There is a growing tendency to incorporate gamification activities with the aim of improving student's motivation in science, technology, engineering and mathematics (STEM) courses. One of the strategies to apply gamification in the classroom is the use of the escape room. In this work different experiences of escape room in the context of formal university education are analysed. The analysis of students' opinions shows that such activities are well received regardless of background (engineering or education) or gender. The emotions that arise from the experience are mostly positive and the students state that they have developed both specific and transversal competencies. Finally, practical considerations are proposed based on the lessons learned from the developed experiences.
1 February 2019 in Resources, Conservation and Recycling
The unprecedented urban growth of recent years requires improved urban planning and management to make urban spaces more inclusive, safe, resilient and sustainable. Additionally, humanity faces the COVID pandemic, which especially complicates the management of Smart Cities. A possible solution to address these two problems (environmental and health) in Smart Cities may be the use of Machine Learning techniques. One of the objectives of our work is to thoroughly analyze the link between the concepts of Smart Cities, Machine Learning techniques and their applicability. In this work, an exhaustive study of the relationship between Smart Cities and the applicability of Machine Learning (ML) techniques is carried out with the aim of optimizing sustainability. For this, the ML models, analyzed from the point of view of the models, techniques and applications, are studied. The areas and dimensions of sustainability addressed are analyzed, and the Sustainable Development Goals (SDGs) are discussed. The main objective is to propose a model (EARLY) that allows us to tackle these problems in the future. An inclusive perspective on applicability, sustainability scopes and dimensions, SDGs, tools, data types and Machine Learning techniques is provided. Finally, a case study applied to an Andalusian city is presented.
Recent developments in machine learning applications are deeply concerned with the poor interpretability of most of these techniques. To gain some insights in the process of designing data-based models it is common to graphically represent the algorithm’s results, either in their final or intermediate stage. Specially challenging is the task of plotting multiclass classification results as they involve categorical variables (classes) rather than numeric results. Using the well-known MNIST dataset and a simple neural network as an example, this paper reviews the existing techniques to visualize classification results, from those centered on a particular instance or set of instances, to those representing an overall performance metric. As classification results are commonly summarized in the form of a confusion matrix, special attention is paid to its graphical representation. From this analysis, a new visualization tool is derived, which is presented in two forms: confusion star and confusion gear. The confusion star is centered on the classification errors, while the confusion gear focuses on the classification hits. The proposed visualization tools are also evaluated when facing: (i) balanced and imbalanced classifiers issues; (ii) the problem of representing errors with different orders of magnitude. By using shapes instead of colors to represent the value of each matrix cell, the new tools significantly improve the readability of the confusion matrices. Furthermore, we show how the area enclosed by the confusion stars and gears are directly related to standard classification metrics. The new graphic tools can be also usefully employed to visualize the performances of a sequence of classifiers.