In the context of the science, technology, engineering, arts and mathematics disciplines in education, subjects tend to use contextualized activities or projects. Educational robotics and computational thinking both have the potential to become subjects in their own right, though not all educational programs yet offer these. Despite the use of technology and programming platforms being widespread, it is not common practice to integrate computational thinking and educational robotics into the official curriculum in secondary education. That is why this paper continues an initial project of integrating computational thinking and educational robotics into a secondary school in Barcelona, Spain. This study presents a project-based learning approach where the main focus is the development of skills related to science, technology, engineering, arts and mathematics and the acquisition of computational thinking knowledge in the second year of pupils’ studies using a block-based programming environment. The study develops several sessions in the context of project-based learning, with students using the block-programming platform ScratchTM. During these sessions and in small-group workshops, students will expand their knowledge of computational thinking and develop 21st-century skills. We demonstrate the superior improvement of these concepts and skills compared to other educational methodologies.
1 October 2014 in Journal of Cases on Information Technology
This paper describes the use of gamification and visual technologies in a classroom for higher education, specifically for university students. The goal is to achieve a major increase in student motivation and engagement through the use of various technologies and learning methodologies based on game mechanics called gamification. Gamification is used to engage students in the learning process. This study adds learning methodologies like Learning by Doing to students' collaborative work, and mixes teacher support with new, accessible technology, such as virtual reality and visualization 3D on the web thanks to webGL. This creates a new management tool, called GLABS, to assist in the gamification of the classroom. Understanding the role of gamification and the technology in education means understanding under what circumstances game elements can drive a student's learning behavior so that he or she may achieve better results in the learning process.
24 July 2014 in Universal Access in the Information Society
A mixed-methods study evaluating the motivation and satisfaction of Architecture degree students using interactive visualization methods is presented in this paper. New technology implementations in the teaching field have been largely extended to all types of levels and educational frameworks. However, these innovations require approval validation and evaluation by the final users, the students. In this paper, the advantages and disadvantages of applying mixed evaluation technology are discussed in a case study of the use of interactive and collaborative tools for the visualization of 3D architectonical models. The main objective was to evaluate Architecture and Building Science students’ the motivation to use and satisfaction with this type of technology and to obtain adequate feedback that allows for the optimization of this type of experiment in future iterations.
10 July 2017 in Universal Access in the Information Society
The main focus of this study was the inclusion of informal methods in the educational frameworks of architectural and urban design. The project used is based on the 3D representation of virtual models of new urban proposals in order to re-organize a local market in Tonalá, Mexico. Starting from a formal course, where the students had to develop solutions to real architecture and urban problems, a second phase was designed, based on feedback in an informal environment by the end-users (citizens and professionals). The key objectives of the experiment were to show students to connect and receive feedback through technology, evaluate how these interactions can define new informal ways of learning, and discuss how this informal data can be incorporated into an academic curriculum. The results confirm how the informal interaction constitutes a great contribution in the improvement of student’s skills, even considering that the incorporation of informal data into their evaluation still remains challenging.Postprint (author's final draft