Mariluz Guenaga

Dr. Mariluz Guenaga

Faculty of Engineering
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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4 October 2016 in IEEE Transactions on Education
Verified
Journal Article
Closed access
JGJavier Garcia-Zubia
Javier Garcia-Zubia
JCJordi Cuadros
Jordi Cuadros
SRSusana Romero
Susana Romero
UHUnai Hernandez-Jayo
Unai Hernandez-Jayo
POPablo Orduna
Pablo Orduna
IGIngvar Gustavsson
Ingvar Gustavsson
Remote laboratories give students the opportunity of experimenting in STEM by using the Internet to control and measure an experimental setting. Remote laboratories are increasingly used in the classroom to complement, or substitute for, hands-on laboratories, so it is important to know its learning value. While many authors approach this question through qualitative analyses, this paper reports a replicated quantitative study that evaluates the teaching performance of one of these resources, the virtual instrument systems in reality (VISIR) remote laboratory. VISIR, described here, is the most popular remote laboratory for basic analog electronics. This paper hypothesizes that use of a remote laboratory has a positive effect on students' learning process. This report analyzes the effect of the use of VISIR in five different groups of students from two different academic years (2013-2014 and 2014-2015), with three teachers and at two educational levels. The empirical experience focuses on Ohm's Law. The results obtained are reported using a pretest and post-test design. The tests were carefully designed and analyzed, and their reliability and validity were assessed. The analysis of knowledge test question results shows that the post-test scores are higher that the pretest. The difference is significant according to Wilcoxon test (p < 0.001), and produces a Cohen effect size of 1.0. The VISIR remote laboratory's positive effect on students' learning processes indicates that remote laboratories can produce a positive effect in students' learning if an appropriate activity is used.

19 July 2018 in Interactive Learning Environments
Verified
Journal Article
Closed access
Arnon HershkovitzArnon Hershkovitz
Arnon Hershkovitz
RSRaquel Sitman
Raquel Sitman
Rotem Israel-FishelsonRotem Israel-Fishelson
Rotem Israel-Fishelson
AEAndoni Eguíluz
Andoni Eguíluz
Pablo GaraizarPablo Garaizar
Pablo Garaizar
Mariluz GuenagaMariluz Guenaga
Mariluz Guenaga
Many worldwide initiatives consider both creativity and computational thinking as crucial skills for future citizens, making them a priority for today's learners. We studied the associations between these two constructs among middle school students (N = 57), considering two types of creativity: a general creative thinking, and a specific computational creativity. We did so using learning analytics, specifically, by operationalizing a log-based assessment of computational creativity. We find some evidence for an association between Computational Creativity and Computational Thinking: Demonstrating originality in an early stage of the game is associated with succeeding in this stage relatively easily, however negatively associated with progressing farther in the game. We also find that Computational Creativity is better explained by a state- rather than a trait-model. No associations were found between Creative Thinking and Computational Thinking. Furthermore, we find some striking associations between the two measures of creativity.

26 January 2022 in Sustainability
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Journal Article
Open access
PDF file
Mariluz GuenagaMariluz Guenaga
Mariluz Guenaga
AEAndoni Eguíluz
Andoni Eguíluz
Pablo GaraizarPablo Garaizar
Pablo Garaizar
AMAnder Mimenza
Ander Mimenza
From an early age, girls disregard studies related to science, technology, engineering, or mathematics (STEM), and this means that a gender gap begins during secondary education and continues to increase over time. Multiple causes have been identified for this phenomenon in the literature, and numerous initiatives are being carried out to reverse this situation. In this paper, we analyze the impact that a group mentoring initiative led by a female STEM role model had on the young people who participated and whether the impact was different based on their sex. We analyzed how these mentoring sessions affected their attitudes towards technology, mathematical self-efficacy, gender stereotypes, science and technology references, and career vocations. To this end, 303 students between the ages of 10 and 12 years old from 10 schools in Spain participated in the six sessions comprising the program and completed a series of questionnaires before and after participating. The results show that the program had an impact on the students’ attitudes towards technology, increased the number of female STEM references they knew, and improved their opinions of vocations and professions related to science and technology. The impact was greater among girls, although in aspects such as attitudes towards technology, the female participants still demonstrated lower values than boys. The program did not improve the stereotypes that the young participants had about mathematical self-efficacy, which was also always lower among girls. We conclude that the lack of STEM vocations among girls is rooted in multiple social, educational, and personal aspects that need to be addressed from a very early age and that should involve multiple agents.

1 November 2017 in IEEE Transactions on Emerging Topics in Computing
Verified
Journal Article
Closed access
AEAndoni Eguíluz
Andoni Eguíluz
Mariluz GuenagaMariluz Guenaga
Mariluz Guenaga
Pablo GaraizarPablo Garaizar
Pablo Garaizar
COCristian Olivares-Rodríguez
Cristian Olivares-Rodríguez
In recent years, many initiatives have aimed to develop basic computational thinking skills. Despite the popularity of online platforms for early programmers, we still lack detailed information to analyze how these skills are acquired. In the present study we analyzed clickstream data from 3,355 participants enrolled in several Computational Thinking workshops using Kodetu, an online platform with fine grained logging features. Participants used Kodetu's coding blocks to solve challenges of increasing difficulty while we gathered their clickstream in the platform. Here, we present our findings after evaluating these data in regards of participants' characteristics (age, sex, previous knowledge), similarity with previously submitted solutions, and degree of discrepancy from the optimal solution. To facilitate collaboration with other researchers in this area, we released our dataset under an open license. To the best of our knowledge, this is the largest Computational Thinking-related datasets publicly available.

1 January 2004 in Lecture Notes in Computer Science
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Book Chapter
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PDF file
Mariluz GuenagaMariluz Guenaga
Mariluz Guenaga
DBDominique Burger
Dominique Burger
JOJavier Oliver
Javier Oliver

14 February 2018
Verified
Book Chapter
Open access
PDF file
AEAndoni Eguíluz
Andoni Eguíluz
Pablo GaraizarPablo Garaizar
Pablo Garaizar
Mariluz GuenagaMariluz Guenaga
Mariluz Guenaga
Due to business needs and the growing importance of technology in society, in recent years, the concept of computational thinking has emerged, especially focused on its inclusion in compulsory education as a relevant complement, transversal to traditional subjects. In parallel, various initiatives have developed interactive digital tools for learners to meet this type of thinking through a series of activities commonly framed as games. In this chapter, we evaluate many of the existing free access platforms to propose pedagogical, design, and content approaches with which they can be compared.