- Optimization and Packing Problems
- Advanced Manufacturing and Logistics Optimization
- Online Learning and Analytics
- Vehicle Routing Optimization Methods
- Manufacturing Process and Optimization
- Educational Innovations and Technology
- Educational Games and Gamification
- Architecture, Art, Education
- Educational and Psychological Assessments
- Education, Sociology, Communication Studies
- Youth Education and Societal Dynamics
- Metaheuristic Optimization Algorithms Research
- Intelligent Tutoring Systems and Adaptive Learning
- Teaching and Learning Programming
- Engineering Education and Technology
- Resilience and Mental Health
- Computational Geometry and Mesh Generation
- Assembly Line Balancing Optimization
- Educational Environments and Student Outcomes
- Data Stream Mining Techniques
- Augmented Reality Applications
Film Independent
2022
Tecnológico de Monterrey
2008-2014
Gamification is usually understood as a pedagogical strategy that favors student engagement and motivation. Traditionally it composed of dynamics, mechanics, components. The purpose this study was to compare Engineering Economics Social Sciences undergraduate students in their performance (grades), motivation, quality assignments, participation, emotion when teachers used gamification an innovative teaching method during the COVID-19 pandemic. Pearson correlations, Principal Component...
The idea behind hyper-heuristics is to discover rules that relate different problem states with the best single heuristic apply. This investigation works towards extending domain in which a given hyper-heuristic can be applied and implements framework generate for wider range of bin packing problems. We present GA-based method produces general solve variety instances one- two dimensional without further parameter tuning. two-dimensional considered deal rectangles, convex non-convex polygons.
Learning Analytics (LA) is increasingly used in Education to set prediction models from artificial intelligence determine learning profiles.This study aims determining what extent K-nearest neighbor and random forest algorithms could become a useful tool for improving the teaching-learning process reducing academic failure two Physics courses at Technological Institute of Monterrey, México (n = 268).A quasiexperimental mixed method approach was conducted.The main results showed significant...
Learning Analytics (LA) is data science applied to the educational field. It enables measurement, collection, and analysis of learners' their context. In this research we utilized two algorithms from field artificial intelligence (AI): K-Nearest Neighbor Random Forest. These trained a predictive model for academic performance students pursuing an engineering degree. This found that general picture group enough improve, despite forecast each student not being accurate. allowed instructor...
Learning Analytics (LA) is an analysis toolset that enables collection of students' data and context data, for the purpose visualizing indicators performance allow improvements learning academic success. In this study, artificial intelligence (AI) algorithms like K-Nearest Neighbor Random Forest were used. These trained a model could predict success college-level engineering students. Under experimental with 182 students, three instructors leading six groups Physics II majors Tecnologico de...
In various approaches for combinatorial optimization, a problem instance is represented by numerical vector that summarizes to some extent the state of such instance. Such representation intends include most relevant features related and domain. Previous hyper-heuristics have been relying in intuitive ways determine feature set. this paper, more general methodology establishing an adequate problem-state proposed. As experimental environment test methodology, we employed irregular case...
This research shows the effects of gamification applied in a calculus course with telepresence and holographic projection. Gamification was to engage heterogeneous students course. It rewards mechanic superpowers narrative, from which earned points for both, cognitive aspects, attitudes values. The results showed positive acceptance by students, improvement attendance, second evaluation period grades, consisted activities, tasks, one exam.
This paper presents an evolutionary framework that solves the one and two dimensional bin packing problem by combining several heuristics. The idea is to apply heuristic more suitable at each stage of solving process. To select a apply, we characterize employing number features. It common in many existing approaches, user selects set features represent instances. In our solution model, start with large features, those succeed characterizing instances are automatically selected during After...
Competency-based education is increasingly demanded in higher institutions. Tecnologico de Monterrey (TEC, Mexico) implemented a new educational model based on competencies (TEC21), thus, innovative spaces were designed to ensure versatile and flexible learning. This research post-occupancy evaluation aims at exploring the extent which classroom design can boost competency-based learning engineering students (n = 122) different campuses throughout country. A mixed method data collected from...
We use a knowledge discovery approach to get insights over the features of bin packing problem and its relationship in performance an evolutionary-based model hyper-heuristics. The evolutionary produces rules that combine application up six different low-level heuristics during solution given instance. Using Principal Component Analysis (PCA) method, we visualize two dimensions all instances characterized by larger number features. By imposing hyper-heuristic 2D graphs, it is possible draw...
E.G. Rincon-Flores 1, J. Mena 2, E. López-Camacho 3 1Tecnologico de Monterrey (MEXICO) 2University of Salamanca (SPAIN) 3Independent researcher (UNITED STATES)