- E-Learning and Knowledge Management
- Augmented Reality Applications
- Open Education and E-Learning
- Mobile Learning in Education
- Educational Innovations and Technology
- Online Learning and Analytics
- Innovative Teaching and Learning Methods
- Educational Technology in Learning
- Intelligent Tutoring Systems and Adaptive Learning
- Educational Games and Gamification
- Virtual Reality Applications and Impacts
- Digital Accessibility for Disabilities
- Business, Innovation, and Economy
- Semantic Web and Ontologies
- Attention Deficit Hyperactivity Disorder
- Public Health and Environmental Issues
- Educational Research and Science Teaching
- Congenital Heart Disease Studies
- Knowledge Societies in the 21st Century
- Recommender Systems and Techniques
- Learning Styles and Cognitive Differences
- Higher Education Teaching and Evaluation
- Health and Medical Education
- Online and Blended Learning
- Text Readability and Simplification
Fundación Universitaria Tecnológico Comfenalco Cartagena
2015-2024
University of Girona
2010-2022
Universidad Internacional De La Rioja
2018-2022
University of Cauca
2022
Universidad de La Rioja
2018-2021
International University
2020-2021
Hospital Universitario Virgen del Rocío
2001-2020
University of Atlántico
2019
Universidad del Norte
2019
Universidad Internacional
2018
In Vocational Education and Training (VET) institutions, teachers face important difficulties in the teaching process due to a wide variety of student's special educational needs as well lack of: adequate level basic competence, motivation, concentration, attention, confidence background knowledge, among other aspects. Regarding attention these aspects, many studies have reported positive impact Augmented Reality (AR) applications primary, secondary higher education terms learning gains,...
Program for International Student Assessment results indicate that while reading comprehension needs to be promoted, teachers are struggling find ways motivate students do activities and although technology-enhanced learning approaches entering the classroom, researchers still experimenting with them determine their benefits implications. Among such approaches, we augmented reality game-based learning, both of which have proven useful in educational settings; nonetheless, few studies...
One of the greatest advantages augmented reality (AR) in education is that AR increases student motivation. Nevertheless, there a gap between research on motivation and definition frameworks to inform guide design development applications effectively support In this paper, we attempt bridge as introduce evaluate framework for designing motivational applications. Our has been built upon three theoretical foundations: design, universal learning co-creation. The evaluation study was conducted...
Research on Augmented Reality (AR) in education has demonstrated that AR applications designed with diverse components boost student motivation educational settings. However, most of the research conducted to date, does not define exactly what those are and how these positively affect motivation. This study, therefore, attempts identify some mobile learning experiences contribute design development motivational for Vocational Education Training (VET) level education. To components, a model...
Agritourism is a type of ecological tourism that combines agricultural activities with tourism. There growing interest in this industry worldwide, which poses both opportunities and challenges for social natural environments. Grounded on the theory situated learning, we developed an augmented reality-based educational resource to promote eco-agritourism – namely, agritourism while encouraging tourists be environmentally responsible. This study presents results experiment compared scores...
Heritage education is the process that allows people to learn about their heritage. This has been traditionally carried out in school settings which teachers use conventional educational strategies as printed books teach kind of topics. However, problem heritage more and born a particular place, lost opportunity know deep due could be neither effective nor contextualized need preferences people. Currently, emerging technologies mobile learning or augmented reality, have opened really...
Abstract The learning analytics (LA) field seeks to analyze data about students’ interactions, and it has been applied in the development of tools for supporting both teaching processes. Recent research paid attention on how LA may benefit teachers creation educational resources. However, most solutions is carried out support analyzing behavior collected as they interact with virtual environments. While different contexts have become important, date little done can help create evaluate Open...
Abstract Augmented Reality Game-Based Learning (ARGBL) is becoming increasingly relevant in Technology-Enhanced Learning. Games with AR characteristics, or even applications structured rules and game elements, are proving to be effective successful learning experiences. There a need include teachers the design process. In this paper, two case studies shown order validate methodological approach for co-design of ARGBL, which 6 participated. This method that proposes thorough, iterative...
Population growth implies the need to produce more food. This increases pressure on planet's resources, which drives climate change and challenges environmental sustainability. Hence, it is important promote sustainable agriculture strategies that contribute global food nutrition security while protecting natural resources. These should be guided from an educational perspective motivates people develop positive bonds with nature. In this regard, augmented reality has emerged as a technology...
Augmented Reality (AR) and Digital Game Based Learning (DGBL) are two tendencies being applied broadly in education around the globe. However, implications on a simultaneous application of them to inclusive learning have yet be observed. We designed an AR-enriched videogame for Logical Math Skills Learning. tested game with set 20 students diverse needs. Our experiment showed that performance is similar kids different The results feedback from teaching staff suggest AR DGBL allow integration...
Recent studies argue that Augmented Reality Game-Based Learning (ARGBL) benefit learning and teaching processes. However, creating leveraging ARGBL experiences is not easy for teachers, since they lack the expertise time to design construct them. Using Co Design strategies combine of different actors in creation can solve this. In this paper, we introduce Co-CreARGBL method as a strategy co designing involving teachers designers well. The proposes set stages, activities considerations. We...
The aim of this paper is to introduce a model cocreate and evaluate inclusive accessible open educational resources (IA-OERs) toward the perspective IMS caliper analytics framework. was applied by 72 teachers primary secondary schools who cocreated evaluated IA-OERs in context validation phase learning project. evaluation covered two aspects: Web accessibility quality. Moreover, an dashboard developed display graphics results obtained from evaluation.
In the context of virtual learning environments, it is difficult to find proposals addressing both problems at same time, user modeling and adaptation processes based on styles. particular, for teachers, these require huge amounts time effort in course construction, which most times not recognized by educational institutions. The main issue discussed this paper creation a dynamic model styles (LS) enrich support automatic generation an adaptive IMS design (LD) order reduce amount efforts...
Implications on a simultaneous application of Augmented Reality (AR) and Digital Game Based Learning (DGBL) to inclusive learning have yet be observed. We designed an AR enriched videogame for Logical Math Skills Learning. Then we tested the game with set 20 students diverse needs. Our experiment showed that performance is similar kids different The results feedback from teaching staff suggest DGBL allow integration children special needs in process.
Heritage Education is a process that traditionally takes place within the classroom, where teacher transmits some knowledge to student; however, new ways have been implemented develop processes supported by different technologies Augmented Reality included. This paper describes of implementing “Framework for Reality”, which proposes guidelines development technology solutions based on in context Education, through deployment an application called “Social ”developed under this Framework. The...