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Virtual reality simulators represent an affordable alternative for teaching and learning specific skills in environments notavailable in reality for educational purposes. Their goal is to provide a simulated environment where students can... more
Virtual reality simulators represent an affordable alternative for teaching and learning specific skills in environments notavailable in reality for educational purposes. Their goal is to provide a simulated environment where students can practicereal tasks in a safer way and with no real consequences in fields as engineering or surgery. For a simulator to become a morecomplete teaching and learning tool, it should also include the expertknowledge required to provide instant feedback to theuser. SHULE is a framework for building haptic simulators to be used with educational purposes that includes expertknowledge. In order to increase users’ motivation, we have also considered game features in the framework design,development and integration with other tools. This process includes the elements needed to provide a challenging goal forthe simulator with the correct amount of uncertainty that would increase user’s curiosity enough to keep on using it untilcertain skill is achieved. Simu...
Improving students’ involvement in universities classes is a challenging problem. This problem is particularly relevant intechnical studies, even worst in computer related subjects where students tend to be very independent. In this... more
Improving students’ involvement in universities classes is a challenging problem. This problem is particularly relevant intechnical studies, even worst in computer related subjects where students tend to be very independent. In this paper, wepropose the use of peer review as a methodology that can help students to get more involved and to develop specific abilitieshas critical thinking. We have successfully used this approach in three different courses in different years (freshman andsophomore) and different studies. Quantitative and qualitative data was collected during these experiences to evaluatestudents’ opinion and performance. This information is analysed and discussed in the paper and our conclusions are alsohighlighted as well as some ideas for future improvement.
espanolEl presente articulo describe las principales lineas de investigacion del grupo de Robotica de la Universidad de Leon y especialmente detalladas aquellas relacionadas con la informatica educativa. Se describe 4 areas principales de... more
espanolEl presente articulo describe las principales lineas de investigacion del grupo de Robotica de la Universidad de Leon y especialmente detalladas aquellas relacionadas con la informatica educativa. Se describe 4 areas principales de investigacion: Robotica, Interaccion, Ciberseguridad y TICs aplicadas a la educacion, donde esta ultima sera transversal al resto. Entre las lineas vinculadas a la informatica educativa destacan algunas como la robotica educativa, el uso de hapticos para el aprendizaje de destrezas manuales, el seguimiento de los alumnos mediante la aplicacion de analiticas de aprendizaje y mineria de datos, la evaluacion del trabajo en equipo, la coevaluacion y el aprendizaje colaborativo y basado en retos. EnglishThis paper describes the main research lines of the University of Leon Robotics Research group related with Educational Informatics. The 4 main research areas of the group are commented: Robotics, Interaction, Cybersecurity and ICT applied to Educational...
After the computational thinking sessions in the previous 2016-2019 editions of TEEM Conference, the fifth edition of this track has been organized in the current 2020 edition. Computational thinking is still a very significant topic,... more
After the computational thinking sessions in the previous 2016-2019 editions of TEEM Conference, the fifth edition of this track has been organized in the current 2020 edition. Computational thinking is still a very significant topic, especially, but not only, in pre-university education. In this edition, the robotic has a special role in the track, with a strength relationship with the STEM and STEAM education of children at the pre-university levels, seeding the future of our society.
La minería de datos tiene como fin encontrar patrones que expliquen la tendencia de los datos, es por ello que con el objetivo de extraer conocimiento de los trabajos de titulación de la Facultad de Ciencias de la Escuela Superior... more
La minería de datos tiene como fin encontrar patrones que expliquen la tendencia de los datos, es por ello que con el objetivo de extraer conocimiento de los trabajos de titulación de la Facultad de Ciencias de la Escuela Superior Politécnica de Chimborazo; se aplicaron cinco modelos de clasificación: Máquinas de Soporte Vectorial, Redes Neuronales, Árbol de Decisión, Bosque Aleatorio y Potenciación; considerando las líneas Diseño de Experimentos y Análisis Multivariable. Para identificar el modelo óptimo se aplicó Rattle, se calcularon tres medidas de rendimiento, las precisiones: global, positiva y negativa; siendo la curva ROC y los Árboles de Decisión, gráficas que permitieron visualizar el modelo de predicción con mejor ajuste, así como los programas que caracterizan las líneas de investigación. Los resultados mostraron que para la línea Diseño de Experimentos, el modelo con mayor precisión fue Bosque Aleatorio, con un 71,48% de predicciones que son correctas respecto al total;...
We are living the end of a first wave of transformation of education caused by the incorporation of ICT to educational processes. In the time of MOOCs, informal and social learning, gamification, game-based learning, etc., we are facing a... more
We are living the end of a first wave of transformation of education caused by the incorporation of ICT to educational processes. In the time of MOOCs, informal and social learning, gamification, game-based learning, etc., we are facing a second wave of transformation. This time the wave is cross-technological, and focuses on the study, understanding and improvement of educational processes through the analysis of the educational data collected along such processes, in what is known as learning analytics (LA). There are currently three main barriers to the diffusion and use of LA in educational institutions and companies: the dispersion and fragmentation of LA propositions and solutions, the lack of availability of resources for integration of LA, and the lack of professionals trained in the implementation of LA solutions. SNOLA (Spanish Network of Learning Analytics) emerges as a reflection of Spanish research groups focusing on learning analytics, and as a means to overcome these barriers in Spain from a multidisciplinary networking approach.
This work integrates two aspects whose positive impact on learning has been tested flip teaching and cooperation among students. In this proposal the faculty/students of a subject use, throughout the flip teaching technique, the resources... more
This work integrates two aspects whose positive impact on learning has been tested flip teaching and cooperation among students. In this proposal the faculty/students of a subject use, throughout the flip teaching technique, the resources created by students of a different degree. The theme of the resources is about teamwork competence, topic in which students create and later use the resources. The paper describes how to use and organize the generated and shared resources by the students, using the proposed teaching/learning methodology that is so called Micro Flip Teaching. Also, the results of the students’ usefulness perception are presented.
Learning is something that not only happens in formal contexts linked to institutions. Learning also happens outside of them. One of the contexts where the individuals also learn is in the workplace. In order this learning to be... more
Learning is something that not only happens in formal contexts linked to institutions. Learning also happens outside of them. One of the contexts where the individuals also learn is in the workplace. In order this learning to be effective, the same tools used in the institutional context can be used. Learning platforms are a clear example of this, although not always the requirements for these tools in business contexts are the same than in formal educational ones. This paper presents the experience of the definition, deployment and adaptation of a learning platform for the SunEdison company, with very specific requirements specially with regard to the number of supported students and the high availability of the learning solution. The project has been defined in a flexible way to facilitate the integration with other company business tools and the addition of new functionalities in an easy way.
Even though informal learning plays an important role in everyone's life, not everyone is aware of its importance. These informal activities contribute to the development of self-regulated learning that can help productivity in... more
Even though informal learning plays an important role in everyone's life, not everyone is aware of its importance. These informal activities contribute to the development of self-regulated learning that can help productivity in different environments. As this kind of apprentices grow, the need to keep track of this developed knowledge is becoming vital. This paper presents a study on the perception and usage of a tool that would help keeping track of learners' informal learning. This study was conducted both within academic and professional contexts and was developed within the European Commission funded TRAILER project. The contexts were similar regarding the importance and perception of informal learning, but differed concerning tool usage and the usefulness of such a platform. The overall idea of managing one's informal learning was well accepted and welcomed, which validated the emerging need for a tool with this purpose.
COVID pandemic has changed the way in which we carry out our daily life and also have affected educational processes. Teaching and learning have changed from a most common face to face context to a blended or online context. This implies... more
COVID pandemic has changed the way in which we carry out our daily life and also have affected educational processes. Teaching and learning have changed from a most common face to face context to a blended or online context. This implies changes in the way to carry out the activates and have an impact in research projects such as RoboSTEAM. Such project, that applies Challenge Based Learning methodologies with application of Robotics and Mechatronics, requires to change its approach to show how it is possible to succeed in the new situation. This paper describes how the project has evolved, how it has been affected by COVID and the possible changes to carry out. Regarding this last issue remote labs and online tools are presented as solutions to support changes in the application of challenge-based learning methodology.
This study offers a comprehensive analysis of COVID-19 research in education. A multi-methods approach was used to capture the full breadth of educational research. As such, a bibliometric analysis, structural topic modeling, and... more
This study offers a comprehensive analysis of COVID-19 research in education. A multi-methods approach was used to capture the full breadth of educational research. As such, a bibliometric analysis, structural topic modeling, and qualitative synthesis of top papers were combined. A total of 4,201 articles were retrieved from Scopus, mostly published from 2019 to 2021. In this work special attention is paid to analyzing and synthesizing findings about: (i) status of research about COVID-19 regarding frequencies, venues, publishing countries, (ii) identification of main topics in the COVID-19 research, and (iii) identification of the major themes in most cited articles and their impact on the educational community. Structural topic modeling identified three main groups of topics that related to education in general, moving to online education, or diverse topics (e.g., perceptions, inclusion, medical education, engagement and motivation, well-being, and equality). A deeper analysis of ...
Search everything published regarding the role of haptic feedback in teleoperation systems with robots. The goal of this systematic review is to investigate the role of haptic feedback in the context of HRI in teleoperation systems. The... more
Search everything published regarding the role of haptic feedback in teleoperation systems with robots. The goal of this systematic review is to investigate the role of haptic feedback in the context of HRI in teleoperation systems. The working hypothesis consists of demonstrating whether the use of haptic feedback improves the user's interaction with the teleoperated system.
social tools) make informal learning more visible. This kind of learning is not linked to an institution or a period of time, but it is important enough to be taken into account. On the one hand, learners should be able to communicate to... more
social tools) make informal learning more visible. This kind of learning is not linked to an institution or a period of time, but it is important enough to be taken into account. On the one hand, learners should be able to communicate to the institutions they are related to, what skills they possess, whether they were achieved in a formal or informal way. On the other hand the companies and educational institutions need to have a deeper knowledge about the competencies of their staff. The TRAILER project provides a methodology supported by a technological framework to facilitate communication about informal learning between businesses, employees and learners. The paper presents the project and some of the work
Version Control Systems are commonly used for Information and communication technology professionals. They also allows to follow the activity of a single programmer working in a project. For these reasons, Version Control Systems are also... more
Version Control Systems are commonly used for Information and communication technology professionals. They also allows to follow the activity of a single programmer working in a project. For these reasons, Version Control Systems are also used by educational institutions. The aim of this work is to demonstrate that the student performance may be evaluated, and even predicted, by monitoring their interaction with a Version Control System. In order to do so we have build a Machine Learnings model to predict student results in a specific task of the Ampliación de Sistemas Operativos subject from the second course of the degree in Computer Science of the University of León through their interaction with a Git repository.
Virtual desktops in cloud scenarios play a significant role in higher education. Nowadays, the idea of moving laboratories to the cloud seems mandatory and it is necessary to maintain students’ commitment in this new scenario. This paper... more
Virtual desktops in cloud scenarios play a significant role in higher education. Nowadays, the idea of moving laboratories to the cloud seems mandatory and it is necessary to maintain students’ commitment in this new scenario. This paper aims at two targets, customizing a Virtual Desktop platform for delivering the laboratories of a programming course in a Computer Science Bachelor Degree and empirically apply the technology acceptance model and the system usability scale to a set of students that use it. Results obtained in this paper provide insights about the direct effect between the perceived ease of use, perceived usefulness, and attitude to technology following the technology acceptance model (TAM) as well as a comprehensive analysis of the system usability scale (SUS) of our platform.
This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate... more
This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also analyzed. As a result of this process, four realistic simulators were applied in the review’s referred context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ visual modeling due to the 3D rendering engines and the second reason is because they apply physics engines, allowing the robot’s interaction with the environment.
Nowadays, companies are demanding better‐prepared professionals to succeed in a digital society, and the acquisition of Science, Technology, Engineering, Arts, and Mathematics (STEAM)‐related competencies is a key issue. One of the main... more
Nowadays, companies are demanding better‐prepared professionals to succeed in a digital society, and the acquisition of Science, Technology, Engineering, Arts, and Mathematics (STEAM)‐related competencies is a key issue. One of the main problems in this sense is how to integrate STEAM into the current educational curricula. This is not something related to a subject or educational trend but rather to new methodological approaches that can engage students. In this sense, such active methodologies that apply mechatronics and robotics could be an interesting path to pursue. Given this context, the first necessary task in evaluating the potential of this approach is to understand the landscape of the application of robotics and mechatronics in STEAM Education and how active methodologies are applied in this sense. To carry out this analysis in a systematic and replicable manner, it is necessary to follow a methodology. In this case, the researchers employ a systematic mapping review. This paper presents this process and its main findings. Fifty‐four studies have been selected out of 242 total studies analyzed. From these, beyond obtaining a clear vision of the STEAM landscape regarding project topics, we can also conclude that robotics and physical devices have been applied successfully with collaborative methodologies in STEAM Education. Regarding conclusions, this paper shows that robotics and mechatronics applied with active methodologies is to be a good means to engage students in STEAM disciplines and thus aid the acquisition of what is commonly known as “21st‐century skills.”
Five thousand six hundred ten scientific articles related to Learning Analytics (LA) are stored in Scopus and Web of Science from 2014 until 2019, as evidence of the importance and increasing interest in this new line of research. LA is... more
Five thousand six hundred ten scientific articles related to Learning Analytics (LA) are stored in Scopus and Web of Science from 2014 until 2019, as evidence of the importance and increasing interest in this new line of research. LA is the measurement, collection, analysis and reporting of data about learners and their contexts, for the purposes of understanding and optimizing learning and the environments in which it occurs. LA is widely used in universities; Ecuador has three hundred forty-five Higher Educational Institutions. One of the reasons why research in the area of LA does not increase is the lack of a baseline (cutting edge information that provides starting points for researching and publishing). This research discovers and analyses scientific documents in LA and answers the central question: What is the baseline of scientific documents on LA in Ecuador? The methodology used was a Systematic Review (SR) to answer eight research questions about scientific articles and theses in LA by Ecuadorian authors. The study presented in this paper was carried out from 2014 to June 2019; ninety-nine scientific documents about LA were found in Scopus, WOS, IEEE, RRAAE and Senescyt. Sixty-one scientific documents were downloaded, arranged and analyzed using Statistical Implicative Analysis (SIA) after removing duplicates, applying inclusion, exclusion and quality criteria. SIA was proposed by Regis Gras and discovers rules between variables and represents them through dendrograms. SR together with SIA was used for the first time in this paper. The built baseline will allow learning more about LA in Ecuador and increasing research and publications.
The integration of a Supercomputer in the educational process improves student’s technological skills. The aim of the paper is to study the interaction between science, technology, engineering, and mathematics (STEM) and non-STEM subjects... more
The integration of a Supercomputer in the educational process improves student’s technological skills. The aim of the paper is to study the interaction between science, technology, engineering, and mathematics (STEM) and non-STEM subjects for developing a course of study related to Supercomputing training. We propose a flowchart of the process to improve the performance of students attending courses related to Supercomputing. As a final result, this study highlights the analysis of the information obtained by the use of HPC infrastructures in courses implemented in higher education through a questionnaire that provides useful information about their attitudes, beliefs and evaluations. The results help us to understand how the collaboration between institutions enhances outcomes in the education context. The conclusion provides a description of the resources needed for the improvement of Supercomputing Education (SE), proposing future research directions.
In order to achieve a true transition from the Information Society to the Knowledge Society, Information and Communication Technologies must play a capital role in educational and knowledge management processes. The gap between advances... more
In order to achieve a true transition from the Information Society to the Knowledge Society, Information and Communication Technologies must play a capital role in educational and knowledge management processes. The gap between advances in technology and current teaching methods is slowing up the integration of new educational technologies into already existing technological and methodological frameworks. As a result, the combination of mature educational technologies and educational methods does not meet the demands of today's society. In the pursuit of ways to reconcile consolidated and emerging technologies with educational methods to improve educational processes, the authors propose a technological environment to support learning services: the learning ecosystem. This chapter presents an initial proposal of a learning technological ecosystem based on an architecture framework and interoperable components, and outlines the required elements, actions and methods for learning ...
The majority of tasks and processes at the workplace involve the collaboration of two or more people, which explains that teamwork competence acquisition has become a priority for educational institutions. In project-based learning,... more
The majority of tasks and processes at the workplace involve the collaboration of two or more people, which explains that teamwork competence acquisition has become a priority for educational institutions. In project-based learning, student assessment is complex and generally focuses on the final outcome delivered by the group, without paying attention to the contribution of each individual or to the complete process. CTMTC is a methodology that facilitates teamwork competence acquisition and individual and group assessment in collaborative learning. This study describes and evaluates the application of CTMTC for student assessment in group project-based learning in Higher Education. The study also shows a particular case scenario of application of CTMTC and evaluates the benefits derived from the use of CTMTC. The results suggest that the methodology should be tailored to students’ needs and course characteristics, and reveal a positive perception from students about the application of the CTMTC methodology.
Google Docs is a well-known suite of online collaborative tools for document processing, spreadsheets, online presentations, drawing and even forms. The last versions of the major open source LMS Moodle, offers weak integrations with... more
Google Docs is a well-known suite of online collaborative tools for document processing, spreadsheets, online presentations, drawing and even forms. The last versions of the major open source LMS Moodle, offers weak integrations with Google Docs treating it as a content repository. But these integrations are neglecting the collaborative qualities of the Google Docs suite and its potential as a learning activity within the LMS course. This paper presents an integration proposal that using the IMS Basic Learning Tools Interoperability (IMS BLTI) standard turns Google Docs into an engine that powers collaborative learning activities within the LMS Moodle.
New ICT technologies are continuously introducing changes in the way in which society generates, shares and access information. This is changing what society expects and requires of education. eLearning is acting as a vector of this... more
New ICT technologies are continuously introducing changes in the way in which society generates, shares and access information. This is changing what society expects and requires of education. eLearning is acting as a vector of this change, introducing pervasive transformations in and out of the classroom. But with Learning Management Systems (LMS) users have reached a plateau of productivity and stability. At the same time outside the walled garden of the LMS new transformative tools, services and ways of learning are already in use, within the PLE and PLN paradigms. The stability and maturity of the LMS may become yet another resistance factor working against the introduction of innovations. New tools and trends cannot be ignored, and this is the reason why learning platforms should become open and flexible environments. In the course of this article the reasons for this change and how it may be addressed will be discussed, together with a proposal for architecture based on Moodle.

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