A Second Experimental Study the Application of a Teaching Plan for the Algorithms Subject in an Undergraduate Course in Computing using Active Methodologies
The objective of this article is to present the creation process of Pedagogical Strategies (PS) based on Socio-affective Scenarios mapped in a Virtual Learning Environment (VLE). Every year, enterprises are looking for new technologies that can improve the skills of their collaborators, bringing VLE resources to e-training formations. The PSs are actions carried out by professors or manager in their practice, both for e-learning and e-training. In order to develop a PS, it is important to consider the socio-affective profile. For data inference were used: Social and Affective Map. Using these two tools, 38 Socio-affective Scenarios were mapped and their strategies were developed. This study utilizes an applied qualitative approach. As a result, a total of 228 PSs based on Socio-affective Scenarios were developed by 15 specialist professors. Its main contribution is the creation of PS based on criteria that can be adapted to be applied in the industry context.
With the growing search for qualified professionals in the exact area, teaching in STEM (Science, Technology, Engineering, and Mathematics) areas is gaining importance. In parallel, it appears that drones are an increasingly present reality in the civil area; however, there are few scientific studies of their application in the pedagogical environment, and their insertion is still practically nil in the school environment. Thus, this work aims to analyze the feasibility of using a set of technologies based on drones, designed based on the theory of significant learning through the use of active methodologies. The study was carried out with 30 high school students and followed a line of quali-quantitative analysis, in which the quantitative data were collected from the results obtained in a pre and post-test and the qualitative ones through recordings during the interventions, observations of the researcher, and a semi-structured press interview. Finally, a triangulation between the methodologies was carried out, looking for congruent aspects between the different techniques used. As a result, it was found that the workshops with the platform based on drones helped in the understanding, construction, and interpretation of the content covered, and it can be concluded that there is a significant relationship between the use of the technological set proposed in the pedagogical process and the possibility of significant learning in the STEM areas by the students.
The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases. The results showed that the most common type of game was serious game, and the most common used technology was PC with additional equipment, but tablets were also often used. In addition, the studies were more focused on the development of cognitive abilities rather than of adaptive skills.
Games for learning are currently used in several disciplines for motivating students and enhancing their learning experience. This new approach of technology-enhanced learning has attracted researchers' and instructors' attention in the area of programming that is one of the most cognitively demanding fields in Computer Science. Several educational, or else serious, games for learning programming have been developed and the first results of their evaluation as a means of learning are quite positive. In this paper, we propose using arcade games as a means for learning programming. Based on this approach students first play a simple game, such as Snake or Tetris, study its code and then extend it. In a pilot study carried out in the context of an undergraduate programming course, students studied the source code of the well-known game Snake and extended it with new functionalities. The analysis of students' replies in a questionnaire showed that using arcade games as a means of learning programming concepts enhances students' motivation for learning programming, supports them in comprehending complex concepts and engages them in carrying out programming activities.
This paper considers the use of log data provided by learning management systems when studying whether students obey the problem-based learning (PBL) method. Log analysis turns out to be a valuable tool in measuring the use of the learning material of interest. It gives reliable figures concerning not only the number of use sessions but also the interlocking of various course activities. The longitudinal study based on log analysis makes use of a new software tool, SPY US. Our study concentrates on using log data analysis in improving the PBL method used in learning diagnostic skills with the help of Virtual Patients.