14 resultados para Learning experience

em Universidad Politécnica de Madrid


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This communication presents the results of an innovative approach for competencedevelopment suggesting a new methodology for the integration of these elements in professional development within the ADA initiative (AulaaDistanciaAbierta, Distance and Open Classroom) of the Community of Madrid. The main objective of this initiative is to promote the use of Information and Communication Technologies (ICTs) for educational activities by creating a new learning environment structured on the premises of commitment to self–learning, individual work, communication and virtual interaction, and self and continuous assessment. Results from this experience showed that conceptualization is a positive contribution to learning, as students added names and characteristics to competences and abilities that were previously unknown or underestimated. Also, the diversity of participants’ disciplines indicated multidimensional interest in this idea and supported the theory that this approach to competencedevelopment could be successful in all knowledge areas.

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This paper presents the innovations in the practical work of the Data Structures subject carried out in the last five years, including a transition period and a first year of implantation of the European Higher Education Area. The practical coursework is inspired by a project-based methodology and from 2008/2009 additional laboratory sessions are included in the subject schedule. We will present the academic results and ratios of the mentioned time period which imply a significant improvement on students' performance.

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This paper aims to outline a theory-based Content and Language Integrated Learning course and to establish the rationale for adopting a holistic approach to the teaching of languages in tertiary education. Our work focuses on the interdependence between Content and Language Integrated Learning (CLIL), and the use of Information and Communication Technologies (ICT), in particular regarding the learning of English within the framework of Telecommunications Engineering. The study first analyses the diverse components of the instructional approach and the extent to which this approach interrelates with technologies within the context of what we have defined as a holistic experience, since it also aims to develop a set of generic competences or transferable skills. Second, an example of a course project framed in this holistic approach is described in order to exemplify the specific actions suggested for learner autonomy and CLIL. The approach provides both an adequate framework as well as the conditions needed to carry out a lifelong learning experience within our context, a Spanish School of Engineering. In addition to specialized language and content, the approach integrates the learning of skills and capacities required by the new plans that have been established following the Bologna Declaration in 1999.

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BIOLOGY is a dynamic and fascinating science. The study of this subject is an amazing trip for all the students that have a first contact with this subject. Here, we present the development of the study and learning experience of this subject belonging to an area of knowledge that is different to the training curriculum of students who have studied Physics during their degree period. We have taken a real example, the “Elements of Biology” subject, which is taught as part of the Official Biomedical Physics Master, at the Physics Faculty, of the Complutense University of Madrid, since the course 2006/07. Its main objective is to give to the student an understanding how the Physics can have numerous applications in the Biomedical Sciences area, giving the basic training to develop a professional, academic or research career. The results obtained when we use new virtual tools combined with the classical learning show that there is a clear increase in the number of persons that take and pass the final exam. On the other hand, this new learning strategy is well received by the students and this is translated to a higher participation and a decrease of the giving the subject up

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The area of mobile city guides has grown really fast in the last years based on new mobile capabilities. This growth has been fostered by the evolution of ubiquitous systems and the great penetration of smartphones in the society. In this paper we propose a generic model to support a new way of visiting the city: instead of as a place for tourism, we see it as a place for learning in which located educational resources are available for end users. The model has been conceived as a way to encourage them to create their own educational tours, in which Learning Points Of Interest are set up to be discovered. Two main use cases are supported by the model: formal (conducted by a teacher) and informal (no educator is related to the learning experience) outdoor mobile learning. Details about the impact of the conjunction of tourism, learning and gamification dimensions in the model design, as well as about the model itself are provided. Finally, a mobile application prototype developed in the context of the FI-CONTENT European project is presented as a proof of concept of the model.

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Recommender systems in e-learning have proved to be powerful tools to find suitable educational material during the learning experience. But traditional user request-response patterns are still being used to generate these recommendations. By including contextual information derived from the use of ubiquitous learning environments, the possibility of incorporating proactivity to the recommendation process has arisen. In this paper we describe methods to push proactive recommendations to e-learning systems users when the situation is appropriate without being needed their explicit request. As a result, interesting learning objects can be recommended attending to the user?s needs in every situation. The impact of this proactive recommendations generated have been evaluated among teachers and scientists in a real e-learning social network called Virtual Science Hub related to the GLOBAL excursion European project. Outcomes indicate that the methods proposed are valid to generate such kind of recommendations in e-learning scenarios. The results also show that the users' perceived appropriateness of having proactive recommendations is high.

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This paper reports a learning experience related to the acquisition of project management competences. Students from three different universities and backgrounds, cooperate in a common project that drives the learning-teaching process. Previous related works on this initiative have already evaluated the goodness of this multidisciplinary, project-based learning approach in the context of a new educative paradigm. Yet the innovative experience has allowed the authors to define a rubric in order to measure specific competences in project management. The study shows the rubric’s main aspects as well as competence acquisition evaluation alternatives, based in the metrics defined. Key indicators and specific reports obtained from data base fields in the web tool will support this work. As a result, new competences can be assessed, such ones like teamwork, problem solving, communication and leadership. Final goal is to provide an overall competence map to the students at the same time they improve their skills.

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This paper describes the design and evaluation of a new platform created in order to improve the learning experience of bilateral control algorithms in teleoperation. This experimental platform, developed at Universidad Politécnica de Madrid, is used by the students of the Master on Automation and Robotics in the practices of the subject called “Telerobotics and Teleoperation”. The main objective is to easily implement different control architectures in the developed platform and evaluate them under different conditions to better understand the main advantages and drawbacks of each control scheme. So, the student’s tasks are focused on adjusting the control parameters of the predefined controllers and designing new ones to analyze the changes in the behavior of the whole system. A description of the subject, main topics and the platform constructed are detailed in the paper. Furthermore, the methodology followed in the practices and the bilateral control algorithms are presented. Finally, the results obtained in the experiments with students are also shown.

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as tecnologías emergentes como el cloud computing y los dispositivos móviles están creando una oportunidad sin precedentes para mejorar el sistema educativo, permitiendo tanto a los educadores personalizar y mejorar la experiencia de aprendizaje, como facilitar a los estudiantes que adquieran conocimientos sin importar dónde estén. Por otra parte, a través de técnicas de gamificacion será posible promover y motivar a los estudiantes a que aprendan materias arduas haciendo que la experiencia sea más motivadora. Los juegos móviles pueden ser el camino correcto para dar soporte a esta experiencia de aprendizaje mejorada. Este proyecto integra el diseño y desarrollo de una arquitectura en la nube altamente escalable y con alto rendimiento, así como el propio cliente de iOS, para dar soporte a una nueva version de Temporis, un juego móvil multijugador orientado a reordenar eventos históricos en una línea temporal (e.j. historia, arte, deportes, entretenimiento y literatura). Temporis actualmente está disponible en Google Play. Esta memoria describe el desarrollo de la nueva versión de Temporis (Temporis v.2.0) proporcionando detalles acerca de la mejora y adaptación basados en el Temporis original. En particular se describe el nuevo backend hecho en Go sobre Google App Engine creado para soportar miles de usuarios, asó como otras características por ejemplo como conseguir enviar noticaciones push desde la propia plataforma. Por último, el cliente de iOS en Temporis v.2.0 se ha desarrollado utilizando las últimas y más relevantes tecnologías, prestando especial atención a Swift (el lenguaje de programación nuevo de Apple, que es seguro y rápido), el Paradigma Funcional Reactivo (que ayuda a construir aplicaciones altamente interactivas además de a minimizar errores) y la arquitectura VIPER (una arquitectura que sigue los principios SOLID, se centra en la separación de asuntos y favorece la reutilización de código en otras plataformas). ABSTRACT Emerging technologies such as cloud computing and mobile devices are creating an unprecedented opportunity for enhancing the educational system, letting both educators customize and improve the learning experience, and students acquire knowledge regardless of where they are. Moreover, through gamification techniques it would be possible to encourage and motivate students to learn arduous subjects by making the experience more motivating. Mobile games can be a perfect vehicle to support this enhanced learning experience. This project integrates the design and development of a highly scalable and performant cloud architecture, as well as the iOS client that uses it, in order to provide support to a new version of Temporis, a mobile multiplayer game focused on ordering time-based (e.g. history, art, sports, entertainment and literature) in a timeline that currently is available on Google Play. This work describes the development of the new Temporis version (Temporis v.2.0), providing details about improvements and details on the adaptation of the original Temporis. In particular, the new Google App Engine backend is described, which was created to support thousand of users developed in Go language are provided, in addition to other features like how to achieve push notications in this platform. Finally, the mobile iOS client developed using the latest and more relevant technologies is explained paying special attention to Swift (Apple's new programming language, that is safe and fast), the Functional Reactive Paradigm (that helps building highly interactive apps while minimizing bugs) and the VIPER architecture (a SOLID architecture that enforces separation of concerns and makes it easy to reuse code for other platforms).

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La tesis “CAN LIS, La huella de la arquitectura de Jørn Utzon a través de su obra Can Lis” analiza en profundidad la vivienda que Jørn Utzon realizó para sí mismo en la entonces calle de la Media Luna, Porto Petro, Mallorca, entre los años 1970-74. La investigación plantea el análisis de esta obra maestra de la arquitectura, sus causas e intenciones, su proceso proyectual, su proceso constructivo, sus relaciones e influencias y sus significados últimos. Este estudio es fruto de una labor de investigación que comenzó hace más de 10 años. Enfrentarse a una obra cuya imagen es tan conocida es una tarea menos sencilla de lo que pudiera parecer. La descripción del proceso de trabajo de Jørn Utzon en Can Lis, y de su método en general, contiene un considerable número de mitificaciones que han sido comúnmente sostenidas por diversos estudiosos de prestigio, que han abordado esta obra sin un estudio razonable de la documentación existente, ni una investigación de los archivos, ni una comprobación de los hechos o una consulta de los testigos intervinientes. Por ello, cuestiones fundamentales habían quedado en el terreno de la conjetura y permanecía deformada la visión general de los procesos de Jørn Utzon en Mallorca. La tesis se ha estructurado en dos grandes apartados que permitan la comprensión de los elementos fundamentales para su gestación: por un lado, el proceso proyectual y constructivo con sus circunstancias y condicionantes y, por otro, el conjunto de hechos y conceptos que han influido de manera directa y significativa en su concreción. Esta investigación contiene una cantidad considerable de materiales y hechos inéditos, fruto de su desarrollo, así como documentación y dibujos nunca publicados anteriormente. Es por tanto, el estudio más completo realizado sobre Can Lis hasta la fecha. En la primera parte de la tesis “CAN LIS” se aborda todo el proceso proyectual de Can Lis desde los primeros croquis, con las condiciones y motivaciones iniciales, los proyectos sucesivos, el proyecto básico y el proyecto de ejecución, hasta el proceso de construcción, su desarrollo y circunstancias, así como las modificaciones posteriores introducidas. Estos elementos se estructuran en tres apartados 1) Las condiciones y condicionantes iniciales. 2) El proceso proyectual. 3) El proceso constructivo. En la segunda parte de la tesis “La huella de la arquitectura de Jørn Utzon a través de su obra Can Lis” se han analizado de manera particular algunos hechos arquitectónicos y vitales previos que fueron especialmente determinantes en la concepción de Can Lis y la serie de influencias directas que son imprescindibles para la comprensión de las condiciones en que se desarrolló y de las ideas que alumbra. Estudios previos de toda la trayectoria de Utzon y todo el corpus de influencias ayudaron a determinar cuáles de ellos son fundamentales para la comprensión del proceso. Estos elementos se pueden considerar directamente precursores de ideas desarrolladas específicamente en Can Lis: 4) La experimentación en Australia: la naturaleza, la dimensión humana y la técnica. La casa de Bayview. 5) Utzon y el descubrimiento de lo islámico: la secuencia espacial, la materia y la luz de la arquitectura islámica como experiencia de aprendizaje. 6) Paisaje sacro, hombre y arquitectura: la búsqueda de Utzon en Grecia. Las conclusiones de este estudio determinan una serie de certezas sobre los procesos de Jørn Utzon en Can Lis, y en su obra global, durante las diversas fases creativas que desmitifican muchos acercamientos precedentes: la visión universal de la arquitectura en su acercamiento al proyecto, el entretejido método proyectual de Utzon, la precisa búsqueda del desarrollo constructivo junto a la ejemplaridad en el rigor, la vitalidad y la espiritualidad con que Utzon aborda la arquitectura, la trascendencia de la forma de habitar de las personas y el valor que para Utzon tiene la arquitectura como medio para revelar el orden universal que nos rodea. ABSTRACT “CAN LIS. The footprint of Jørn Utzon´s architecture through his work Can Lis” carries out a thorough analysis of the house Jørn built for himself between 1970 and 1974 on the street formerly called Calle de la Media Luna, in Porto Petro on the island of Mallorca. The research focuses on the causes that brought about this masterpiece, its purposes, design and building processes, its relations with and influences on other buildings and its ultimate meanings. This study is the result of a research that started over 10 years ago. Approaching a piece of work whose image is so well-known is harder than one might think. Many aspects of Jørn Utzon´s working method in Can Lis particularly but also generally have been described inaccurately and mythicized by several renowned scholars, who hadn´t really studied the existing documents or archives nor confirmed their hypotheses or consulted witnesses of the creation of Can Lis. This is why many key issues have been uncertain all this time and the general idea about Utzon´s working process in Mallorca has been distorted. This dissertation has been structured into two main sections with the aim of helping understand all the facts that led to the creation of the building: the first part describes the design and building processes, as well as the circumstances and constraints under which they were carried out. The second part presents the events and ideas that directly and indirectly influenced the final work. This thesis contains a large amount of unpublished material and information, documents and drawings from the creation process as the inevitable result of a long lasting tenacious research. It probably is the most comprehensive study on Can Lis so far. The first section, “CAN LIS”, addresses the design process of Can Lis from the very first sketches all the way through the subsequent plans, including basic and execution plans and the building process up to the changes that were later carried out on the building. The project´s initial conditions and Utzon´s first motivations and the evolution and circumstances of the building process are also described in this section, which has been divided into three parts: 1. The initial conditions and constraints. 2. The design process. 3. The building process. The second section, “The footprint of Jørn Utzon´s architecture through his work Can Lis”, focuses on some events in Utzon´s life and some of his architectural experiences prior to the creation of Can Lis that were decisive to it. Also the direct influences on the process which are key to understanding the conditions under which the creation was carried out as well as the ideas Can Lis sheds a light on are illustrated in this section. A thorough study of the whole process Utzon went through and of all the influences he was subjected to helped determine what is crucial to comprehending Can Lis. These events or experiences can be considered as the direct precursors to the ideas that crystallised in this master piece: 4. Experiments carried out in Australia: nature, human and technical dimensions. The Bayview house. 5. Utzon´s discovery of Islamic architecture: spatial sequences, matter and light as a learning experience. 6. Sacred landscape, man and architecture: Utzon´s quest in Greece. The findings of this research determine some aspects of Utzon´s working methods at every stage of the creation process both in Can Lis and in general, thus shedding light on previous mistaken ideas about Utzon´s way of working. A universal understanding of architecture, an intertwined design method, a tenacious search for the exact construction solutions, an exemplary rigour, vitality and spirituality in the design approach, the transcendence of our way of living and architecture´s potential to reveal the Universal order that surrounds are all aspects that do define Utzon as an architect.

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The goal of this paper is to show the results of an on-going experience on teaching project management to grade students by following a development scheme of management related competencies on an individual basis. In order to achieve that goal, the students are organized in teams that must solve a problem and manage the development of a feasible solution to satisfy the needs of a client. The innovative component advocated in this paper is the formal introduction of negotiating and virtual team management aspects, as different teams from different universities at different locations and comprising students with different backgrounds must collaborate and compete amongst them. The different learning aspects are identified and the improvement levels are reflected in a rubric that has been designed ad hoc for this experience. Finally, the effort frameworks for the student and instructor have been established according to the requirements of the Bologna paradigms. This experience is developed through a software-based support system allowing blended learning for the theoretical and individual?s work aspects, blogs, wikis, etc., as well as project management tools based on WWW that allow the monitoring of not only the expected deliverables and the achievement of the goals but also the progress made on learning as established in the defined rubric

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This paper presents a blended learning approach and a study evaluating instruction in a software engineering-related course unit as part of an undergraduate engineering degree program in computing. In the past, the course unit had a lecture-based format. In view of student underachievement and the high course unit dropout rate, a distance-learning system was deployed, where students were allowed to choose between a distance-learning approach driven by a moderate constructivist instructional model or a blended-learning approach. The results of this experience are presented, with the aim of showing the effectiveness of the teaching/learning system deployed compared to the lecture-based system previously in place. The grades earned by students under the new system, following the distance-learning and blended-learning courses, are compared statistically to the grades attained in earlier years in the traditional face-to-face classroom (lecture-based) learning.

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Active learning is one of the most efficient mechanisms for learning, according to the psychology of learning. When students act as teachers for other students, the communication is more fluent and knowledge is transferred easier than in a traditional classroom. This teaching method is referred to in the literature as reciprocal peer teaching. In this study, the method is applied to laboratory sessions of a higher education institution course, and the students who act as teachers are referred to as ‘‘laboratory monitors.’’ A particular way to select the monitors and its impact in the final marks is proposed. A total of 181 students participated in the experiment, experiences with laboratory monitors are discussed, and methods for motivating and training laboratory monitors and regular students are proposed. The types of laboratory sessions that can be led by classmates are discussed. This work is related to the changes in teaching methods in the Spanish higher education system, prompted by the Bologna Process for the construction of the European Higher Education Area

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The development of a web platform is a complex and interdisciplinary task, where people with different roles such as project manager, designer or developer participate. Different usability and User Experience evaluation methods can be used in each stage of the development life cycle, but not all of them have the same influence in the software development and in the final product or system. This article presents the study of the impact of these methods applied in the context of an e-Learning platform development. The results show that the impact has been strong from a developer's perspective. Developer team members considered that usability and User Experience evaluation allowed them mainly to identify design mistakes, improve the platform's usability and understand the end users and their needs in a better way. Interviews with potential users, clickmaps and scrollmaps were rated as the most useful methods. Finally, these methods were considered unanimously very useful in the context of the entire software development, only comparable to SCRUM meetings and overcoming the rest of involved factors.