Conferencia

Permanent URI for this collectionhttps://hdl.handle.net/11285/636053

Presentación o disertación realizada dentro de un congreso o evento similar, o como evento académico independiente, tales como: Conferencia inaugural, conferencia magistral, conferencia de clausura.

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  • Conferencia
    Next-Gen information architecture: open STEAM platforms
    (2024-08) González Pérez, Laura Icela; Enciso Gonzalez, Juan Antonio; Lindín, Carles; Vicario Solórzano, Claudia Marina; Ramírez Montoya, María Soledad; https://ror.org/03ayjn504; University of Alicante
    Smart technologies in educational platforms need a new vision to organize attributes and characteristics that facilitate search and retrieval. This study reports the evaluation results of Open Educational Platforms (OEPs) in Science, Technology, Engineering, Arts, and Mathematics (STEAM). In a webinar, participants selected OEPs using a structured instrument provided during the session. The instrument includes a two-section rubric. The first section validates the obligatory metadata and adherence to an open license. The second quantitatively assesses the quality of the OEPs in seven dimensions. The questions guiding this research were: Which OEPs in STEAM aligned with the principles of open education scored the highest quality assessment, and in which dimensions? Which dimensions obtained the lowest means? 1) The highest-scoring STEAM OEPs were Khan Academy and GeoGebra, scoring highest in the dimensions "Smart Components," "Learner Support," and "Technical Support." 2) On average, the dimensions with the lowest scores were "Smart Components," "Learner Support," and "Technical Support." OEP developers should consider a new information architecture with metadata for demarcations that require new data sets for greater long-term scalability.
  • Conferencia
    Virtual education: trends in biomedical engineering education
    (2023-10) Pacheco Velázquez, Ernesto Armando; Alonso, Cristina; Lindín, Carles; Rodés Paragarino, Virginia; Tecnologico de Monterrey; https://ror.org/03ayjn504; https://ror.org/021018s57; https://ror.org/03ayjn504
    The rapid progress of technology over the past decade has led to a profound transformation in various aspects of our lives, including work, lifestyle, and social interactions. Consequently, a significant number of universities have deemed it necessary to adapt their teaching methods and reconsider traditional approaches in response to these advancements. The incorporation of these new technologies and the integration of active methodologies focused on student engagement have become essential tools for the design of new teaching methodologies and learning spaces. These innovations have resulted in improvements in academic indicators and have encouraged greater student participation. In the field of biomedical engineering, the use of technology has generated and solidified effective practices, resulting in a shift in traditional teaching paradigms. This article examines and describes the growing adoption of serious games, simulators, virtual reality, and augmented reality as emerging trends in the education of health-related disciplines. It also highlights the various skills, competencies, and instructional elements that have been positively impacted by these technologies.
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