J. M. Ocaña, Elizabeth K. Morales Urrutia, Diana Pérez, C. Pizarro
{"title":"How to create emotional learning companions to teach programming in Primary Education?","authors":"J. M. Ocaña, Elizabeth K. Morales Urrutia, Diana Pérez, C. Pizarro","doi":"10.1109/SIIE53363.2021.9583626","DOIUrl":"https://doi.org/10.1109/SIIE53363.2021.9583626","url":null,"abstract":"The interest to teach programming in Primary Education has increased in the last years. Many approaches are being under research such as using Scratch, robots, or unplugged approaches so that more students can program at an early age increases their academic performance, as well as their motivation and satisfaction levels. In our previous work, we have proposed the use of emotional learning companions to teach programming in Primary Education. The results registered for the use of companions have been significant both in the improvement of the programming skill as well as the motivation and satisfaction levels of the students. In this paper, it is proposed a methodology to create emotional learning companions to teach programming in Primary Education. This methodology has been validated with the creation of Alcody, which has been used by 137 10–12 years-old students during the 2019/2020 academic year with a significant increase of their programming skill of input/output, conditional, and loops concepts, and more than 90% of satisfaction both in the face-to-face and on-line teaching modes. These results support the possibility of creating more learning companions that can extend the benefits achieved to a greater number of Primary Education students.","PeriodicalId":244532,"journal":{"name":"2021 International Symposium on Computers in Education (SIIE)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132460916","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Most used ICT methodologies for student learning in Erasmus+ projects related to eLearning","authors":"María Goretti Alonso de Castro, F. García-Peñalvo","doi":"10.1109/SIIE53363.2021.9583661","DOIUrl":"https://doi.org/10.1109/SIIE53363.2021.9583661","url":null,"abstract":"European projects provide very valuable information on the methodologies that are being used at an educational level in different countries of the European Union and associated countries, for this reason this article focuses on how students’ learning is approached through technologies within European projects related to the field of eLearning. The information provided is the result of the research that is being carried out on the PhD work within the GRIAL group of the University of Salamanca. The results show a greater representation of projects from the school and VET sectors and that the predominant ICT tools used by the students are those connected to office automation management, basic skills as well as the use of network resources and platforms for collaboration, and digital educational games, with small differences between educational fields.","PeriodicalId":244532,"journal":{"name":"2021 International Symposium on Computers in Education (SIIE)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126485177","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nazaret Gómez-del-Río, C. González-González, F. García-Peñalvo
{"title":"Promoting healthy lifestyle habits through learning based on active video games","authors":"Nazaret Gómez-del-Río, C. González-González, F. García-Peñalvo","doi":"10.1109/SIIE53363.2021.9583640","DOIUrl":"https://doi.org/10.1109/SIIE53363.2021.9583640","url":null,"abstract":"The overweight and obesity have been declared as a worldwide health problem. Active videogames and technologies can be used as attractive tools to support educational interventions with children. Thus, in this paper, we present an educational program to promote healthy habits in children with obesity using active videogames and motor play as main strategies. This program was developed with 46 children and their parents in collaboration with the hospital and schools. The results show positive effects in the knowledge about healthy habits and behaviors of children.","PeriodicalId":244532,"journal":{"name":"2021 International Symposium on Computers in Education (SIIE)","volume":"18 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125759149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Caeiro, Mario Manso Vázquez, M. Nistal, Fernando A. Mikic-Fonte, M. J. F. Iglesias, Hariklia Tsalapata, O. Heidmann, C. V. Carvalho, T. Jesmin, J. Terasmaa, Lene Tolstrup
{"title":"A collaborative city-based game to support soft skills development in engineering and economics","authors":"M. Caeiro, Mario Manso Vázquez, M. Nistal, Fernando A. Mikic-Fonte, M. J. F. Iglesias, Hariklia Tsalapata, O. Heidmann, C. V. Carvalho, T. Jesmin, J. Terasmaa, Lene Tolstrup","doi":"10.1109/SIIE53363.2021.9583639","DOIUrl":"https://doi.org/10.1109/SIIE53363.2021.9583639","url":null,"abstract":"HERA is an Erasmus+ project aimed at the development of soft skills in higher education engineering and economics students through collaborative serious games. It proposes a digital learning game platform whose goal is to expose students to complex challenges, the solution to which requires integration of knowledge from diverse fields in a manner that simulates how engineering and economics professionals work and collaborate in the real world. The platform shows the typical landscape of a virtual city game, like SimCity, where it is possible to perform different actions to develop a city in an appropriate and suitable way. Available scenarios involve problems related to sustainable mobility, smart parking solutions, circular economy related to recycling, flood management, e-commerce development, Olympic Games management and even COVID. Gamifying the problem-solving process will promote active student engagement in learning through a sense of mission, a sense of affiliation, healthy competition, rewards, and social recognition by peers among other mechanisms.","PeriodicalId":244532,"journal":{"name":"2021 International Symposium on Computers in Education (SIIE)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125846148","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Nistal, Fernando A. Mikic-Fonte, M. Caeiro, Martín Liz-Domínguez
{"title":"Teaching during the COVID-19 pandemic as an opportunity to change the education of the future","authors":"M. Nistal, Fernando A. Mikic-Fonte, M. Caeiro, Martín Liz-Domínguez","doi":"10.1109/SIIE53363.2021.9583656","DOIUrl":"https://doi.org/10.1109/SIIE53363.2021.9583656","url":null,"abstract":"Since 2020, the COVID-19 pandemic has caused an emergency adaptation of university teaching around the world. This article describes the decisions that the University of Vigo had to take to deal with the pandemic and the particular case of some subjects at the School of Telecommunications Engineering. The effort made by the university’s teaching staff and students to use certain telematic tools for teaching can be an opportunity to transform the education of the future.","PeriodicalId":244532,"journal":{"name":"2021 International Symposium on Computers in Education (SIIE)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122051930","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Impact of the Expressia Platform on a Child with Autism Spectrum Disorder: Case Study","authors":"A. Amaral, B. Machado, Filipe Có, H. Gil","doi":"10.1109/SIIE53363.2021.9583633","DOIUrl":"https://doi.org/10.1109/SIIE53363.2021.9583633","url":null,"abstract":"This research work has as its theme the Impact of the Expressia platform on a Child with Autism Disorder. More and more importance has been given to intervention using technological support tools for children with Autism Spectrum Disorder (AEP). With this work, it is intended to contribute to the reinforcement of intervention intervention using the Expressia tool in the (AEP).. The methodological part of this work is directed towards observation, study, description and finding solutions for the case of Orlanda (fictitious name) a 9-year-old child with(AEP)., while using the Expressia tool. The work developed here intends to collaborate for a better reflection on the use of Expressia in children with(AEP)., so that each time more adequate and effective functions are achieved. Thus, and considering what was observed during the intervention, it can be mentioned that the use of this tool, in this student, improved her communication and learning skills.","PeriodicalId":244532,"journal":{"name":"2021 International Symposium on Computers in Education (SIIE)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121806642","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Comparative analysis of interaction in online and in-person classes among undergraduate and Master students: Barriers and Facilitators","authors":"Verónica Moreno Oliver, Davinia Hernández Leo, Amaia Rogríguez Rementeria","doi":"10.1109/SIIE53363.2021.9583634","DOIUrl":"https://doi.org/10.1109/SIIE53363.2021.9583634","url":null,"abstract":"The health crisis caused by the COVID-19 has entailed the global digitalization of the social, economic and educational spheres. Universities had to adopt the so-called “emergency remote learning” model. Adopting the online format as a temporary replacement for in-person teaching —in most cases, lacking the human and material resources necessary for such a sudden implementation—has affected the performance of the educational community. The changes in students’ participation and interaction, both inside and outside the classroom (be it in-person or online), have raised interest in both implementing corrective measures during the adaptation to the online format and designing key elements for hybrid teaching systems in the post-COVID era. This study presents some research carried out on this variable among undergraduate and Master students in the field of Engineering. Specifically, we have collected and analyzed data related to their participation in online sessions—compared to the in-person format—, focusing on elements perceived as facilitators and barriers. Analysis of the results reveals that both undergraduates and Master students acknowledge that their participation has been affected compared to in-person classes. Although they have the resources and space they need to attend classes, their participation is affected by factors such as activating their cameras or the impossibility of full communication through the online format, among others.","PeriodicalId":244532,"journal":{"name":"2021 International Symposium on Computers in Education (SIIE)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127958094","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"How effective are online teaching activities? A use case study in Higher Education","authors":"Carmen Carrión","doi":"10.1109/SIIE53363.2021.9583647","DOIUrl":"https://doi.org/10.1109/SIIE53363.2021.9583647","url":null,"abstract":"The COVID-19 pandemic stresses the necessity of using innovative learning technologies based on on-line activities. But, the efficient integration of new techniques lacks standard guidelines and available studies sometimes have conflicting results. To tackle this issue, this paper analyzes the impact of the incorporation of on-line activities in a third year computer science course. A comprehensive, easily reproducible methodology is employed, from design to final data-driven evaluation. The experimental results are analysed statistically to explore the relationship between behavioural and cognitive quantitative learning indicators considering both the short-term and long-term learning process. Our study suggests that for the short-term learning process, the more time students spend training in the activities, the better grades they receive. Surprisingly, we have not found the same evidence for long-term learning.","PeriodicalId":244532,"journal":{"name":"2021 International Symposium on Computers in Education (SIIE)","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133259611","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Náhuat Language Kinect Application for Museum","authors":"Walter Sánchez Campos, A. Pina, Gabriel Rubio","doi":"10.1109/SIIE53363.2021.9583657","DOIUrl":"https://doi.org/10.1109/SIIE53363.2021.9583657","url":null,"abstract":"This paper presents a proposal to contribute to promote the dissemination and awaken the interest in the Náhuat Language. We have designed a Náhuat Language Interactive Kinect Application not only to promote the dissemination and awaken the interest of the Náhuat language, but also to promote the dissemination of Pipil Archaeological Sites and Archaeological Artefact. Through this Kinect Application, visitors interact with a main menu using Kinect Sensor, so that users could choose between options a) Náhuat Dialogs in 2D Animation Format, b) Pipil Archaeological Sites and c) Archaeological Artefact. This Náhuat Language Kinect Application will be used in Anthropology Museums in the capital city of El Salvador.","PeriodicalId":244532,"journal":{"name":"2021 International Symposium on Computers in Education (SIIE)","volume":"300 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121459722","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Patrícia Cavedini, Silvia de Castro Bertagnolli, André Peres, Rubiane Severo Oliva, Ederson Luiz Locatelli, Saulo Vicente Nunes Caetano
{"title":"Educational Robotics and Physical Education: body and movement in learning laterality in Early Childhood Education","authors":"Patrícia Cavedini, Silvia de Castro Bertagnolli, André Peres, Rubiane Severo Oliva, Ederson Luiz Locatelli, Saulo Vicente Nunes Caetano","doi":"10.1109/SIIE53363.2021.9583641","DOIUrl":"https://doi.org/10.1109/SIIE53363.2021.9583641","url":null,"abstract":"This research aims to analyze how Robotics in Education can contribute to the development of laterality in children from age four to six. This study has an applied nature with exploratory and explanatory objectives, and it is part of a broader research that focuses on articulating theoretical aspects necessary for early childhood education using a practical approach - robotics in education. A survey was conducted starting from the skills described in the Brazilian National Common Curriculum Base (BNCC) and by identifying concepts that need to be explored in early childhood education. The starting point was the reading of a children’s book that had a dog as its main character. From this reading, possibilities for movements related to the development of body image were developed in the physical education class, especially the notion of lateral dominance and laterality. After that, it was developed an articulated robotic dog, which focused on exploring issues related to laterality. The robot was made on a 3D printer, using the Arduino platform and some electronic components for movement and communication. The robot communicates with the cell phone via an application developed using the App Inventor tool. Based on the experiments, it can be concluded that the robotic artifact, in line with the motor experiences offered in physical education classes, enabled the exploration of knowledge related to the awareness of one’s own body, affirmation of lateral dominance, as well as, the structuring of laterality, fundamental for the development of cognitive and learning.","PeriodicalId":244532,"journal":{"name":"2021 International Symposium on Computers in Education (SIIE)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126793342","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}