52 research outputs found

    Nueva aplicación m-learning diseñada para la autoevaluación

    Get PDF
    This paper presents a new mobile application designed for use as a self-assessment tool. Learners are able to perform computerised tests using their mobile phones wherever and whenever they want. The tool also includes a Web interface. Impact on the learners’ performance is measured using quantitative tools. Three experimental groups of learners were selected, aged 14-15, 17-18 and 20-21, in order to measure the impact on their academic achievement.Este artículo presenta una nueva aplicación para móviles diseñada para usar como una h e r ramienta de autoeva l u a c i ó n . Los estudiantes pueden realizar los tests usando sus teléfonos móviles en cualquier lugar y momento que deseen. La herramienta incluye también una web. El impacto sobre los resultados de los estudiantes se ha medido usando una herramienta cuantitativa. Se han seleccionado tres grupos experimentales de estudiantes de edades entre 14 y 15, 17 y 18 y 20 y 21 con el fin de medir el impacto de la experiencia en sus logros académicos

    Nueva aplicación m-learning diseñada para la autoevaluación

    Get PDF
    This paper presents a new mobile application designed for use as a self-assessment tool. Learners are able to perform computerised tests using their mobile phones wherever and whenever they want. The tool also includes a Web interface. Impact on the learners’ performance is measured using quantitative tools. Three experimental groups of learners were selected, aged 14-15, 17-18 and 20-21, in order to measure the impact on their academic achievement.Este artículo presenta una nueva aplicación para móviles diseñada para usar como una h e r ramienta de autoeva l u a c i ó n . Los estudiantes pueden realizar los tests usando sus teléfonos móviles en cualquier lugar y momento que deseen. La herramienta incluye también una web. El impacto sobre los resultados de los estudiantes se ha medido usando una herramienta cuantitativa. Se han seleccionado tres grupos experimentales de estudiantes de edades entre 14 y 15, 17 y 18 y 20 y 21 con el fin de medir el impacto de la experiencia en sus logros académicos

    Noticias y Experiencias

    Get PDF

    Modelado de documentación multimedia e hipermedia

    Get PDF
    Se describen técnicas para el modelado de las características de los documentos multimedia e hipermedia, tales como el aspecto de la presentación de su contenido ante los usuarios, la sincronización entre sus componentes (especialmente audio con imagen) y las posibilidades de navegación hipermedial

    Cuadernos de Documentación Multimedia Vol. 6-7. Año 1997-1998 Página 123 Vol. 6 - 7 Año 1997-1998 ISSN: 1575-9733 Generación de documentación hipermedia en Internet a partir de información multimedia en Bases de Datos

    Get PDF
    Se describe un método para el acceso a información multimedia almacenada en bases de datos situadas en servidores Web, presentándola al usuario en forma de páginas HTML que se crean dinámicamente cuando son demandadas desde cualquier navegador. Se evitan así los problemas de mantenimiento y seguridad que supone la gestión de un gran número de páginas Web en los servidores, aprovechando las facilidades ofrecidas al respecto por los Sistemas de Gestión de Bases de Datos Relacionales existentes

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

    Get PDF
    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

    Quality in Blended Learning in Higher Education. A proposal for an Evaluation Model.

    Get PDF
    This paper presents an analysis of different models used to assess the quality of formative actions, considering classroom learning and distance education courses. Taking as starting point one of the analyzed models, the paper sets out the necessity of developing a new model that could measure the quality of a blended formation process, by selecting the applicable indicators and proposing some new. The model is composed of seven different categories, which include a sum of thirty five indicators. They will be used to represent courses quality level in Kiviat?s diagrams. This model is currently being put into practice in a real university environment

    Accessibility in video games: a systematic review

    Get PDF
    Video games are software products with several purposes that are growing in strength and weight in society. However, thereis one noticeable problem about them; in most cases, their developers most often do not take into consideration peoplewith disabilities when they are creating video game applications. People with disabilities are thus partially or completelyexcluded from their use. Prior to any additional work, it is required to have an updated state of the art about this topic. Thispaper shows the results of a systematic literature review conducted to define the current status of video games accessibility.The type of review is broader than usual, so it is a systematic mapping study (a specific class of systematic review). Besideselaborating the state of the art (qualitative information), we identified and analyzed related works (45 relevant studies) toprovide quantitative information of the performed search (including graphs and tables), such as the number of articles foundby phases, their sources, their research type, the research questions answered, the kind of disability addressed, and the typeand year of publications. None of the studied initiatives can guarantee universally accessible video game applications. Ourproposal is to create an integral software engineering methodology that considers accessibility guidelines, techniques, strategies,human factors, etc. in the video game software development process.European Commisio
    corecore