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dc.contributor.authorLamo-Anuarbe, Paula
dc.contributor.authorPerales, Mikel
dc.contributor.authorde-la-Fuente-Valentín, Luis
dc.date2022
dc.date.accessioned2022-10-07T11:39:37Z
dc.date.available2022-10-07T11:39:37Z
dc.identifier.issn2079-9292
dc.identifier.urihttps://reunir.unir.net/handle/123456789/13574
dc.description.abstractPractical activities and laboratories, where the students handle hardware devices, are an important part of the curriculum in STEAM degrees. In face-to-face learning, the students go to a specific classroom where the hardware is available. However, laboratories are one of the challenges of distance education, due to the impossibility of the students attending classes at a certain place. This is especially relevant since the COVID-19 pandemic, thanks to the increase of students enrolled in distance education. Different approaches to tackle this problem have been adopted, ranging from mixed models where lectures are online but physical attendance to laboratories is required to purely virtual models where virtual worlds or augmented reality have been used to simulate the real hardware. This paper presents the case of study of a flexible laboratory for the use of Arduino in a Computer Technology course with 153 students, geographically distributed in Spain and Latin America. The goal of the case study is to study the impact of such a flexible laboratory in the course, based on four fundamental parameters: student access to the online lectures, participation in the course and marks obtained, and satisfaction surveys. The results show that students have increased their marks by 28.8% and their class attendance by 247.18%, doing more elaborate and complex work than in previous courses. Therefore, it is considered that they have satisfactorily integrated the knowledge acquired during the subject, and the projects with Arduino in Computer Technology have an impact on the flexibility and personalization of the education, motivate students and increase its educational productivity and effect on the quality of education, influencing the learning experience.es_ES
dc.language.isoenges_ES
dc.publisherElectronicses_ES
dc.relation.ispartofseries;vol. 11, nº 4
dc.relation.urihttps://www.mdpi.com/2079-9292/11/4/578es_ES
dc.rightsopenAccesses_ES
dc.subjectonline teachinges_ES
dc.subjectflexibilityes_ES
dc.subjectcomputer technologyes_ES
dc.subjectproject-based learninges_ES
dc.subjectarduinoes_ES
dc.subjectvideo gameses_ES
dc.subjectcomputer engineeringes_ES
dc.subjectundergraduateses_ES
dc.subjectpandemic situationes_ES
dc.subjectCOVID-19es_ES
dc.subjectcase of studyes_ES
dc.subjectstudent profilees_ES
dc.subjectJCRes_ES
dc.subjectScopuses_ES
dc.titleCase of Study in Online Course of Computer Engineering during COVID-19 Pandemices_ES
dc.typeArticulo Revista Indexadaes_ES
reunir.tag~ARIes_ES
dc.identifier.doihttps://doi.org/10.3390/electronics11040578


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