10 research outputs found

    Editorial

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    La Universidad Autónoma de Bucaramanga UNAB y los miembros del comité editorial de la Revista Colombiana de Computación, tienen el placer de presentar a la comunidad científica esta nueva edición, la cual se constituye en un importante aporte al capital intelectual de Colombia y de la comunidad internacional en el área de computación.  Así mismo presentamos un reconocimiento a los autores, evaluadores y personal de apoyo administrativo por su importante aporte.The Autonomous University of Bucaramanga UNAB and the members of the editorial committee of the Colombian Journal of Computing have the pleasure of presenting this new edition to the scientific community, which constitutes an important contribution to the intellectual capital of Colombia and the international community. in the computing area.  Likewise, we present a recognition to the authors, evaluators and administrative support staff for their important contribution

    Editorial

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    La Universidad Autónoma de Bucaramanga UNAB y los miembros del comité editorial de la Revista Colombiana de Computación, tienen el placer de presentar a la comunidad científica esta nueva edición, la cual se constituye en un importante aporte al capital intelectual de Colombia y de la comunidad internacional en el área de computación.  Así mismo presentamos un reconocimiento a los autores, evaluadores y personal de apoyo administrativo por su importante aporte

    Evaluación de la televisión interactiva desde una perspectiva de usabilidad: Caso práctico

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    Interactive television has been growing in popularity, in short time, this technology will be at our homes, instead of analogical television. The digital television may transform the passive audience in a more active role with the capacity of interacting with new superposed services over contents and new ways of doing business. One of the most important aspect to analyze in this new interactive style is its usage. This paper presents an usage guideline to evaluate this type of services. Finally, the results of a practical case are presented. La televisión interactiva ha ido creciendo en popularidad, en poco tiempo esta tecnología estará en nuestros hogares. A diferencia de la televisión analógica, la televisión digital posibilita la transformación de televidentes pasivos en activos con la capacidad de interactuar con nuevos servicios superpuestos sobre los contenidos y novedosas formas de negocio. Uno de los aspectos más importantes a analizar en este nuevo estilo interactivo es su usabilidad. Este trabajo presenta una pauta para evaluar la usabilidad de este tipo de servicios. Por último, se presentan los resultados de un caso práctico

    Evaluación de la televisión interactiva desde una perspectiva de usabilidad: Caso práctico

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    Interactive television has been growing in popularity, in short time, this technology will be at our homes, instead of analogical television. The digital television may transform the passive audience in a more active role with the capacity of interacting with new superposed services over contents and new ways of doing business. One of the most important aspect to analyze in this new interactive style is its usage. This paper presents an usage guideline to evaluate this type of services. Finally, the results of a practical case are presented. La televisión interactiva ha ido creciendo en popularidad, en poco tiempo esta tecnología estará en nuestros hogares. A diferencia de la televisión analógica, la televisión digital posibilita la transformación de televidentes pasivos en activos con la capacidad de interactuar con nuevos servicios superpuestos sobre los contenidos y novedosas formas de negocio. Uno de los aspectos más importantes a analizar en este nuevo estilo interactivo es su usabilidad. Este trabajo presenta una pauta para evaluar la usabilidad de este tipo de servicios. Por último, se presentan los resultados de un caso práctico

    CollabABILITY cards: Supporting researchers and educators to co-design computer-supported collaborative learning activities for deaf children

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    Implementing Collaborative Learning (CL) activities to support the education of children is something that must be carefully designed to achieve the desired goals since just having a group of children working on the same activity does not guarantee proper collaboration. It is something that goes from defining the profile of the students to structuring the collaboration according to the learning objectives, the number of children per group, roles defined, and shared resources among others. Designing Computer-Supported Collaborative Learning (CSCL) activities may be even harder to achieve when collaboration is trying to be accomplished by children with some kind of disability due to differences in the way they communicate or understand the world around them, which is why in this study we decided to focus on designing CSCL activities for deaf children. Since there is not a clear path in the literature to achieve effective collaboration among deaf learners, we propose four stages to be followed through a set of 27 cards that were designed to guide designers/developers and educators through the process of co-designing such activities. The cards were implemented in such a way that they were easy to follow along with, with templates that allowed designers of the CL activity to register all the information related to it. Digital and printed versions of the cards were evaluated by researchers and educators with satisfactory results and a prototype for mobile devices was developed and tested by children through individual and collaborative learning activitie

    Modelo para la escritura de artículos científicos a distancia mediante tareas colaborativas

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    There has been a lot of research on improving the process of scientific writing collaboratively, for example, indicators have been elaborated to measure the success of this type of activities, also, computer tools have been developed to facilitate this exercise, among other proposals. These research works have become relevant and pertinent due to the current conditions of pandemic (COVID-19), because, general isolation measures have been established that make it impossible to meet and interact with other people, which are important values to succeed in any collaborative activity. For this reason, the process of scientific research and writing has become extremely difficult in recent times; specifically, the lack of a structured process to organize and systematize scientific research at a distance through virtual means has been identified. Considering the above-mentioned problems, a model based on the contributions of collaborative engineering is presented, which allows the design of joint tasks from virtuality, adding elements of the SECI model, which seeks to manage knowledge and make it uniform among authors. To this end, the abstraction of common tasks when writing scientific articles was carried out and a model was proposed to improve this process. The validation of this was done through a case study where a group of researchers use the proposal and develop the writing of a research paper. Subsequently, promising results were obtained about the proposed model, with high levels of satisfaction among participants. Finally, it was found that this is an area of research in which contributions can be made, where the development of specific tools to evaluate collaborative activities is a latent need.Para mejorar el proceso de escritura científica de forma colaborativa se han realizado múltiples investigaciones, como la elaboración de indicadores para medir el éxito de estas actividades y el desarrollo de herramientas informáticas que faciliten la ejecución de dicho ejercicio. Estos trabajos de investigación han tomado relevancia y pertinencia por las condiciones actuales de pandemia (COVID-19), debido a que las medidas de aislamiento general que se han establecido imposibilitan el encuentro y la interacción con otras personas, lo cual son valores importantes para tener éxito en cualquier actividad colaborativa. Por esta razón, en tiempos recientes, el proceso de investigación y escritura científica se ha dificultado, identificándose la falta de un proceso estructurado para organizar y sistematizar la investigación científica a distancia mediante medios virtuales. Teniendo en cuenta la problemática mencionada, se presenta un modelo basado en los aportes de la ingeniería de la colaboración que permite diseñar tareas conjuntas desde la virtualidad, añadiendo elementos del modelo Socialización, Externalización, Combinación e Internalización (SECI), el cual busca gestionar el conocimiento y hacerlo uniforme entre los autores. Para esto, se realizó una encuesta que permitió la abstracción de tareas comunes al escribir artículos científicos y se planteó un modelo para mejorar este proceso. Su validación se realizó mediante un caso de estudio donde un grupo de investigadores utilizan la propuesta y desarrollan la escritura de un documento de investigación. Posteriormente, se obtuvieron resultados prometedores acerca del modelo propuesto, con niveles altos de satisfacción entre los participantes. Finalmente, se constató que es un área de investigación en la que se pueden hacer aportes significativos al proceso de escritura científica en épocas de aislamiento a causa de la pandemia, donde el desarrollo de herramientas específicas para evaluar actividades colaborativas es una necesidad latente

    Aprendizagem de programação e emoções epistêmicas: uma análise com perspectiva de gênero

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    Programming courses often turn into courses with high percentage of desertion and, sometimes, result in a factor that drives students to abandon their careers, even when they are subjects highly relevant in the training of engineers in the areas of computer science, IT, and related careers. These courses demand high cognitive processes, which generate several emotions learning-related that, when taken into account and evaluated, could be used in favor of learning. Programming courses generate negative emotions in female students in a higher proportion than men, which may even lead them to abandon the career, widening the gender gap. In recent years, there has been a growing interest in the role of emotions in academic environments at university level, as well as for knowing the reason for the low participation of women, despite the importance of their role and skills, in computing areas. However, the interest in analyzing the emotions that emerge from students as they learn to program is quite recent. There is not an important number of studies around the emotions of women while they learn to program. The objective of this study is to analyze the behavior -at an emotional level- of students towards different teaching activities, establishing gender level comparisons, and considering the incorporation of elements of collaboration and gamification to identify differences in the emotions originated by these activities.Los cursos de programación se convierten, de manera recurrente, en cursos de alto porcentaje de deserción y, en ocasiones, resultan en un factor que impulsa a los estudiantes a abandonar sus carreras, aun cuando son materias de alta relevancia en la formación de ingenieros en áreas de computación, informática y carreras afines. Estos cursos son, por naturaleza, demandantes de altos procesos cognitivos, por esta razón, generan una variedad de emociones que, tenidas en cuenta y evaluadas, podrían usarse a favor del aprendizaje. Los cursos de programación generan emociones negativas en mayor proporción en estudiantes mujeres que en hombres, incluso, las conducen a abandonar la carrera, lo que hace más amplia la brecha de género. En los últimos años, ha habido un creciente interés en el papel de las emociones en los entornos académicos a nivel universitario; además, se busca conocer la razón de la baja participación de las mujeres (a pesar de la importancia de su rol y habilidades) en áreas de computación. Sin embargo, el interés en analizar las emociones que emergen de los estudiantes mientras aprenden a programar es bastante reciente. No se cuenta con un número importante de estudios respecto a las emociones de las mujeres mientras aprenden a programar. El objetivo de este estudio es analizar el comportamiento -a nivel emocional- de los estudiantes, a partir de diferentes actividades de enseñanza, estableciendo comparaciones a nivel de género, y considerando la incorporación de elementos de colaboración y gamificación para encontrar diferencias en las emociones generadas por estas actividades.Os cursos de programação tornam-se, de forma recorrente, cursos com alto índice de evasão e, por vezes, resultam em um fator que leva os alunos ao abandono da carreira, mesmo quando são temas de grande relevância na formação de engenheiros. áreas de computação, informática e carreiras relacionadas. Estes cursos são, por natureza, exigentes de elevados processos cognitivos, por isso geram uma variedade de emoções que, tidas em consideração e avaliadas, podem ser utilizadas a favor da aprendizagem. Os cursos de programação geram emoções negativas em maior proporção nas alunas do que nos homens, podendo inclusive levá-las ao abandono do curso, o que amplia a lacuna de gênero. Nos últimos anos, tem havido um interesse crescente pelo papel das emoções em ambientes acadêmicos de nível universitário; Além disso, busca conhecer o motivo da baixa participação das mulheres (apesar da importância de seu papel e competências) nas áreas de informática. No entanto, o interesse em analisar as emoções que emergem dos alunos ao aprender a programar é bastante recente. Não há um número significativo de estudos sobre as emoções das mulheres ao aprender a programar. O objetivo deste estudo é analisar o comportamento -a nível emocional- dos alunos, a partir de diferentes atividades de ensino, estabelecendo comparações a nível de gênero, e considerando a incorporação de elementos de colaboração e gamificação para encontrar diferenças nas emoções geradas para essas atividades

    CollabABILITY cards: Supporting researchers and educators to co-design computer-supported collaborative learning activities for deaf children

    No full text
    Implementing Collaborative Learning (CL) activities to support the education of children is something that must be carefully designed to achieve the desired goals since just having a group of children working on the same activity does not guarantee proper collaboration. It is something that goes from defining the profile of the students to structuring the collaboration according to the learning objectives, the number of children per group, roles defined, and shared resources among others. Designing Computer-Supported Collaborative Learning (CSCL) activities may be even harder to achieve when collaboration is trying to be accomplished by children with some kind of disability due to differences in the way they communicate or understand the world around them, which is why in this study we decided to focus on designing CSCL activities for deaf children. Since there is not a clear path in the literature to achieve effective collaboration among deaf learners, we propose four stages to be followed through a set of 27 cards that were designed to guide designers/developers and educators through the process of co-designing such activities. The cards were implemented in such a way that they were easy to follow along with, with templates that allowed designers of the CL activity to register all the information related to it. Digital and printed versions of the cards were evaluated by researchers and educators with satisfactory results and a prototype for mobile devices was developed and tested by children through individual and collaborative learning activitie
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