Pablo Haya

Dr. Pablo Haya

orcid

Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 February 2014 in Computers in Human Behavior
Verified
Journal Article
Closed access
PMPablo Molins-Ruano
Pablo Molins-Ruano
CSC. Sevilla
C. Sevilla
SSS. Santini
S. Santini
PHPablo Haya
Pablo Haya
PRP. Rodríguez
P. Rodríguez
SGSacha Gomez-Monivas
Sacha Gomez-Monivas

3 March 2015 in British Journal of Educational Technology
Verified
Journal Article
Open access
PDF file
PHPablo Haya
Pablo Haya
ODOliver Daems
Oliver Daems
NMNils Malzahn
Nils Malzahn
JCJorge Castellanos
Jorge Castellanos
HHHeinz Ulrich Hoppe
Heinz Ulrich Hoppe
Learning Analytics constitutes a key tool for supporting Learning Design and teacher‐led inquiry into student learning. In this paper, we demonstrate how a Social Learning Analytics toolkit can combine social network analysis and content analysis for supporting a global and formal teacher inquiry. This toolkit not only supports teachers in improving the organisation of the learning process but also generates important input to improve the students' reflection on their own learning. Our examples show how combinations of different levels of analysis can provide deep insight in the learning process. We report a case study that exemplifies the main features of our approach and the kind of outcomes that can be obtained. Commenting and rating processes on videos are analysed based on user traces from a social learning platform. Finally, we point out implications on the learning design for networked learning environments in general.

1 October 2016 in International Journal of Human-Computer Studies
Verified
Journal Article
Open access
David Roldán-ÁlvarezDavid Roldán-Álvarez
David Roldán-Álvarez
Estefanía Martín-BarrosoEstefanía Martín-Barroso
Estefanía Martín-Barroso
MGManuel Garcia-Herranz
Manuel Garcia-Herranz
PHPablo Haya
Pablo Haya
Few teachers include information and communication technology in the classroom, despite their potential for increasing attention and motivation for students. Educational authoring tools are intended to turn teachers into designers and deliverers of technology-enhanced educational content, and increasing the adoption of these tools is a key element for speeding up this transformation. This paper emphasizes the importance of learnability for preventing rejection or abandonment by of such an authoring tool, and how acceptance is deeply affected by the interaction paradigm and the creation metaphor used in the tool. We present an analysis comparing two design paradigms: the widespread menu-based and choice-guided interaction paradigm versus a consistent metaphor with direct manipulation. The latter was implemented in DEDOS-Editor, a novel authoring tool that allows the creation of diverse educational activities that can be performed on different devices, such as PCs, digital blackboards, tablets, and multitouch surfaces. An experimental study shows the tremendous impact that interface choices have on the tool's learning curve. The results provide the first mapping of the choice of a direct-manipulation interface and its effect on the learning curve's entry point, as well as a consistent interaction metaphor with smoother and fast-growing learning curves. This allows users to complete more tasks and gain more knowledge through experience, in contrast to menu-based interfaces. The initial use of the tool is thus made easier for users with no experience or information about the tool, and the advantages of experience and expertize in facing new challenges are facilitating. This work also highlights the appropriateness of learning curves as a tool for measuring learnability

4 September 2018 in Journal of Computer Assisted Learning
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Journal Article
Open access
PDF file
Estefanía Martín-BarrosoEstefanía Martín-Barroso
Estefanía Martín-Barroso
David Roldán-ÁlvarezDavid Roldán-Álvarez
David Roldán-Álvarez
PHPablo Haya
Pablo Haya
CFCristina Fernández‐Gaullés
Cristina Fernández‐Gaullés
CGCristian Guzmán
Cristian Guzmán
HQHermelinda Quintanar
Hermelinda Quintanar
The adoption of Information and Communication Technologies in early childhood education is crucial for adapting traditional classrooms to the digital era. Over time, young children are increasingly using touch screen technologies such as tablets at home and in early childhood settings. However, the literature shows that there is a significant gap in knowledge of using this technology in early childhood education. Most researchers have focused on the pedagogical theory behind using touch screen devices, but there have not been many empirical studies about how these technologies affect students' learning processes. This paper presents three learning experiences where early childhood students perform educational activities using tablet computers, interactive whiteboards, and paper cards. The results show that students who used the technology were more motivated and achieved better results that those who used paper cards.

17 August 2021 in Education Sciences
Verified
Journal Article
Open access
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David Roldán-ÁlvarezDavid Roldán-Álvarez
David Roldán-Álvarez
Estefanía Martín-BarrosoEstefanía Martín-Barroso
Estefanía Martín-Barroso
PHPablo Haya
Pablo Haya
Information and Communication Technologies (ICT) provide different opportunities to students with intellectual disabilities and to professionals who work with them. However, few studies address the use of collaborative learning platforms and handheld devices to enhance the integration of people with intellectual disabilities in the labour market. We present a learning experience where active methodologies, such as collaborative work, are combined with the use of iPads and a learning management system following a video self-modelling methodology. The goal of this study was to determine whether the combination of traditional methodologies and new could be appropriate for students with intellectual disabilities and how they behave when having to rate their partner’s work. The results show that the combination of active learning methodologies, video self-modelling and the use of learning platforms and tablets is promising for teaching job related skills to students with intellectual disabilities, as participants experienced increased motivation to complete the tasks, improving their skills in the process.

1 October 2012 in International Journal of Human-Computer Studies
Verified
Journal Article
Open access
TCTim Coughlan
Tim Coughlan
TCTrevor D. Collins
Trevor D. Collins
AAAnne Adams
Anne Adams
YRYvonne Rogers
Yvonne Rogers
PHPablo Haya
Pablo Haya
Estefanía Martín-BarrosoEstefanía Martín-Barroso
Estefanía Martín-Barroso
A variety of computing technologies, in addition to the personal computer, are now commonly used in many settings. As networking infrastructures mature, it is increasingly feasible and affordable to consider closer integration and use of these heterogeneous devices in tandem. However, little is known about how best to design or evaluate such ‘device ecologies’; in particular, how best to combine devices to achieve a desired type of collaborative user experience. A central concern is how users switch their attention between devices, to utilize the various elements to best effect. We describe here the development of an ecology of devices for groups of students to use when engaged in collaborative inquiry-learning activities. This included a multi-touch tabletop, laptops, projections, video streams and telephone. In situ studies of students and tutors using it in three different settings showed how individuals and groups switched their foci between the multiple devices. We present our findings, using a novel method for analysing users’ transitions between foci, identifying patterns and emergent characteristics. We then discuss the importance of designing for transitions that enable groups to appropriately utilise an ecology of devices, using the concepts of seams, bridges, niches and focal character