Abstract. Understanding and analyzing collaborative learning processes require a fine-grained sequential analysis of the group interaction in the context of learning goals. Several researchers in the area of cooperative work take as a success criterion the quality of the group outcome. Nevertheless, recent findings are giving importance to the quality of the cooperation process itself. This paper presents a set of indicators which main objective is to evaluate the collaborative learning process. We have defined an experiment with a tool instrumented to gather data from groups working in a simple task. This data is then useful to build the cooperation indicators, which in turn allow us to estimate the quality of the work process.
El sistema educativo en tiempos de pandemia ha tenido que transformarse de forma urgente e imprevista a una modalidad virtual. En este trabajo se presenta un estudio exploratorio sobre las principales dificultades encontradas por las instituciones educativas en Iberoamérica y algunas estrategias utilizadas en los procesos de enseñanza aprendizaje. Asimismo, teniendo en cuenta el análisis previo, se propone un modelo de evaluación a considerar en los planes de contingencia debido a la emergencia sanitaria.
RESUMENLa Televisión Digital Interactiva (TDi) es considerada como la convergencia de la televisión y las tecnologías de la computación. La evaluación de usabilidad para aplicaciones basadas en tecnologías emergentes trae nuevos retos. La principal característica de la TDi es que los usuarios pueden interactuar con las aplicaciones; de esta manera la usabilidad es el principal aspecto a considerar cuando se diseñan aplicaciones de TDi. Las investigaciones actuales normalmente están enfocadas sobre las aplicaciones de TDi desde un punto de vista técnico, y no desde un enfoque centrado en el usuario. Hay una necesidad de nuevos métodos de evaluación de usabilidad o, por lo menos, utilizar de nuevas formas los métodos de evaluación existentes. Un conjunto de heurísticas de usabilidad específicas ha sido definido y validado, con el objetivo de ayudar en la evaluación de usabilidad de aplicaciones de TDi. También se ha propuesto una lista de verificación para ser usada al momento de aplicar las heurísticas de usabilidad.Palabras clave: Televisión digital interactiva, aplicaciones, usabilidad, heurísticas, lista de verificación.
ABSTRACT
Interactive Digital Television (iDT) is considered as the convergence of television and computer technologies. Usability evaluation for applications based on emerging information technology brings new challenges.The main iDT feature is that the user may interact with the application; therefore usability should be a main concern when designing iDT applications. Current research usually focuses on iDT applications from a technical point of view, rather than a user-centered approach. There is a need for new usability evaluation methods or at least for the use of traditional evaluations in novel ways. A set of specific usability heuristics was defined and validated, in order to help the usability evaluations of iDT applications. A usability checklist to be used when applying iDT heuristics is also proposed.
Due to the global pandemic (COVID-19) currently facing humanity, a new environment that promotes teaching–learning is now emerging. This environment that challenges traditional teaching practices created an opportunity for the technology industry to capitalize on by developing creative e-learning platforms that empowers the teaching–learning process, during this ‘emergency’ situation. E-learning scenario is an important element to be considered, as it offers a host of benefits, such as reducing costs, allowing for education on-demand, etc., to its adopters. However, the application of this could bring some challenges, as some of the existing online platforms are not conducive to support clear communication among academic staff. This paper describes a report identifying the main problems faced by teachers and students from different countries in Latin America, when using e-learning platforms in a lockdown scenario, reporting the importance to include aspects related with emotions and awareness.
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