IEEE Revista Iberoamericana de Tecnologias del Aprendizaje
The IEEE Journal of Latin-American Learning Technologies (IEEE-RITA) focuses on technological applications and research in Education.
Latest Published Articles
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Using Raspberry Pi to Create a Solution for Accessing Educative Questionnaires From Mobile Devices
Rocío Andrea Rodríguez ; Pablo Cammarano ; Daniel Alberto Giulianelli ; Pablo Martín Vera ; Artemisa Trigueros ; Luciano J. AlbornozThu Nov 15 00:00:00 EST 2018 Thu Nov 15 00:00:00 EST 2018 -
Analysis of Innovative Approaches in the Class Using Conceptual Maps and Considering the Learning Styles of Students
Sun Nov 11 00:00:00 EST 2018 Sun Nov 11 00:00:00 EST 2018 -
Characteristics and Functions of a Virtual Laboratory of Induction Machines in the Teaching Environment
Fri Nov 09 00:00:00 EST 2018 Fri Nov 09 00:00:00 EST 2018 -
Designing the Didactic Strategy Modeling Language (DSML) From PoN: An Activity Oriented EML Proposal
Fri Nov 09 00:00:00 EST 2018 Fri Nov 09 00:00:00 EST 2018
Popular Articles
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Serious Games for the Development of Employment Oriented Competences
Mariluz Guenaga ; Sonia Arranz ; Isabel Rubio Florido ; Eduardo Aguilar ; Alex Ortiz de Guinea ; Alex Rayón ; Mara José Bezanilla ; Iratxe MenchacaWed Oct 16 00:00:00 EDT 2013 Wed Oct 16 00:00:00 EDT 2013 -
Localization and Navigation of an Omnidirectional Mobile Robot: The Robot@Factory Case Study
Thu Jan 14 00:00:00 EST 2016 Thu Jan 14 00:00:00 EST 2016 -
Usability Evaluation by Experts of a Learning Management System
Tue Oct 06 00:00:00 EDT 2015 Tue Oct 06 00:00:00 EDT 2015 -
Computational Thinking Between Philosophy and STEM—Programming Decision Making Applied to the Behavior of “Moral Machines” in Ethical Values Classroom
Thu Mar 01 00:00:00 EST 2018 Thu Mar 01 00:00:00 EST 2018 -
Experiences Using QR Codes for Improving the Teaching-Learning Process in Industrial Engineering Subjects
Thu May 17 00:00:00 EDT 2018 Thu May 17 00:00:00 EDT 2018
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Meet Our Editors
Editor-in-Chief
Martin Llamas-Nistal
EET - Campus Universitario
Telematics Engineering Department
Popular Documents (January 2019)
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Serious Games for the Development of Employment Oriented Competences
Mariluz Guenaga ; Sonia Arranz ; Isabel Rubio Florido ; Eduardo Aguilar ; Alex Ortiz de Guinea ; Alex Rayón ; Mara José Bezanilla ; Iratxe MenchacaPublication Year: 2013, Page(s):176 - 183
Cited by: Papers (1)This paper presents the research work carried out by an interdisciplinary group of technologists, educators, and entertainment experts from the University of Deusto to develop a serious game to practice generic skills in job-oriented education. This innovative serious game focuses on entrepreneurship skills and problem solving competences. Technology is a facilitator for a new teaching methodology... View full abstract»
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Localization and Navigation of an Omnidirectional Mobile Robot: The Robot@Factory Case Study
Publication Year: 2016, Page(s):1 - 9
Cited by: Papers (6)The Robot@Factory competition was recently included in Robotica, the main Portuguese Robotics Competition. This robot competition takes place in an emulated factory plant, where automatic guided vehicles (AGVs) must cooperate to perform tasks. To accomplish their goals, the AGVs must deal with localization, navigation, scheduling, and cooperation problems that must be solved autonomously. This rob... View full abstract»
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Usability Evaluation by Experts of a Learning Management System
Publication Year: 2015, Page(s):197 - 203
Cited by: Papers (5)We developed a proposal of a usability evaluation by the experts of a learning management system (LMS). The instrument is designed on the basis of the general criteria for the heuristic evaluation proposed by Nielsen, as well as on international standards, guides, and recommendations for software quality (ISO 9241 and ISO 9126). We present the results from applying the usability evaluation instrum... View full abstract»
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Computational Thinking Between Philosophy and STEM—Programming Decision Making Applied to the Behavior of “Moral Machines” in Ethical Values Classroom
Publication Year: 2018, Page(s):20 - 29This paper describes a learning activity on computational thinking in ethics classroom with compulsory secondary school students (14-16 years old). It is based on the assumption that computational thinking (or better “logical thinking”) is applicable not only to science, technology, engineering, and mathematics subjects but to any other field in education, and it is particularly suited for decisio... View full abstract»
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Experiences Using QR Codes for Improving the Teaching-Learning Process in Industrial Engineering Subjects
Publication Year: 2018, Page(s):56 - 62The number of mobile phones and tablets has notably been raising in last few years, which allows to extend its potential applications. In the field of education, the possibilities offered by augmented reality are yet to be explored. The experience which is proposed in this paper pretends to implement QR codes in subject teaching belonging to an industrial engineering degree. In particular, changes... View full abstract»
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Project-Based Learning Example: Controlling an Educational Robotic Arm With Computer Vision
Tomàs Pallejà Cabré ; Mercè Teixidó Cairol ; Davinia Font Calafell ; Marcel Tresanchez Ribes ; Jordi Palacín RocaPublication Year: 2013, Page(s):135 - 142
Cited by: Papers (13)This paper describes a project-based learning case example developed at the University of Lleida, Spain. This proposal was addressed to third-year engineering students and combines knowledge from computer vision and robotic control to complete an automation project task. The learning target was to develop a computer vision system that must detect a small object placed randomly on a target surface ... View full abstract»
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Teaching Image Processing in Engineering Using Python
Publication Year: 2016, Page(s):129 - 136
Cited by: Papers (1)This paper describes the experience during the execution of a project that applied the project-based learning (PBL) methodology for teaching an undergraduate course on image processing at the Universidad de los Llanos. During this project, the learners, the students of electronics engineering and computer science, were able to complement their lectures, process and manipulate images, and build the... View full abstract»
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Serious Games for Lean Manufacturing: The 5S Game
Publication Year: 2013, Page(s):191 - 196
Cited by: Papers (12)The global economic crisis makes it necessary to increase business competitiveness. Lean is a manufacturing philosophy that deserves the attention of employers and their employees, since its objectives are to increase productivity, reduce waste, and optimize available resources. The 5S method is a lean tool that can improve productivity by improving the organization of the workplace. A brief surve... View full abstract»
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Using Electronic Voting Devices for Increasing Students’ Participation in the Classroom and Easing Their Continuous Evaluation
Publication Year: 2018, Page(s):93 - 100In the context of the European Higher Education Area, it is needed to propose new motivation ways to engage university students in lectures. Since they prefer the application of active methodologies rather than passive ones, and they enjoy the use of interactive devices, using technology in the classroom seems promising. Thus, this paper presents an experience conducted in four technical subjects ... View full abstract»
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Influence of Arduino on the Development of Advanced Microcontrollers Courses
Publication Year: 2017, Page(s):208 - 217
Cited by: Papers (2)This paper describes the development of courses in the field of digital design that use Arduino boards as their main platforms. Arduino offers an intuitive development environment and multiple hardware and software resources that allow rapid development of microcontroller-based projects. However, due to the vast amount of information available, students were losing the capability to design their o... View full abstract»
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Personal Learning Environments and Online Classrooms: An Experience With University Students
Publication Year: 2015, Page(s):26 - 32
Cited by: Papers (3)This paper investigates the use of learning management systems as tools constituting student's personal learning environments in the degree of informatics applied to education in the National University of Chimborazo-Ecuador. The main result of this paper is that there is an increasing number of courses that rely on virtual classrooms, but learning occurs both in and out of these learning environm... View full abstract»
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Analysis of Innovative Approaches in the Class Using Conceptual Maps and Considering the Learning Styles of Students
Publication Year: 2018, Page(s):120 - 129This paper presents innovations to stimulate the autonomy of engineering students by using different active methodologies. The strategies designed to address this problem are based on analyzing students’ learning styles and incorporating specific tools into teaching practice, such as “M-eRoDes,” which supports the automatic evaluation and feedback of concept maps created by them. Among the main fi... View full abstract»
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Rapid Control Prototyping With Scilab/Scicos, RTAI-Lab for the Mic955 Training Module of the Feedback Instruments
Publication Year: 2018, Page(s):85 - 92A rapid control prototyping system for the MIC955 module of the feedback instruments is described. The system is supported on a computer with open source tools GNU Linux Fedora, Scilab/Scicos, and RTAI-Lab. The following are the phases of a control system design: 1) specifications: 2) modeling and identification; 3) analysis controller; 4) simulation; 5) implementation, and 6) verification in a de... View full abstract»
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Learning Scenarios for the Subject Methodology of Programming From Evaluating the Computational Thinking of New Students
Publication Year: 2018, Page(s):30 - 36Computational thinking is a cognitive process that allows generating solutions to problems through the use of skills, such as abstraction, decomposition, and algorithmic design. This paper presents the proposal to evaluate computational thinking of new students to relate knowledge indicated in the subject methodology of programming and to offer an initial environment of learning. This paper descri... View full abstract»
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A Visualization and Human–Computer Interaction Proposal in the Context of Pronunciation Information
Publication Year: 2016, Page(s):12 - 17The process of learning correct pronunciation can greatly benefit from the twin disciplines of information visualization (InfoVis) and human-computer interaction (HCI). HCI concerns with design, evaluation, and implementation for the ease of use of users, while InfoVis is responsible for representing multidimensional data in a specific information context. The two disciplines can, therefore, compl... View full abstract»
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Augmented Reality in a Smart Classroom—Case Study: SaCI
Publication Year: 2017, Page(s):165 - 172In this paper, we propose the utilization of augmented reality (AR) in a smart classroom (SaCI). The architecture of a SaCI has been proposed in a previous work, based on the paradigm of multi-agent systems. In this paper, we propose an agent that provides services of AR to display and design, among other things, augmented scenarios. In addition, we define an experimental real environment in SaCI ... View full abstract»
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Developing Leadership and Global Professional Engineer Competences in Our Students
Océane Boulais ; Max E. Torres ; Jonathan R. Solano ; Adriana C. Solano ; Juan D. Ramirez ; Maria M. Larrondo PetriePublication Year: 2015, Page(s):134 - 142In order to properly address the issues of today's global world, the importance of engineering students acquiring leadership and professional skills has increased tremendously. In fact, leadership is one of the basic pillars for global economic development. By immersing oneself in an engineering organization or honor society, one learns to cultivate a team-work mentality that will be invaluable in... View full abstract»
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Development of a Platform for Lean Manufacturing Simulation Games
Publication Year: 2013, Page(s):184 - 190
Cited by: Papers (2)More than ever, the economic globalization is creating the need to increase business competitiveness. Lean manufacturing is a management philosophy oriented to the elimination of activities that do not create any type of value and are thus considered a waste. One of the main differences from other management philosophies is the shop-floor focus and the operators' involvement. Therefore, the traini... View full abstract»
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Visual Programming Environments for Object-Oriented Programming: Acceptance and Effects on Student Motivation
Publication Year: 2017, Page(s):124 - 131This paper presents an experiment in which visual programming environments have been used in programming courses aiming at helping students to acquire the competencies of a course on object-oriented programming. This paper is centered on the analysis of the acceptance by the students of this type of environment, as well as its effect on the motivation of the students. The results obtained show dif... View full abstract»
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On Incorporating Affective Support to an Intelligent Tutoring System: an Empirical Study
Publication Year: 2018, Page(s):63 - 69Previous research studies have reported strong evidence that the emotional state of students may have a considerable impact on their learning. In this paper, we present an empirical study that evidences that it is possible to influence the user's affective state in a controlled way, by adapting the system's response. As part of this paper, we have analyzed the affective impact of varying the level... View full abstract»
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Framework to Evaluate M-Learning Systems: A Technological and Pedagogical Approach
Publication Year: 2016, Page(s):33 - 40
Cited by: Papers (11)This paper presents the analysis of recent research on mobile learning and usability areas, applying a systematic mapping study. The aim is to understand the tendencies and needs in the m-learning field. The results demonstrate that research in the area has grown significantly since 2013, and we identify a necessity when we see that not all the m-learning applications have used usability tests; we... View full abstract»
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Self-Regulated Learning in a Computer Programming Course
Publication Year: 2018, Page(s):75 - 83This paper contains an exploratory study on self-regulation by a group of students during a second-year computer programming course (data structures). Self-regulation was measured through the implementation of an instrument that evaluates motivation and learning strategies. From the results of the implementation, the relation between self-regulation and academic performance among the students was ... View full abstract»
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“Evolution”: Design and Implementation of Digital Educational Material to Strengthen Computational Thinking Skills
Publication Year: 2018, Page(s):37 - 45This paper describes how an educational digital material supports the improvement of skills in the development of algorithms within math problems, which belong to a part of an operative computational thinking, in students of the subject logic programming. This paper reflects how students lack the fundamentals of math and the algorithmic thinking which is required to solve the problems established ... View full abstract»
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Using Raspberry Pi to Create a Solution for Accessing Educative Questionnaires From Mobile Devices
Rocío Andrea Rodríguez ; Pablo Cammarano ; Daniel Alberto Giulianelli ; Pablo Martín Vera ; Artemisa Trigueros ; Luciano J. AlbornozPublication Year: 2018, Page(s):144 - 151Raspberry Pi has the capability of being configured as an access point and as a web server, so it can be used for creating applications reachable from mobile devices without needing an Internet connection. The proposal is based on the possibility for students to answer questionnaires from their mobile devices. The teacher can observe answers in real time. This solution adds dynamism integrating th... View full abstract»
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Gamification of the Learning Process: Lessons Learned
Faraón Llorens-Largo ; Francisco J. Gallego-Durán ; Carlos J. Villagrá-Arnedo ; Patricia Compañ-Rosique ; Rosana Satorre-Cuerda ; Rafael Molina-CarmonaPublication Year: 2016, Page(s):227 - 234
Cited by: Papers (5)Although several definitions of gamification can be found in the literature, they all have in common certain aspects: the application of strategies, models, dynamics, mechanics, and elements of the games in other contexts than games, and the objective of producing a playful experience that fosters motivation, involvement, and fun. In this paper, our approach gamifying the learning process of a sub... View full abstract»
Aims & Scope
The IEEE Journal of Latin-American Learning Technologies (IEEE-RITA) focuses on technological applications and research in Education.
Meet Our Editors
Editor-in-Chief
Martin Llamas-Nistal
EET - Campus Universitario
Telematics Engineering Department
Further Links
Aims & Scope
The main scope of IEEE-RITA are technological applications and research in Education. Therefore, it covers from the design and research in new learning tools, techniques and materials supporting teaching and learning, to applications, pedagogical methods and particular experiences using them in engineering education. Always focusing on the IEEE environment inside Electrical Engineering, Electronic Technology, Telecommunications and Computer Science.
Persistent Link: https://ieeexplore.ieee.org/servlet/opac?punumber=6245520 More »
Frequency: 4
ISSN: 1932-8540
Publication Details:
Published by:
Subjects
- General Topics for Engineers
Contacts
Editor-in-Chief
Martin Llamas-Nistal
EET - Campus Universitario
Telematics Engineering Department
Vigo E-36310 SPAIN
martin@uvigo.es
Phone:+34 986812171
Fax:+34 986812171
About this Journal
Contacts
Editor-in-Chief
Martin Llamas-Nistal
EET - Campus Universitario
Telematics Engineering Department