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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Now showing 1 - 10 of 18
  • Conferencia
    Lifelong learning and education 4.0 to strengthen the attraction of extramural research funding
    (Springer Link, 2024-08-05) Miranda Mendoza, Jhonattan; Kreiner Baumgartner, Isabel; Alvarez-Icaza Longoria, Inés; https://ror.org/03ayjn504
    This work presents the role of Education 4.0 in lifelong learning to strengthen the attraction of extramural research funding. This approach recognizes the need for continuous learning in academia and advocates for the lifelong learning of researchers during their mature careers. This work also addresses the challenges identified around lifelong learning for researchers and the existing challenges in training to attract extramural research funding to researchers. Also, it is shown how, by applying the enablers of Education 4.0, it is possible to enable smart learning environments (SLE), including products, processes, and infrastructure, to support the attraction of extramural research funding. Finally, the case study “Writing Successful Grant Proposal Lifelong Learning Program for Researchers” illustrates how new lifelong learning and tools strengthen the attraction of extramural research funding are emerging to strengthen the attraction of extramural research funding.
  • Conferencia
    Major trends in health-centered nursing professional education and complex thinking
    (Springer Link, 2024-08-05) Pacheco Velázquez, Ernesto Armando; Salinas Navarro, David; Carlos Arroyo, Martina; https://ror.org/03ayjn504
    The social distancing policies generated by the pandemic have forced a large majority of universities to modify or rethink the pedagogical models used in the classroom. The development of educational platforms, the use of simulators, virtual laboratories and the development of active methodologies focused on the student’s work have been the essential tools to create more efficient models in terms of teaching and generate greater student engagement. In the field of nursing and medicine, the pandemic has served to generate and consolidate good practices, as well as a change in the teaching paradigms that had traditionally been present in this branch of knowledge. This paper discusses the use of educational platforms, simulators, virtual reality and the technique of self-directed learning as part of the new trends used in the didactics of health careers from the perspective of complex thinking.
  • Conferencia
    Challenge based learning in entrepreneurship education: empowering competencies towards the sustainable development goals
    (Springer Link, 2024-08-05) Portuguez Castro, May Iliana; https://ror.org/03ayjn504
    This article analyzes how Challenge Based Learning (CBL) methodology can be used in higher education to promote the Sustainable Development Goals (SDGs) through entrepreneurship proposals for future professionals. The results of an educational intervention in an online entrepreneurship course involving 60 undergraduate students in three cities in Mexico are presented. The methodology is a single case study that examines: 1) the students’ interests and achievement of entrepreneurship skills through the application of CBL, and 2) the final outcomes of the products presented, associated with the development of solution proposals linked to the SDGs. The results demonstrate that students improved their entrepreneurial skills and developed a greater awareness of social issues. This proposal contributes to showcasing educational experiences that incorporate the SDGs into educational practices. The findings from this research can be valuable for universities, professors, instructional designers, and individuals involved in designing courses that encompass sustainability.
  • Conferencia
    Simulations for learning in complex scenarios: students’ most valued elements
    (Springer Link, 2024-08-05) Pacheco Velázquez, Ernesto Armando; Rodés Paragarino, Virginia; https://ror.org/03ayjn504
    Game-based learning is an effective approach to developing learning skills, and simulations play a crucial role in the logistics field by providing realistic and hands-on training. This article presents the findings of a four-year study that investigated students’ experiences and perceptions of a Logistics Simulator, known as LOST, used in a logistics undergraduate course for engineering education in Mexico. LOST simulated supply chain operations and aimed to enhance the development of logistical concepts and complex skills. Qualitative data was collected through open-ended questions to assess students’ experiences with LOST, involving a total of 216 students across different course cohorts. The responses were analyzed using axial coding to identify the most valued elements of the game-based learning experience with the logistics simulator. The results indicate that students highly valued elements such as the Real World, Decision-Making, Theory in Practice, Learning, Knowledge, Complexity, Experimentation, and Strategies. These findings emphasize the transformative potential of game-based experiences with the simulator, offering innovative and engaging learning opportunities for educational communities, equipping students with crucial decision-making skills, and providing decision-makers with insights into the effectiveness of simulation-based approaches for enhancing learning outcomes and preparing individuals for real-world complex challenges.
  • Conferencia
    Enabling reusable educational resources for holistic citizen science impact: a complex thinking approach
    (2024) Sanabria Zepeda, Jorge Carlos; Molina Espinosa, José Martín; Olivo Montaño, Pamela Geraldine; Alfaro Ponce, Berenice; Tecnologico de Monterrey; https://ror.org/03ayjn504; Instituto Politécnico de Braganza
    Open Educational Resources on citizen science are advancing in parallel with Education 4.0. However, few are truly reusable and therefore do not achieve a comprehensive impact. Based on the Design Thinking methodology, enabled through the Action Research methodology, a model that will generate reusable Open Educational Resources on Citizen Science projects to communicate the essence of a citizen science project according to the particular needs of any audience taking into account its holistic impact based on framework of the threshold Typology for Citizen Science Projects (TCSP) through various multimedia formats. The findings were: (a) through continuous adaptation, OER in Citizen Science projects are a tool to reach a broader population, which can translate into educational achievements with greater impact (b) identifying specific criteria in citizen science projects will allow configuring OER that communicate more optimally to a target audience and (c) the search for tools to achieve broad reach for citizen science projects and thus, support the democratization of science can be solved from OER, which with continued adaptation, will surely evolve and mature, and lead to richer and more impactful educational outcomes for all. The implications of this study will allow the identification of various elements for the design of OER that can be adapted and reused based on the established objectives and a specific audience. This opens a window for other research that addresses the education of the future and its innovation for the implementation of the model proposed here.
  • Conferencia
    Training teaching personnel in incorporating generative artificial intelligence in higher education:A complex thinking
    (2023-08) Ramírez Montoya, María Soledad; Oliva Córdova, Luis Magdiel; Patiño Zúñiga, Irma Azeneth; https://ror.org/03ayjn504; https://ror.org/00prsav78
    With the growing popularity of generative artificial intelligence models, there is a need to train educators with the knowledge and skills to leverage these technologies for enhanced learning experiences. This paper presents the results of a study that aimed to analyze the perspectives of educators regarding the integration of generative artificial intelligence for teaching in formal educational settings. The study employed a survey method of data collection to examine the views of 115 educators working in higher education institutions in Ecuador, Guatemala, and Mexico. The findings suggest that educators perceive AIbased tools as valuable resources for enhancing various aspects of teaching and learning given that most of the participants expressed positive perceptions of the AI-based tools for automated assessment and student emotion detection. Additionally, educators identified challenges and limitations related to the digital divide and unequal access to technology. Their participants' concerns include the potential replacement of teachers, dependence on technology, ethical considerations surrounding bias, data privacy as well as academic integrity when utilizing AI-assisted tools related to the originality and authorship of AI-generated content. This research provides insights into the current state of the field in the Latin American region and recommendations to train educators to effectively integrate generative AI in higher education institutions.
  • Conferencia
    Mobile app prototype for citizen science:towards the development of complex thinking
    (2023-06-29) Sanabria Zepeda, Jorge Carlos; Molina Espinosa, José Martín; Artemova, Inna; Alfaro Ponce, Berenice; Tecnologico de Monterrey, Institute for the Future of Education / School of Architecture, Arts and Design (EAAD); https://ror.org/03ayjn504; Polytechnic University of Porto
    Mobile technology applied to citizen science has helped renovate its meaning and educational impact. Numerous apps collect data, identify species, monitor the environment, and educate and disseminate science, which can impact citizens' engagement and complex thinking, among other aspects. However, developing citizen-science-related apps is not yet considered a priority or standard to address in the design stage. Therefore, we present a case study on developing a citizen science mobile app whose prototype was evaluated through the eight components of the Threshold for Citizen Science projects. We offer the results of an online focus group that answered trigger questions regarding the app's objective and the development of complex thinking. The results showed the limitations and strengths of the prototype, leading to a better consideration of the components of the Threshold for a more comprehensive impact on its subsequent development. By documenting this case study and the evaluation process, we intended to support other studies seeking to apply the Threshold to evaluate the impact of citizen-science mobile applications.
  • Conferencia
    Education 4.0 supporting remote, hybrid and Face-to-Face teaching-learning systems for academic continuity during the COVID-19 global pandemic
    (2023-04) Miranda Mendoza, Jhonattan; Esqueda Merino, Donovan Manuel; Ramírez Montoya, María Soledad; https://ror.org/03ayjn504; University of Huddersfield
    The COVID-19 global pandemic provoked the emergence of new teaching-learning systems necessary to guarantee academic continuity at all levels, resulting in remote, hybrid, and face-to-face teaching-learning processes becoming more robust and efficient. However, higher education faces a significant challenge because, in many cases, the physical infrastructure with face-to-face access to specialized laboratories must have integrated, functional, and practical learning to train disciplinary competencies. Consequently, it is required to implement new pedagogical procedures and remote technologies to compensate for the lack of face-to-face access to laboratories. This study examines Education 4.0, the intersection of technology and pedagogy in today's higher education landscape. A case study is presented to provide a comprehensive comparison of remote, hybrid, and face-to-face learning modalities, illustrating their unique features and effectiveness in different educational contexts.
  • Conferencia
    An educational ethnography of the development of complex thinking:students' point of view on theır self-perception of achıevement
    (2023) Medina Vidal, Adriana; Nerantzi, Chrissi; Alonso Galicia, Patricia Esther; Tecnológico de Monterrey; https://ror.org/03ayjn504; ISTES Organization
    The United Nations 2030 Agenda for Sustainable Development and the Inner Development Goals argue that addressing the world's challenges in the 21st century requires people to develop diverse skills. On the one hand, anyone, regardless of age and educational level, can develop multifaceted, transdisciplinary, and integrated competencies to address these challenges. On the other hand, people must work on skills and qualities relevant to inner growth to contribute to a more sustainable global society. Latin America is one of the regions in the world with the lowest skills indexes. Developing complex thinking competency allows individuals to increase their ability to address problems and challenges in their environment, a necessary skill for any professional. However, little progress has been made in documenting pedagogical implementations that develop disciplinary and transversal competencies, such as complex thinking competency, and students' results in mastering this competency. The present contribution identifies the units of analysis for an educational ethnography focused on recording the complex dynamics of educational systems and the implications of a competency-based educational model and presents students' perceived achievement of complex thinking competency as measured by a validated instrument.
  • Conferencia
    Exploring the potential of game-based learning for promoting academic integrity and complex thinking
    (TEEM, 2023) Ramírez Montoya, María Soledad; Alfaro Ponce, Berenice; Patiño Zúñiga, Irma Azeneth
    Academic integrity refers to the adherence to ethical principles and values in academic settings. It involves the responsible and ethical use of information, proper citation and referencing, avoidance of plagiarism, honesty in examinations and assignments, and compliance with institutional and disciplinary guidelines and policies. The aim of this paper is to present the results of a game based intervention designed to train university students in academic integrity and complex thinking. In this qualitative study, thematic analysis was utilized to analyze data collected using an online questionnaire. Participants’ responses reveal their interactions with the game allowed them to openly discuss academic integrity issues in a safe, consequence-free environment. Our findings indicate that (A) the use of games as a means of interaction is a feasible approach to raise students' awareness of academic integrity since they allow open discussions on strategies to avoid involvement in situations of academic dishonesty; (B) the game mechanics designed to generate student interactions allow for the development of the sub-competencies of complex thinking; and (C) most of the participants perceived the game as a playful and useful learning experience. This research sheds light on the potential of game-based interactions to foster constructive dialogue and reflection on academic integrity.
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