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Permanent URI for this collectionhttps://repositorio.grial.eu/handle/123456789/34

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    Technological Ecosystems in Citizen Science: A Framework to Involve Children and Young People
    (MDPI, 2020-03-01) García-Holgado, A.; García-Peñalvo, F. J.; Butler, P.
    Young people are distinguished as a social group with the capacity to drive new behaviours and understandings in today’s society. However, most young people consider that people in charge of decision-making processes are not addressing their concerns. The WYRED project proposes a framework for citizen science based on a technological ecosystem to promote the transfer of perspectives, ideas, and knowledge among young people and decision-makers on issues related to the digital society. The work goal is to analyse the model proposed through a citizen science case study centred in identifying the ideas and opinions of children and young people between 7 and 30 years old, concerning gender stereotypes on the Internet. A total of 69 children and young people from Belgium, Italy, Spain, Turkey, Ukraine, and the United Kingdom have interacted for two weeks in a private space guaranteed by the defined ecosystem. The results of the analysis of the interaction between young people and facilitators (with di erent profiles: educators, researchers and decision-makers) demonstrate that the use of technological ecosystems to sustain the development of citizen science projects allows for the improvement of knowledge transfer processes between children and young people with stakeholders, as well as the analysis of these processes.
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    Pensamiento Computacional entre Filosofía y STEM. Programación de Toma de Decisiones aplicada al Comportamiento de “Máquinas Morales“ en Clase de Valores Éticos
    (Sociedad de Educación del IEEE (Capítulo Español), 2018-03-21) Seoane-Pardo, A. M.
    This article describes a learning activity on computational thinking in Ethics classroom with compulsory secondary school students (14-16 years old). It is based on the assumption that computational thinking (or better “logical thinking”) is applicable not only to STEM subjects but to any other field in education, and it is particularly suited to decision making in moral dilemmas. This will be carried out through the study of so called “moral machines”, using a game-based learning approach on self-driving vehicles and the need to program such cars to perform certain behaviours under extreme situations. Students will be asked to logically base their reasoning on different ethical approaches and try to develop a schema of decision making that could serve to program a machine to respond to those situations. Students will also have to deal with the uncertainty of reaching solutions that will be debatable and not universally accepted as part of the difficulty, more ethical than technical, to provide machines with the ability to take decisions where there is no such thing as a “right” versus “wrong” answer, and potentially both (or more) of the possible actions will bring unwanted consequences.
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    Exploring Software Engineering Subjects by Using Visual Learning Analytics Techniques.
    (2015) Conde-González, M. Á.; García-Peñalvo, Francisco J.; Gómez-Aguilar, D. A.; Therón, R.
    The application of the Information and Communication Technologies to teaching and learning processes is linked to the development of new tools and services that can help students and teachers. Learning platforms are a clear example of this. They are very popular tools in eLearning contexts and provide different kinds of learning applications and services. In addition, these environments also register most of the interactions between the learning process stakeholders and the system. This information could potentially be used to make decisions but usually it is stored as raw data, which is very difficult to understand. This work presents a system that employs visual learning analytic techniques to facilitate the exploitation of that information. The system presented includes several tools that make possible to explore issues such as: when interaction is carried out, which contents are the most important for users, how they interact with others, etc. The system was tested in the context of a software engineering subject, taking into account the stored logs of five academic years. From this analysis it is possible to see how visual analytics can help decision-making and in this context how it helps to improve educational processes.