experiential learning technology can be used to understand more about students’ perspectives, mindsets and skills. The objective is to examine how technology-enabled real-time analysis of learner data can be used by learning facilitators and instructional designers to improve the practice of experiential learning in higher education institutions. The study adopts an anti-positivist perspective that acknowledges habit as a driver of deterministic behaviour and that deterministic behaviour can be examined using scientific methods. The data used in this research is retrospectively de-identified student learning data captured by an experiential learning technology which has been used to structure and support the facilitation of an experiential business project program. The research findings outline the quantitative outcomes followed by an integrative qualitative discussion that explores how the findings could be used to inform the practice of experiential learning design and facilitation. Specifically the methodology outlines: the experiential business project program design, the classification of learning tasks into independent variable categories, and the results of student responses to three surveys. The three surveys being: the Revised Implicit Theories of Intelligence Survey, Revised Two Factor Study Process Questionnaire and a learning history survey and the manner in which these surveys were dummy coded into dependent variables, with a detailed description of how the regression analysis is conducted. The results section presents and examines the five regression models developed. The purpose of the examination is to explore the extent to which learner data from an experientially developed learning technology could be used to understand more about students’ perspectives, mindsets and skills. The integrative discussion examines each of the three research questions explicitly. The discussion focused on research question one examines the nature of the learning tasks that have a significant relationship with one or more of the learning theory based dependent variables. It investigates whether there is an alignment between what is known about the nature of learners who exhibit or employ a particular mindset, approach to learning or learning history and the learning task categories use as independent variables in the five regression models presents in the results. The discussion focused on research question two examines what additional learning data could be captured to improve the predictive power of the five regression models. The discussion focused on research question three examines how displaying predictive insights, using learner data, alongside learning theory insights could be used by instructional designers and learning facilitators. The discussion explores how facilitators and learning designers could use the information to customise facilitator support, aid in the development of incentives that encourage learners to engage with learning content that they do not naturally lean towards and support the adaption of learning content to align better with a learner's motives. This study further proposes an example of the benefits of integrating learning analytics and learning theory, how learning theory based analysis could enable more use of experiential learning within higher education institutions, enable experiential learning facilitators to provide more tailored support of students during experiential learning programs and how the results of the analysis could help students extract more of the benefits from the available learning out of experiential learning programs
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