22 research outputs found
CĂłmo empezar fĂĄcil con PBL
Se propone un esquema para el diseño de una
actividad de aprendizaje basado en proyectos que
tenga en cuenta los factores clave para el Ă©xito. El
esquema puede adaptarse a cualquier asignatura y
en todo caso puede proporcionar una experiencia
modesta pero potencialmente exitosa sobre la cual
reflexionar para abordar retos mĂĄs ambiciosos.SUMMARY: We propose a scheme to design an activity for
project based learning taking into account the key
issues to maximize the probability of success. The
scheme can be adapted to any subject and can
provide a guided experience to reflect on it and to
stimulate more ambitious challenges.Peer Reviewe
Automatic Assessment of Progress Using Remote Laboratories
In this paper we present an automatic assessment model for the development of competencies in a physics course using VISIR remote experiment, based on a rubric, and using learning analytics techniques to process data automatically collected from studentsâ activity using Weblab-Deusto platform
Remote Experiments and Online Games: How to Merge them?
Online games fulfill the basic requirements of learning environments and can provide engaging learning experience for students. The remote experimentations bring to STEM (science, technology, engineering and mathematics) students the ability to practice configuration, deployment, and troubleshooting scenarios in real-life environment on real equipment. These two teaching methodologies are well known, developed and described in the literature. However, the concepts of integration of the remote experimentations and the game setting are yet to be developed. This paper discusses the guidelines for such integrations. The emphasis is made on the educational game design and the flow as a positive impact on learning and attitude of the players. Besides the challenges of balancing attractive elements (graphics, sounds) and educational objectives, the design of the games related to remote laboratories needs to be adjusted to contemporary technological conditions
Remote Experiments and Online Games: How to Merge them?
Online games fulfill the basic requirements of learning environments and can provide engaging learning experience for students. The remote experimentations bring to STEM (science, technology, engineering and mathematics) students the ability to practice configuration, deployment, and troubleshooting scenarios in real-life environment on real equipment. These two teaching methodologies are well known, developed and described in the literature. However, the concepts of integration of the remote experimentations and the game setting are yet to be developed. This paper discusses the guidelines for such integrations. The emphasis is made on the educational game design and the flow as a positive impact on learning and attitude of the players. Besides the challenges of balancing attractive elements (graphics, sounds) and educational objectives, the design of the games related to remote laboratories needs to be adjusted to contemporary technological conditions
An ambient assisted living platform integrating RFID data-on-tag care annotations and
Abstract: Although RFID is mainly used to identify objects whose data can then be accessed over the network, passive HF RFID tags do have significant data storage capacity (up to 4K), which can be utilised to store data rather than only IDs. This work explores the potential of storing, accessing and exploiting information on tags both, theoretically, by studying how much data can actually be stored in HF RFID tags, and practically, by describing an NFC-supported platform adopting the data-on-tag approach to improve data management in a care centre. Such platform illustrates two key aspects for AAL: a) RFID tags can serve as temporary repositories of care events whenever a continuous data link is not desirable and b) interactions between RFID wristbands worn by residents and care staffâs NFC mobiles can improve care data management and keep relatives up-to-date with elderly peopleâs evolution, through a Web 2.0 social service
Enabling mobile access to Remote Laboratories
Abstract â Remote Laboratories constitute a first order didactic resource in engineering faculties. Their use from mobile devices to increase the availability of the experiments at the laboratory is a challenge highly coupled to the requirements established by each experiment. This paper will present and compare the main strategies for adapting a Remote Laboratory to mobile devices, as well as the experience of a real Remote Laboratory, WebLab-Deusto, in this adaptation. Keywords-component; remote laboratories; m-learning; android, iphone I