Andoni Eguíluz

ORCID: 0000-0003-2926-9495
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About
Contact & Profiles
Research Areas
  • Teaching and Learning Programming
  • Educational Games and Gamification
  • E-Learning and Knowledge Management
  • Innovative Teaching and Learning Methods
  • Subtitles and Audiovisual Media
  • Reinforcement Learning in Robotics
  • Online Learning and Analytics
  • Educational Technology in Learning
  • EEG and Brain-Computer Interfaces
  • Autonomous Vehicle Technology and Safety
  • Open Education and E-Learning
  • Gaze Tracking and Assistive Technology
  • Creativity in Education and Neuroscience
  • Higher Education Teaching and Evaluation
  • Digital Accessibility for Disabilities
  • Experimental Learning in Engineering
  • Neuroscience and Neural Engineering
  • Digital literacy in education
  • Engineering Education and Technology
  • Child Development and Digital Technology
  • Radio, Podcasts, and Digital Media
  • Law, Ethics, and AI Impact
  • Augmented Reality Applications
  • Ethics in medical practice
  • Team Dynamics and Performance

Universidad de Deusto
2007-2024

Many worldwide initiatives consider both creativity and computational thinking as crucial skills for future citizens, making them a priority today's learners. We studied the associations between these two constructs among middle school students (N = 57), considering types of creativity: general creative thinking, specific creativity. did so using learning analytics, specifically, by operationalizing log-based assessment find some evidence an association Computational Creativity Thinking:...

10.1080/10494820.2019.1610451 article EN Interactive Learning Environments 2019-04-25

From an early age, girls disregard studies related to science, technology, engineering, or mathematics (STEM), and this means that a gender gap begins during secondary education continues increase over time. Multiple causes have been identified for phenomenon in the literature, numerous initiatives are being carried out reverse situation. In paper, we analyze impact group mentoring initiative led by female STEM role model had on young people who participated whether was different based their...

10.3390/su14031420 article EN Sustainability 2022-01-26

Computational Thinking (CT) and creativity are considered two vital skills for the 21st century that should be incorporated into future curricula around world. We studied relationship between these constructs while focusing on learners’ personal characteristics. Two types of were examined: creative thinking computational creativity. The research was conducted among 174 middle school students from Spain. Data collected using a standardized test (Torrance's TTCT) triangulated with data drawn...

10.1177/0735633120940954 article EN Journal of Educational Computing Research 2020-07-13

Background and Context: Despite many initiatives to develop Computational Thinking (CT), not much is known about how early programmers CT we can assess their learning.Objective: Determine if the analysis of students' interactions with an online platform allows understanding development CT, convert data collected into valuable insights, aspects that should be considered in platforms design.Method: We developed a fine-grained log–recording system. analysed from 1004 students (ages 8-14)...

10.1080/08993408.2021.1903248 article EN Computer Science Education 2021-04-03

In recent years, many initiatives have aimed to develop basic computational thinking skills. Despite the popularity of online platforms for early programmers, we still lack detailed information analyze how these skills are acquired. present study analyzed clickstream data from 3,355 participants enrolled in several Computational Thinking workshops using Kodetu, an platform with fine grained logging features. Participants used Kodetu's coding blocks solve challenges increasing difficulty...

10.1109/tetc.2017.2768550 article EN IEEE Transactions on Emerging Topics in Computing 2017-11-01

Creativity and Computational Thinking (CT) have been both extensively researched in recent years. However, the associations between them are still not fully understood despite their recognition as essential competencies for digital age. This study looks to bridge this gap by examining association CT two types of creativity, i.e., Creative Creativity. The research was conducted among 124 middle school students from Spain, who were divided into control experimental groups; intervention...

10.1177/0735633120973429 article EN Journal of Educational Computing Research 2020-11-19

In this paper we present the main basis of teamwork competency, and how integrate its development assessment in a serious game are developing at University Deusto. We describe game-design process, methodology used, it affects final design. Some analyzed aspects gamification also pointed out. It describes include mechanisms to assess monitor competency. The collects, without interfering with user, necessary data measure enable complete analysis project within company which is used.

10.1109/siie.2014.7017727 article EN 2014-11-01

Within the 3rd International Digital Citizenship Conference celebrated in San Sebastian-Spain May 8th, we took part a round table debate about use of Smartphone education with teenagers. There is an open discussion benefits or threats using such innovative technology. Usually main trend to forbid mobile phones classroom. We bet for considering any technology if it can benefit somehow our learning/teaching process. Smartphones are very powerful devices that be used many ways. profit their...

10.1109/icl.2012.6402203 article EN 2012-09-01

En este artículo se describen los principales tipos de discapacidad que pueden sufrir usuarios y afectan a su uso las Tecnologías la Información Comunicación (tic), dificultades suponen hora utilizar programas informáticos. Se analizarán ayudas técnicas desarrolladas para superar estas dificultades, así como pautas, guías dictadas por diversos organismos, nacionales e internacionales, el diseño tecnología accesible. Por último hará un breve repaso principal normativa legislación relativa...

10.24310/trans.2007.v0i11.3104 article ES cc-by-nc-sa TRANS Revista de Traductología 2007-12-01

We present a system, PortableAR, that aims to provide Augmented Reality (AR) diverse environments, like guided tourism visits or industrial maintenance tasks. The first version relied on AR tags and had low accuracy while the last provides successful experience using SURF homography.

10.1109/rev.2012.6293130 article EN 2012-07-01

Trastea.club (http://www.trastea.club/) is an initiative of the University Deusto (Spain) aimed to develop STEM-related skills among young students (STEM stands for Science, Technology, Engineering, and Science). We chose name "trastea" because it means tinker in Spanish, a verb that fits with hands-on approach this initiative. Since January 2014, we have organized more than 180 workshops attended by 3.200 from 35 different schools. With aim supporting methodological technical changes needed...

10.1145/3144826.3145358 article EN 2017-10-18

Ethics is taking a relevant role in this 21st century, most cases going hand with scientific-technological advances and the social cultural implications. However, to date, evidence on which university European Higher Education Area (EHEA) can rely incorporate ethical perspective educational curriculum successfully still scarce. To increase body of knowledge engineering ethics, article presents evaluates initiative called 'Tecnoetica' implemented at University Deusto, Spain. This proposes...

10.1109/rita.2022.3149777 article EN IEEE Revista Iberoamericana de Tecnologias del Aprendizaje 2022-02-01

We propose the integration of audiovisual content in whole learning process. Audiovisual not only as a type to which student is passive and needs additional resources process, comment or work with it, but an interactive material on (as we have done traditionally paper). This made thanks ACCEedu, tool that proposes educational activities based material. It allows tagging, subtitling, audio describing…in short, it enriches teacher's student's contributions.

10.1109/icalt.2011.179 article EN 2011-07-01

This article describes the results of an analysis how "inclusive learning" has been implemented in Digital Educational Objects developed with support Basque government for Eskola 2.0 program. We provide this survey and present a set pedagogical technological design guidelines to improve accessibility inclusive nature future developments.

10.1109/icalt.2012.119 article EN 2012-07-01
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