- Open Education and E-Learning
- Online Learning and Analytics
- Educational Games and Gamification
- Mobile Learning in Education
- E-Learning and Knowledge Management
- Semantic Web and Ontologies
- Intelligent Tutoring Systems and Adaptive Learning
- Educational Technology and Assessment
- Mobile and Web Applications
- Advanced Malware Detection Techniques
- Usability and User Interface Design
- User Authentication and Security Systems
- Impact of Technology on Adolescents
- Experimental Learning in Engineering
- Model-Driven Software Engineering Techniques
- Service-Oriented Architecture and Web Services
- Interactive and Immersive Displays
- Multimedia Communication and Technology
- Innovative Teaching and Learning Methods
- Software Engineering Techniques and Practices
- Constraint Satisfaction and Optimization
- Data Mining Algorithms and Applications
- Digital Marketing and Social Media
- Innovative Human-Technology Interaction
- Green IT and Sustainability
Universidad de Alcalá
2016-2025
University of Zagreb
2019
University of Bío-Bío
2019
National University of Distance Education
2015
Universidade Aberta
2015
Laboratoire d'Informatique de Paris-Nord
2012
Tecnológico de Monterrey
2009
In e-learning initiatives, sequencing problem concerns arranging a particular set of learning units in suitable succession for learner. Sequencing is usually performed by instructors, who create general and ordered series rather than learner personalized sequences. This paper proposes an innovative intelligent technique object automated using particle swarms. E-learning standards are promoted order to ensure interoperability. Competencies used define relations between objects within...
Contribution: A redesign of the Moodle platform to adapt digital educational content [learning objects (LOs)] specific needs students with disabilities. The approach, extendable a range disciplines, was empirically tested blind and deaf engineering students. Background: Previous studies identified difficulties that face in accessing for learning. General guidelines tools are available help educators existing learning platforms access by varying abilities/capacities. Such usually disability...
Abstract New generations of students are highly involved with technology. Therefore, while coming to traditional classrooms, it is required call for different forms teaching that more motivating and engaging them. One approach this problem combining games education. Gamification could be defined as the use game design elements in non‐game contexts. The research gap literature found requiring experimental studies assessing if gamification can improve learning outcomes. To end, paper further...
Massive Open Online Courses (MOOCs) are a new disruptive development in higher education that combines openness and scalability most powerful way. They have the potential to widen participation education. Thus, they contribute social inclusion, dissemination of knowledge pedagogical innovation also internationalization institutions. However, one critical elements for massive open language learning experience be successful is empower learners facilitate networked experiences. In fact, MOOCs...
People with different capacities, such as the deaf and blind, have problems accessing educational content due to lack of accessible technology. Accessibility usability are closely related concepts that share goals for a satisfactory user experience. Existing literature establishes direct relation between accessibility usability, reports there both in learning platforms, more generally most websites. The objective this paper is evaluate platform by interrogating its participants. Three groups...
This study systematically maps the network structure of editors-in-chief in social sciences journals, focusing on their gender representation, geographical distribution, and institutional composition. Drawing upon large-scale data from 3,320 JCR-ranked journals 57 different fields (4,868 1,485 affiliations 71 countries), aims to illustrate current connections editorial leadership sciences. Findings reveal that two countries-the U.S. U.K.-and institutions shape almost all sciences, with other...
Desde el surgimiento de la inteligencia artificial generativa, siendo ChatGPT uno sus principales exponentes, codificación automatizada texto mediante análisis contenido se ha visto considerablemente facilitada. Sin embargo, a pesar estos avances, aún no dispone un protocolo metodológico que analice esta adaptación y ofrezca recomendaciones para uso riguroso en contenido. El presente estudio propone una guía metodológica fácil aplicación implementación automatizado con artificial, objetivo...
In e-learning initiatives content creators are usually required to arrange a set of learning resources in order present them comprehensive way the learner. Course materials divided into reusable chunks called Learning Objects (LOs) and ordered LOs is sequence, so process LO sequencing. this paper an intelligent agent that performs sequencing presented. Metadata competencies used define relations between problem can be characterized as Constraint Satisfaction Problem (CSP) artificial...
Modern handheld devices and wireless communications foster new kinds of communication interaction that can define approaches to teaching learning. Mobile learning (m-learning) seeks use them extensively, exactly in the same way which e-learning uses personal computers wired technologies. In this mobile environment, applications educational models need be created tested confirm (or reject) their validity usefulness. article, we present a tool aimed at self-assessment, allows students test...