Skip to main content
RESUMEN El diseño y desarrollo de la plataforma Flipover se enmarca en el objetivo de ser un servicio de crowdsourcing que ofrezca los instrumentos fundamentales para la mejora en la eficiencia de los procesos de asignación de recursos a... more
RESUMEN

El diseño y desarrollo de la plataforma Flipover se enmarca en el objetivo de ser un servicio de crowdsourcing que ofrezca los instrumentos fundamentales para la mejora en la eficiencia de los procesos de asignación de recursos a los problemas sociales que se planteen. La plataforma se asienta tecnológicamente sobre un modelo conceptual semántico, mejorando así el proceso de emparejamiento de recursos y los retos que tengan necesidad de capitalizar el aprovechamiento de los mismos. Las investigaciones más recientes han puesto su foco de interés en la eficiencia del proceso de ayuda humanitaria -actualmente no se evalúa-, y los métodos de evaluación de la ayuda -son poco rigurosos-. Además, nadie ha contemplado aun medir el impacto, es decir, responder a cómo ha cambiado la vida de los beneficiarios de dichos recursos. El seguimiento del impacto de los proyectos es muy caro y requiere plazos muy largos de trabajo (para dejar que la ayuda surta sus efectos). Se busca satisfacer todas estas necesidades latentes actuales.

---------------------------------------------------------------------------------------

ABSTRACT

The design and development of the platform Flipover has the goal in mind of being a crowdsourcing platform that provides the essential tools for improving the efficiency of the resource allocation processes attending social problems that are arising all over the world. The platform is technologically based on a semantic conceptual model, thus improving the matching process of resources and challenges that need to capitalize the use of them. Recent research has been oriented to the efficiency of the human aid relief -now not evaluated-, and the evaluation methods -are not so strict-. Besides, no one has even proposed how to measure the impact, this is, to respond how has changed the lives of the beneficiaries of these resources. Monitoring the impact of the projects is very expensive and requires long lead times of work (to let aid took effect). It seeks to satisfy all these current latent needs.
Research Interests:
Universities have increasingly emphasized competencies as central elements of students’ development. However, the assessment of these competencies is not an easy task. The availability of data that learners generate in computer mediated... more
Universities have increasingly emphasized competencies as central elements of students’ development. However, the assessment of these competencies is not an easy task. The availability of data that learners generate in computer mediated learning offers great potential to study how learning takes place, and thus, to gather evidences for competency-assessment using enriched rubrics. The lack of data interoperability and the decentralization of those educational applications set out a challenge to exploit trace data. To face these problems we have designed and developed SCALA (Scalable Competence Assessment through a Learning Analytics approach), an analytics system that integrates usage -how the user interacts with resources- and social -how students and teachers interact among them- trace data to support competency assessment. The case study of SCALA presents teachers a dashboard with enriched rubrics of blended datasets obtained from six assessment learning activities, performed with a group of 28 students working teamwork competency. In terms of knowledge discovery, we obtain results applying clustering and association rule mining algorithms. Thus, we provide a visual analytics tool ready to support competency-assessment.
The acquisition of knowledge is no longer enough to succeed in a society characterized by a constant change and high levels of uncertainty. Accordingly, universities have increasingly emphasized skills and competencies as central elements... more
The acquisition of knowledge is no longer enough to succeed in a society characterized by a constant change and high levels of uncertainty. Accordingly, universities have increasingly emphasized skills and competencies as central elements of students’ development. However, the assessment of these competencies is not an easy task.  The availability of data that learners generate in educational application offer great potential to study how learning takes place, and thus, to gather evidences for competency-assessment. The lack of interoperability and the decentralization of those educational applications poses a challenge to exploit those trace data. To face these problems we have designed and developed SCALA (Scalable Competence Assessment through a Learning Analytics approach), an analytics system that integrates usage (how the user interacts with resources and platforms) and social (how students and teachers interact among them) trace data to support competency assessment.  In this paper, we are going to focus in how we have Extracted, Transformed and Loaded (ETL) those heterogeneous data sources in a single data model following the Caliper framework for ensuring the integrity and interoperability. Finally, we show some initial results of the graphs and learning analytics techniques to support the competency-based assessment.
The introduction of computers and their programs has brought the requirement of skills to gain the productivity this new technology can provide, especially the non-routine and abstract tasks such as problem-solving, teamwork, creativity,... more
The introduction of computers and their programs has brought the requirement of skills to gain the productivity this new technology can provide, especially the non-routine and abstract tasks such as problem-solving, teamwork, creativity, etc. Accordingly, universities have increasingly emphasized skills as central elements of students’ development, changing from a content-based towards competency-based educational model. An effective teacher must monitor student progress continuously where he or she performs its activities. Since, Information and Communication Technologies are becoming increasingly important learning mediating tools; they are the main source for getting the evidences to assess those abstract competencies. However, the lack of data interoperability among different data systems imposes a challenge to data mining and analytics that rely on diverse and distributed data. To face these problems, we have designed and developed SCALA (Scalable Competency Assessment web platform through a Learning Analytics approach), an integrated analytics system that processes datasets from a wide variety of educational web technologies. It later employs Learning Analytics techniques (data mining with a pedagogical perspective) to visualize in a single interface enriched indicators to teachers and learners, gaining insights into their habits and the impact of their learning activities.
The assessment of competencies is a difficult task; on one hand due to its subjective nature, and, on the other one, because of the difficulties to make it scalable and simple (it involves a high number of students and different data... more
The assessment of competencies is a difficult task; on one hand due to its subjective nature, and, on the other one, because of the difficulties to make it scalable and simple (it involves a high number of students and different data sources where we can find information to assess them). Since Information and Communication Technologies are becoming increasingly important learning mediating tools, data stored in learning tools could yield a wealth of information that could serve as an indicator to measure students’ progress and the development of competencies. However, the lack of data interoperability among different educational applications imposes a challenge to data mining and analytics that rely on diverse and distributed data. Besides, these educational technologies do neither usually provide a statistics module in which the teacher can obtain specific reports about students’ performance, nor visualization tools to summarize student usage data. In response to this weakness, and based on the limitations encountered in existing tools, we have developed an integrated and extensible web tool called SCALA (Scalable Competency Assessment through a Learning Analytics approach) that not only shows but also mines using analytics techniques for the discovery of student patterns and metric relations in web-based educational systems.
This paper presents a serious game that aims to develop and assess oral and interpersonal communication competences. Based on the University of Deusto?s Learning model we implement a multiplayer adventure environment using HTML5 and... more
This paper presents a serious game that aims to develop and assess oral and interpersonal communication competences. Based on the University of Deusto?s Learning model we implement a multiplayer adventure environment using HTML5 and Javascript technologies. It includes several activities; each of them covers usually more than one of the three levels of mastery described for each competence, and provides data that match indicators to evaluate students? performance. The main challenge, assessment, is achieved integrating automatic data collected by the system and peer and self-review using standard criteria and standards described in a rubric.
Society demands new competences from professionals, who require having specific skills and abilities. Universities, accordingly, have changed from a content-based towards a competency-based educational model. However, the assessment of... more
Society demands new competences from professionals, who require having specific skills and abilities.  Universities, accordingly, have changed from a content-based  towards a competency-based educational model. However, the assessment of these competences is not a scalable task, has a subjective nature and must consider data from many different sources. This paper describes the model, architecture and objectives of an on-going research project aimed at developing a web platform called LACAMOLC, to provide teachers and students a dashboard which gathers usage and social data from different Knowledge and Learning Technologies such as Moodle, Google Apps for Education and MediaWiki to provide visual and learning analytics visualizations to support learning and assessment process. We select Pentaho as our analytics specific tool, based on its characteristics in order to effectively scale learning analytics systems and achieve long-term sustainability and scalability, and we design an experiment to carry out for teamwork competence.
El diseño y desarrollo de la plataforma FlipOver se enmarca en el objetivo de ser un servicio de crowdsourcing que ofrezca los instrumentos fundamentales para la mejora en la eficiencia de los procesos de asignación de recursos a los... more
El diseño y desarrollo de la plataforma FlipOver se enmarca en el objetivo de ser un servicio de crowdsourcing que ofrezca los instrumentos fundamentales para la mejora en la eficiencia de los procesos de asignación de recursos a los problemas sociales que se planteen. La plataforma se asienta tecnológicamente sobre un modelo conceptual semántico, mejorando así el proceso de emparejamiento de recursos y los retos que tengan necesidad de capitalizar el aprovechamiento de los mismos. Las investigaciones más recientes han puesto su foco de interés en la eficiencia del proceso de ayuda humanitaria. Además, nadie ha contemplado aun medir el impacto, es decir, responder a cómo ha cambiado la vida de los beneficiarios de dichos recursos. El seguimiento del impacto de los proyectos es muy caro y requiere plazos muy largos de trabajo (para dejar que la ayuda surta sus efectos). Se busca satisfacer todas estas necesidades latentes actuales.
The leitmotiv and the real objective of this dissertation are to focus on new learning paradigms and contexts around mobile devices and problem-solving competence. This research begins with a thorough review of literature and other... more
The leitmotiv and the real objective of this dissertation are to focus on new learning paradigms and contexts around mobile devices and problem-solving competence. This research begins with a thorough review of literature and other related works. It analyses them and extracts a number of conclusions regarding the reasons for the lack of specific Knowledge and Learning Technologies for mobile learning scenarios at higher education. Then, based on the trend of mobile computation and doing many activities in mobility, and the limitations encountered in the existing current teaching-learning processes, the dissertation proposes to create a new framework for mobile teaching-learning at higher education. Although some researchers offer a framework for theorizing about mobile learning, lecturers do not have yet a guideline about how to integrate mobile learning into their teaching more effectively.
TALKY is a serious game that is being developed by DeustoTech Learning research group in collaboration with engineering students form the ICAM at Toulouse. It aims to work out and assess two generic competences: oral communication and... more
TALKY is a serious game that is being developed by DeustoTech Learning research group in collaboration with engineering students form the ICAM at Toulouse. It aims to work out and assess two generic competences: oral communication and interpersonal communication. The educational content is based on the University of Deusto’s Learning Model, with more than 10 years of experience in our grades and disseminated through the Tuning Acade-
my program to more than 27 countries. It is a multiplayer and multiplatform adventure game, developed with our own game engine. Besides covering the three levels of mastery of each competence we focus on the assessment of them using different strategies. After a complete review of research and experimental project, as well as commercial products, we can say the approach given in our project is innovative in adult learning. In this paper we explain the design process of the serious game, from theory to practice, from a traditional teaching approach to a serious game-based strategy.
The University of Deusto introduced in 2009 the suite of tools Google Apps for Education. The training of employees and the promotion made for their use as internal work-tools has resulted in a deep organizational change, promoting ICT... more
The University of Deusto introduced in 2009 the suite of tools Google Apps for Education. The training of employees and the promotion made for their use as internal work-tools has resulted in a deep organizational change, promoting ICT for managing, learning and teaching; enabling mobile scenarios and integrating with other tools like ALUD2 (Moodle-based learning management system for educational use). Students are encouraged by teachers to use these tools for their works and duties, the document and data sharing, as well as for real work-group and collaborative learning. They discover new advantages every day, thanks to the Cloud-based technology that provides many other benefits for mobile computer-supported collaborative learning. So, in this paper we present how the University of Deusto introduced these tools and the justification, what are the different scenarios they apply, results of analytics and survey done recently, as well as the integration with other tools we use for learning and teaching.
Este artículo describe los actuales retos de investigación en materia de tecnología educativa y presenta el trabajo multidisciplinar e integrado que lleva a cabo el equipo de investigación DeustoTech Learning de la Universidad de Deusto.... more
Este artículo describe los actuales retos de investigación en materia de tecnología educativa y presenta el trabajo multidisciplinar e integrado que lleva a cabo el equipo de investigación DeustoTech Learning de la Universidad de Deusto. A partir de las líneas definidas en referentes como puede ser el informe Horizon de 2013, el equipo de investigación de DeustoTech Learning ha centrado su actividad en tres áreas, el aprendizaje basado en el juego, los Laboratorios Remotos y el Mobile Learning. Este artículo pretende sintetizar los logros adquiridos en estas 3 áreas.
This paper focuses on the design of a serious game for the teaching and assessment of generic competences, placing particular emphasis on the competences assessment aspect. Taking into account important aspects of competence assessment... more
This paper focuses on the design of a serious game for the teaching and assessment of generic competences, placing particular emphasis on the competences assessment aspect. Taking into account important aspects of competence assessment such as context, feedback and transparency, among other aspects, and using the University of Deusto's Generic Competences Assessment Model based on the defining of levels, indicators and descriptors as a reference point, a serious game has been designed for the development and evaluation of two Generic Competences: Problem Solving and Entrepreneurship, aimed at final-year undergraduate and first-year postgraduate students. The design process shows that having a Competence Assessment Model based on levels, indicators and descriptors is of great help in defining the game's scenarios and learning and assessment activities. Serious games can also be excellent resources to help in the development and assessment of generic competences, but not as a unique tool, since the concept of competence in itself is highly complex (integrating knowledge, skills, attitudes and values) and some elements might require other methods and techniques for its development. It also reveals
the difficulties of evaluating competences in general and through serious games in particular.
This paper presents a serious game that aims to develop and assess oral and interpersonal communication competences. Based on the University of Deusto?s Learning model we implement a multiplayer adventure environment using HTML5 and... more
This paper presents a serious game that aims to develop and assess oral and interpersonal communication competences. Based on the University of Deusto?s Learning model we implement a multiplayer adventure environment using HTML5 and Javascript technologies. It includes several activities; each of them covers usually more than one of the three levels of mastery described for each competence, and provides data that match indicators to evaluate students? performance. The main challenge, assessment, is achieved integrating automatic data collected by the system and peer and self-review using standard criteria and standards described in a rubric.
The integration of mobile devices in our way of life has supposed an update in our learning systems. This paper describes a project that is focused in making easier the work of teachers enabling the integration of mobile learning... more
The integration of mobile devices in our way of life has supposed an update in our learning systems. This paper describes a project that is focused in making easier the work of teachers enabling the integration of mobile learning experiences at university learning environments. We propose to achieve this goal through the design and development of a mobile learning conceptual framework which could recreate digital learning scenarios, engaging students in learning-related activities in diverse physical locations, enhancing availability and accessibility of information networks. We select two generic competences currently introduced at the University of Deusto within the new training model called UDLM (University of Deusto’s Learning Model) and propose a catalog of mobile applications conducive to the performance of those skills.
This paper presents the research work carried out by an interdisciplinary group of technologists, educators and entertainment experts from the University of Deusto to develop a serious game to practice generic skills in job-oriented... more
This paper presents the research work carried out by an interdisciplinary group of technologists, educators and entertainment experts from the University of Deusto to develop a serious game to practice generic skills in job-oriented education. This innovative serious game focuses on entrepreneurship skills and problem solving competences. Technology is a facilitator for a new teaching methodology, but it also imposes certain restrictions to be considered by the entire project team.