15 research outputs found

    Utilización de Trello para realizar el seguimiento del aprendizaje de equipos de trabajo

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    En este artículo se presenta cómo se ha integrado la herramienta de soporte a la gestión de trabajo en equipo Trello en la docencia de grado superior. Esta herramienta ha sido adoptada por los grupos de alumnos como plataforma de comunicación y coordinación para realizar de forma colaborativa la parte práctica de la asignatura. El profesorado ha podido utilizar diversas funciones de Trello para realizar el seguimiento del avance del trabajo de los alumnos y ofrecer un soporte adecuado para asegurar el aprendizaje de los alumnos.This article presents how the Trello tool for teamwork management has been integrated in higher grade education. This tool has been adopted by the student groups as a communication and coordination platform to collaboratively perform the practical part of the course. Teachers have taken advantage of Trello functionality to track the progress of students' work and provide adequate support to ensure student learning.Esta investigación ha sido posible gracias al soporte ofrecido por el proyecto TIN2013-46928-C3-2-R

    Investigating the use of Artificial Intelligence (AI) in educational settings: a systematic review

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    In recent years, Artificial Intelligence (AI) has witnessed significant progress. Some techniques like Natural Language Processing have been developed and improved, and the areas of AI application have been expanded. The use of AI-based technology is increasingly popular in many different environments. One of these environments is education, as it can also benefit from the advantages that AI offers. In this article, we research the application of Artificial Intelligence in the education field. Our systematic research has identified various studies that demonstrate multiple ways of applying AI-based tools in student learning environments. These various studies have been analysed, leading to the identification of reported advantages of AI in educational contexts. Interest in AI for education is significant, as AI holds substantial promise in terms of the learning experience and outcomes for participants

    Refactoring software development process terminology through the use of ontology

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    In work that is ongoing, the authors are examining the extent of software development process terminology drift. Initial findings suggest there is a degree of term confusion, with the mapping of concepts to terms lacking precision in some instances. Ontologies are concerned with identifying the concepts of relevance to a field of endeavour and mapping those concepts to terms such that term confusion is reduced. In this paper, we discuss how ontologies are developed. We also identify various sources of software process terminology. Our work to date indicates that the systematic development of a software development process ontology would be of benefit to the entire software development community. The development of such an ontology would in effect represent a systematic refactoring of the terminology and concepts produced over four decades of software process innovation

    Effect of a nutritional intervention based on an energy-reduced Mediterranean diet on environmental impact

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    [EN]To estimate the environmental impact of a dietary intervention based on an energy-reduced Mediterranean diet (MedDiet) after one year of follow-up. Methods Baseline and 1-year follow-up data were used for 5800 participants aged 55–75 years with metabolic syndrome in the PREDIMED-Plus study. Food intake was estimated through a validated semiquantitative food consumption frequency questionnaire, and adherence to the MedDiet was estimated through the Diet Score. Using the EAT-Lancet Commission tables we assessed the influence of dietary intake on environmental impact (through five indicators: greenhouse gas emissions (GHG), land use, energy used, acidification and potential eutrophication). Using multivariable linear regression models, the association between the intervention and changes in each of the environmental factors was assessed. Mediation analyses were carried out to estimate to what extent changes in each of 2 components of the intervention, namely adherence to the MedDiet and caloric reduction, were responsible for the observed reductions in environmental impact. Results We observed a significant reduction in the intervention group compared to the control group in acidification levels (−13.3 vs. -9.9 g SO2-eq), eutrophication (−5.4 vs. -4.0 g PO4-eq) and land use (−2.7 vs. -1.8 m2). Adherence to the MedDiet partially mediated the association between intervention and reduction of acidification by 15 %, eutrophication by 10 % and land use by 10 %. Caloric reduction partially mediated the association with the same factors by 55 %, 51 % and 38 % respectively. In addition, adherence to the MedDiet fully mediated the association between intervention and reduction in GHG emissions by 56 % and energy use by 53 %.SIPublicación en abierto financiada por el Consorcio de Bibliotecas Universitarias de Castilla y León (BUCLE), con cargo al Programa Operativo 2014ES16RFOP009 FEDER 2014-2020 DE CASTILLA Y LEÓN, Actuación:20007-CL - Apoyo Consorcio BUCL

    Un Modelo para Facilitar la Integración de Estándares de Gestión de TI en Entornos Maduros

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    Agile Retrospective Games for Different Team Development Phases

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    Retrospectives in Agile software development can be used for improving processes among other issues that could affect the final product quality or the working environment. Games used in retrospective meetings influence positively the project team behaviour. In this research, games from Agile retrospectives are gathered from various sources and a new classification of games is created based on the four stage group development model proposed by Tuckman. Suitable games to be used in Forming, Storming, Norming and Performing phases are presented. The results obtained in this research can help practitioners to choose the appropriate activities for process improvement and other technical or human related factors arising in the team, depending on the development stage at which their team currently is

    Agile Retrospective Games for Different Team Development Phases

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    Retrospectives in Agile software development can be used for improving processes among other issues that could affect the final product quality or the working environment. Games used in retrospective meetings influence positively the project team behaviour. In this research, games from Agile retrospectives are gathered from various sources and a new classification of games is created based on the four stage group development model proposed by Tuckman. Suitable games to be used in Forming, Storming, Norming and Performing phases are presented. The results obtained in this research can help practitioners to choose the appropriate activities for process improvement and other technical or human related factors arising in the team, depending on the development stage at which their team currently is

    Agile Transition and Adoption Frameworks, Issues and Factors: A Systematic Mapping

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    In order to adopt specific agile methods and to accommodate lean principles, many organizations need to tailor their processes. Different frameworks supporting and guiding the agile transition and adoption process exist in the literature. However, there is a demand for specific guidelines on the different circumstances influencing agile adoption. This paper provides a Systematic mapping of the available frameworks, issues and factors affecting a successful agile transition and adoption process. Twenty-eight primary studies have been considered. The results are presented according to the three research questions. Firstly, nine systematic approaches and frameworks for agile transition and adoption are analyzed. Secondly, different issues related to the agile transition and adoption process are gathered, compared and synthesized in the following five categories: pre-transformation activities, obstacles and results, stages and activities, agile practices and situational factors. Finally, a list of 154 situational factors affecting the agile transition and adoption process is proposed

    Integración de Estándares de Gestión de TI mediante MIN-ITs

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    Las empresas de desarrollo de software han apostado por la implantación de modelos y estándares de calidad con el objetivo de ofrecer productos que se adapten a las necesidades de los clientes y aumenten su satisfacción. Además de mejorar sus procesos de desarrollo de software, estas organizaciones también desean aumentar la capacidad de los procesos de otras disciplinas, como pueden ser la gestión de servicios de Tecnologías de la Información (TI) o la gestión de la seguridad de la información. Las normas ISO que definen las mejoras prácticas de estas áreas guardan una gran cantidad de relaciones entre sus recomendaciones, directrices y requisitos. A partir del estudio de todos estos elementos y aspectos comunes, se ha desarrollado el marco MIN-ITs, un marco que facilita la implantación integrada de los diferentes estándares ISO de gestión de TI
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