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Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality: Salamanca, Spain, October 19th - 21st 2022

معرفی کتاب «Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality: Salamanca, Spain, October 19th - 21st 2022» نوشتهٔ Francisco José García-Peñalvo, Alicia García-Holgado، منتشرشده توسط نشر Springer Nature Singapore Pte Ltd Fka Springer Science + Business Media Singapore Pte Ltd در سال 2023. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

TEEM 2022 Preface Organization Contents Trends on Computational Thinking, Engineering Education, Technology in Medicine, Qualitative and Mixed Methods, Diversity in STEM, Lab-Based Education, Technology and Education, Gamification and Games for Learning and Smart Learning at TEEM 2022 1 Computational Thinking and Robotics in Education 1.1 Introduction 1.2 Computational Thinking and Robotics Papers in TEEM 2022 2 Engineering Education: Teachers’ and Students’ Competences Recent Developments 2.1 Introduction 2.2 Engineering Education Papers in TEEM 2022 3 Technological Applications in Medical Training and Practice 3.1 Introduction 3.2 Technological Applications in Medicine Papers in TEEM 2022 4 Implementation of Qualitative and Mixed Methods Researches 4.1 Introduction 4.2 Qualitative and Mixed Methods Papers in TEEM 2022 5 Bridging the Diversity Gap in STEM 5.1 Introduction 5.2 Diversity and Gender Gap in STEM Papers TEEM 2022 6 Lab-Based Education in STEM 6.1 Introduction 6.2 Lab-Based Education Papers in TEEM 2022 7 Identity, Technology and Education. Identity Construction Processes in Hyperconnected Ecosystems 7.1 Introduction 7.2 Identity, Technology and Education Papers in TEEM 2022 8 Gamification and Games for Learning (GAMILEARN) 8.1 Introduction 8.2 Gamification and Games for Learning Papers in TEEM 2022 9 Smart Learning 9.1 Introduction 9.2 Smart Learning Papers in TEEM 2022 References Computational Thinking and Robotics in Education Vocabulary Enrichment in Mother Language After Preschoolers’ Interaction with a Social Robot 1 Introduction 2 The Present Study 2.1 Aim 2.2 Method 2.3 Results 3 Discussion 4 Conclusions References The Way for Learning Initial Programming: Activities, Feedback, and Predict Model 1 Introduction 2 Context and Background 2.1 Study Group 3 Methodology 3.1 Stage 1-Problem Identification and Motivation 3.2 Step 2-Define the Objectives of a Solution 3.3 Step 3-Create an Artefact 3.4 Step 4-Demonstration 3.5 Step 5-Evaluation 3.6 Step 6-Communication 4 Conclusion References Educational Robotics and Dyslexia: Investigating How Reinforcement Learning in Robotics Can Be Used to Help Support Students with Dyslexia 1 Introduction 2 Research Design and Method 3 Critical Literature Review of Reinforcement Learning and Dyslexia with Robotics 3.1 Machine Learning/AI and Reinforcement Learning 4 Conceptual Model for Support Assistant for Robot with Reinforcement Learning 5 Conclusions References Designing Exercises for Block-Based Languages: The Case of ScratchJr 1 Introduction 2 Features of Block-Based Programming in ScratchJr 3 Exercises for ScratchJr 3.1 Predictive and Trace Exercises 3.2 Comprehension Exercises 3.3 Translation Exercises 4 Experience and Discussion 5 Conclusions and Future Work References An Overview of European Projects About Computational Thinking 1 Introduction 2 Methodology 2.1 Mapping Questions 2.2 Inclusion, Exclusion and Quality Criteria 2.3 Sources and Search String 3 Data Extraction 4 Results 4.1 What are European Research Trends Regarding Computational Thinking at Pre-university Level? 4.2 In Which Countries Were the Projects Implemented? 4.3 Which Calls for Proposals Fund this Type of Research Project? 4.4 What Years do the Projects Cover? 4.5 How Much Money Has Been Invested in These Projects? 4.6 In What Context Were the Projects Carried Out? 4.7 What Actions Have Been Developed in the Projects? 5 Conclusions References Engineering Education: Teachers’ and Students’ Competences Recent Developments Digital Competence in Educators Through Interaction with a Virtual Learning Environment 1 Introduction 2 Context 3 Method 4 Results 5 Discussion 6 Conclusions References SDART Software: A Novel Tool Designed to Enhance Learning in Adjustment Computation in Surveying 1 Introduction 2 Academic Context 2.1 Support Teaching Software 3 Teaching-Learning Methodology 4 Conclusions References Software Alternatives to Design Learning Activities for Lean Six Sigma in e-learning 1 Introduction 2 Educational Context and Learning Requirements 3 Study of Software Alternatives 4 Discussion and Conclusions References Following Up on the Examination of Accesses to Educational Resources in a Blended Learning Flipped Classroom Controls Course 1 Introduction 2 The Controls and Servomechanisms Course 3 Available Courseware 4 Accesses to Courseware 4.1 Accesses in 2021.1 4.2 Accesses in 2021.2 4.3 Accesses in 2022.1 5 Comments References Roleplay Ethical Debates, An Activity to Learn to Apply Ethical Theories to Dilemmas and Improve Critical Thinking 1 Introduction 2 Course, Didactical Resource and Methodology 2.1 Courses Description 2.2 Didactical Resource 2.3 Methodology 3 Results 4 Discussion 5 Conclusions References Understanding Engineering Real Projects as an Innovative Learning Activity: A Case Study in the Bachelor’s Degree in Electrical Engineering 1 Introduction 2 Expected Learning Outcomes 3 Materials and Methods 3.1 Design of the Activity 4 Example of the Learning Activity 5 Discussion and Conclusions References Team-Based Learning to Enhance Student’ Competencies in a Fluid Mechanics Module 1 Introduction 2 Fluid Transport System 2.1 Course Characterization 2.2 Course Objectives 2.3 TBL Methodology Implemented and Course Assessment 3 Materials and Methods 3.1 Students’ TBL Questionnaire Description 3.2 Students’ Characterization 4 Results and Discussion 4.1 Students’ Habits of Study 4.2 Students’ Perceptions About Competencies Acquired with TBL 4.3 Teacher’ Perceptions 5 Conclusions References The Internship Subject in a CTeSP Course 1 Introduction 2 Higher Technical Professional Course (CTeSP) 3 Internship Subject Analysis 4 Conclusions References Technological Applications in Medical Training and Practice The Metaverse in Medical Education and Clinical Practice 1 Introduction 2 Materials and Methods 3 Results 4 Conclusions References Students’ Assessment of the Use of 3D Vision Technology Resources for Independent Learning 1 Introduction 2 Materials and Methods 3 Results 4 Conclusions References Embedded Mobile App Prototyping 1 Introduction 2 Method 2.1 Nature and Approach 2.2 Context 2.3 Participants 2.4 Procedures and Data Collection 2.5 Data Analysis 2.6 Ethical Aspects 3 Results 4 Discussion 5 Conclusions References Private Health Record System: Improving the Patient’s Medical Knowledge with an e-Learning Approach 1 Introduction 2 Related Works 3 The Patient’s e-Learning Through PHR 4 The Role of EMR in e-Learning of the Patients 5 Comparison of the Patient’s e-Learning Approach via the PHR and Without It 6 Conclusions References Analysis of Ergonomic Aspects in the Surgery Field: Surgeons’ Appraisals 1 Introduction 2 Material and Methods 2.1 Tools 2.2 Sample 2.3 Exclusions 2.4 Data Processing 3 Results 3.1 Posture vs Tipology of Surgery 3.2 OR Elements: Surgeons’ Appraisals 4 Discussion 5 Conclusions References A Production Workflow for Healthcare Educational Dashboards Using Clinical Data 1 Introduction 2 Related Works 3 Proposed Approach 4 An Illustrative Case Study 4.1 Repository Creation 4.2 Infrastructure Provision 4.3 Dashboard Generation 5 Conclusions References Testing and Improvements of KoopaML: A Platform to Ease the Development of Machine Learning Pipelines in the Medical Domain 1 Introduction 2 First Version of the Platform 3 Methodology 4 Prototypes 5 Prototype Evaluation Results 5.1 DICOM Prototype 5.2 Redesign and Recommendation Mode 6 Discussion and Conclusions References Creating Virtual Models of a Flexible Endoscope in Unity 1 Introduction 2 Background 3 Modeling a Flexible Endoscope in Unity 4 Analysis 5 Conclusions References INOVSAFECARE Tools for the Training of Practitioners 1 Introduction 2 INOVSAFECARE, Creating Knowledge to Be Shared 2.1 Directed Exploration 2.2 Evaluation of the Workshop 3 Conclusions References Proposal and Definition of a Novel Methodology for Improving the Design and Manufacturing of 3D Printed Prosthetic Hands in Developing Countries 1 Introduction 2 Materials and Methods 2.1 Methodology 2.2 Tools and Techniques 3 Case Study 3.1 Understanding the Problem 3.2 Market Study 3.3 Hierarchical Organization 3.4 CAD Design 3.5 Analysis of the Model 4 Discussion 5 Conclusions References Design of a Methodology Based on Analysis of Vibrations for an Efficient Minimally Intrusive Remote Monitoring of the Evolution of Parkinson’s Disease 1 Introduction 2 Materials and Methods 2.1 Data Acquisition 2.2 Data Transmission 2.3 Cloud Computing and Backend Layer 2.4 End-to-End Interface 3 Case Study 3.1 User Interface (PD PAL APP) 3.2 Physician Interface 4 Discussion 5 Conclusions References Development of Mobile Interactive E-tools in Clinical Guidance for Nurse Practitioners 1 Introduction 2 Related Works 3 Proposed Approach 4 A Case Study 4.1 E-tool Design 4.2 E-tool Implementation 4.3 E-tool Testing 5 Conclusions References Design of a Novel Respiratory Device for Neonatal Patients 1 Introduction 2 Materials and Methods 2.1 Design Methodology 3 Design Process 3.1 Generation of Alternatives 3.2 First Generation of Concepts 3.3 Concept Filtering 3.4 Second Generation of Concepts 3.5 Concept Scoring 4 Discussion 5 Conclusion References Hyperthermia by Low Intensity Focused Ultrasound 1 Introduction 2 Simulations 3 Conclusions and Perspectives References Piloting the Willingness to Use a Didactic Robot in Health Sciences Education on the Basis of the UTAUT Model 1 Introduction 2 Background 3 Methodology 3.1 Questionnaire and Sample 4 Results 5 Discussion and Conclusions 6 Limitations and Future Research References Mobile Application Development for Human Veterinary Resources Management in a Low Density Population Context: Promoting Students Engagement by Working with the Community 1 Introduction 2 Related Work 3 Application Functional Requirements 4 Proposed Solution 4.1 Veterinary Registration 4.2 Shift Exchange 5 Implementation 6 Conclusions and Future Work References 3D Technology Applied on Complex Abdominal Wall Pathologies 1 Introduction 1.1 CT Scanners and 3D Reconstructions 1.2 Patient 1.3 Anaesthesiology Department 2 Conclusions References Implementation of Qualitative and Mixed Methods Researches The Opinion of the Spanish University Population on the Existence of Studies and Professions According to Gender 1 Introduction 2 Methodology 3 Sample 4 Results 5 Discussion and Conclusions References Trends in Techno-Social Environments and Gerontechnological Innovation: A Systematic Mapping and European Initiatives 1 Introduction 2 Methodology for Systematic Mapping 3 Data Analysis and Results 4 Results of the Content of Publications 5 European Living Labs and Senior Labs Initiatives 6 Conclusions References Towards an Initial Teacher Training in Comprehensive Sexuality Education (CSE): Theoretical Scopes and Presentation of Categories 1 Introduction 2 Context 2.1 Comprehensive Sexuality Education (CSE) 2.2 State of the Situation in Chile 2.3 Initial Teacher Training 3 Methodology 3.1 Participants 3.2 Study Design and Data Collection 3.3 Analysis 4 Results 5 Conclusions References Evaluation of Learning Attributes in Higher Education: A Methodological Guide Validation 1 Introduction 2 Background 3 Summary of the Methodological Guide for Evaluating Attributes 4 Research Methodology 5 Results 5.1 Consolidation of the Evaluation Process in the Guide (Strength) 5.2 Improvements Derived from the Attribute Evaluation Process (Strength) 5.3 Rigid Rules (Weakness) 5.4 Definition of Roles and Responsibilities (Weakness) 5.5 Suitability of Instruments and Tools to Support the Process (Weakness) 5.6 Recognition and Adequacy of Workload (Contextual) 5.7 Professor Motivation (Contextual) 6 Discussion 7 Conclusions References Qualitative Analysis of the Transition and Learning Needs of Front-Line Refinery Leaders 1 Introduction 1.1 Literature Review 2 Framework 3 Data Collection 4 Data Analysis 5 Findings 6 Recommendations 7 Conclusion References Accompaniment Methodology of Open Innovation in Local Universities After COVID-19 1 Introduction 2 Open Innovation Accompaniment Methodology Bases 3 Method 4 Open Innovation Accompaniment Methodology 4.1 Diagnosis 4.2 Description of the Accompaniment Methodology 4.3 Design of the Accompaniment Methodology 5 Discussion 6 Conclusions References Digital Qualitative and Mixed Methods Research in the Transformation of Higher Education 1 Introduction 2 Digital Qualitative and Mixed Methods Research in Education During the Covid-19 Pandemic: A Literature Review 3 Systematization and Transformation of Educational Practices 3.1 Context of the Digital Qualitative and Mixed Methods Research 3.2 Results and Systematization of the Research Experience 4 Conclusions and Future Work References Bridging the Diversity Gap in STEM Analysis of Gender and STEM in Secondary School Students 1 Introduction 2 Methodology and Sample Characterization 2.1 Participants 2.2 Description of the Students’ Questionnaire 2.3 Data Collection and Analysis Procedure 3 Results and Discussion 3.1 Results of Interest, Tastes, Abilities/skills and Enjoyment 3.2 Influence and Support of Teachers and Parents/Guardians 3.3 Personal Values with STEM and External Motivation 3.4 STEM Role Models 4 Conclusions References Design of Didactic Units Focused on Improving Diversity Gaps Within New Multidisciplinary Spaces: The STEAM-Labs 1 Introduction 2 Designing a Unit Plan in STEAM 3 Unit Plan Data Analysis 4 Conclusions References Implementing Mentoring Communities Under the TEC21 Educational Model to Ensure the Resilience of Female Students in STEM Areas 1 Introduction 2 Objective 3 Methodology 3.1 Detailed Characteristics of the Instrument 4 Results and Discussion 5 Conclusions References A Pilot Experience to Raise Awareness Among Computer Science Undergraduates About the Gender Biases of Algorithms 1 Introduction 2 Experience Design 2.1 Participants Recruitment 2.2 Intervention and Posed Tasks 3 Results 4 Discussion 5 Conclusions References A Grey Web Analysis of Existing STEAM Diversity Initiatives 1 Introduction 2 Methodology 3 Results and Discussions 4 Conclusion References Access and Dropout in Engineering and Architecture Studies. A Preliminary Study with a Gender Perspective 1 Introduction 2 Context and Methodology 3 Results 3.1 Reasons to Choose Engineering or Architecture Studies 3.2 Support Initiating Engineering or Architecture Studies 3.3 Dropout Engineering/Architecture Studies 4 Conclusions References Cultural Differences in Complexity Reasoning in Higher Education 1 Introduction 2 Theoretical Background 2.1 Complexity Reasoning 2.2 National Culture 3 Methodology 4 Results 5 Discussion 6 Conclusions References Gender Roles and Gender Stereotypes in Childhood Education: A Pilot Study 1 Introduction 2 Method 2.1 Sample 2.2 Instrument 2.3 Procedure 2.4 Results 3 Conclusions, Limitations, and Further Work References Lab-Based Education in STEM Didactic Analysis of Olive Mill Wastewaters Antimicrobial Activity 1 Introduction 2 Materials and Methods 2.1 Total Phenolic Content 2.2 Antioxidant Activity 2.3 Antimicrobial Activity 3 Results and Discussion 3.1 Total Phenols Content and Antioxidant Activity 3.2 Antimicrobial Activity 4 Conclusions References Perceptions of Mechanical Engineering Students Regarding Flipped Laboratory Activities 1 Introduction 2 The Flipped Approach 3 Methodology 3.1 Participants, Instruments, and Methods 3.2 Description of the Intervention 4 Presentation and Discussion of Results 5 Conclusions References Augmented Reality for Self-management of Learning in Manufacturing Laboratories (AR-ManufacturingLab) 1 Introduction 2 Development 2.1 Theoretical Framework 2.2 Description of the Innovation 2.3 Implementation Process for the Innovation 3 Results 4 Conclusions References GeOrder Simulator as Provocator of Semiotic Representations for Statistics Learning in STEM 1 Introduction 2 Theoretical Framework 2.1 Analysis 2.2 Design and Development 2.3 Implementation 2.4 Assessment 3 Conclusions References Identity, Technology and Education. Identity Construction Processes in Hyperconnected Ecosystems Technology and Teaching Space: A Pedagogical Approach to the Classroom of the Future 1 Introduction 2 The Pedagogical Importance of the Teaching Space 3 (Re)ontologising the Teaching Space: From Classroom to Hyperclass 4 Conclusions References Daily Life of Elderly: An Approach to the Use of Gerontechnology 1 Introduction 2 Methodology 2.1 Investigation Objectives 2.2 Instrument and Analytical Procedure 2.3 Sample Participant 2.4 Results 3 Conclusions References Combating Screens with School Gardens: The Innovative 21st Century Tool Against Nature Deficit 1 Introduction 2 Theoretical Framework 3 Methodology 4 Conclusions References Students as Creators of Online Newspapers: A Tool’s User-Interface Proposal 1 Introduction 2 Theoretical Review 2.1 School Journalism 2.2 Personal Identity 3 State of Art 3.1 PÚBLICO na Escola 3.2 Writable 3.3 Jornal Joca 3.4 Write About 4 User Interface 4.1 News Writing Tool: Structure 5 Conclusions and Future Work References The Subjective Perception of Internet Use Among Protected Minors and Young Offenders in the Childhood Protection Scheme in the Spanish Region of Castilla y León 1 Introduction 2 Method 2.1 Research Design 2.2 Population and Sample 2.3 Timeline 3 Results 3.1 Subjective Assessment of Self-concept in Virtual Spaces 3.2 Subjective Assessment of the Emotion/Satisfaction Perceived in Virtual Spaces 3.3 Subjective Assessment of the Threats Perceived in Virtual spaces 4 Conclusions References Social Construction of Learning: Analysis from the Participants of an Energy Sustainability xMOOC 1 Introduction 1.1 Massive Open Online Courses (MOOC) and xMOOC Participants 1.2 The Social Construction of Learning in MOOC 1.3 Online Communication and Interaction 2 Method 2.1 Participants 2.2 Data Collection 3 Discussion of Results 4 Conclusions References The Anthropological Dynamics Revealed in the Use of Social Networks and What We Can Do from Pedagogy 1 Introduction 2 The Culture-Nature Dialogue in Social Networks 3 The End Shows Us the Way 4 Media is Not Neutral 5 Conclusion References Video Games as a Form of Youth Leisure: Socialization Practices and Self-perception Among Young University Students 1 Introduction 2 Self-perception 3 Methodology and Preliminary Results 3.1 Preliminary Results 4 Conclusions References Gamification and Games for Learning (GAMILEARN) Tales from the Future: Exploring Game Design Strategies for Creativity and Play 1 Introduction 2 Background and Approach 2.1 Imagining Futures 2.2 Speculation and Play 3 Designing the Game 3.1 Speculative Thinking 3.2 Episodic Imagination and Narration 3.3 Meaningful Play 3.4 Tangibility and Representation 4 User Study 5 Results 5.1 Speculative Thinking: Imagining the Future 5.2 Episodic Imagination and Narration: Thinking in Patterns 5.3 Meaningful Play: Negotiation and Decisions 5.4 Tangibility and Representation: Visualising the Story 6 Discussion 6.1 Co-Creation and Collaboration 6.2 Decision-Making, Meaning and Sharing 7 Conclusion References Design and Implementation of Serious Games on Extended Reality: A Use Case in Construction Safety 1 Introduction 1.1 Research Proposal 2 Game Design 2.1 Learning Objectives 2.2 Elements, Game Mechanics and Core Loop 3 Development (Unreal Engine Implementation) 4 Results and Analysis 5 Conclusions References Urban Exploration Game – An EPS@ISEP 2022 Project 1 Introduction 2 Preliminary Studies 2.1 Market Research 2.2 Ethics 2.3 Marketing 2.4 Sustainability 3 Proposed Solution 3.1 Concept 3.2 Design 4 Prototype Development 4.1 Assembly 4.2 Tests and Results 5 Conclusion 5.1 Project Outcomes 5.2 Personal Outcomes 5.3 Future Development References Tangible Application of Gamification for Teaching Spatial Topics to Blind People Based on Universal Design for Learning 1 Introduction 2 Development Process 3 Case Study 4 Application of UDL Principles in Digital Educational Game 5 Conclusion References Coding is Fun: Engaging Adult On-Line Learners Using Programming Games 1 Introduction 2 Background 3 Methodology 3.1 Context of the Study 3.2 Game Selection Process 3.3 Research Method 4 Findings from the Journaling Process 5 Conclusions and Future Work References Gameful English: How Playing Vernacular Video Games May Enhance ESL Learning in an Extra-Mural Educational Context 1 Introduction 1.1 Italian ESL Contemporary Context 1.2 Theoretical Background 2 Gameful English Design Framework 2.1 Participants, Implementation, and Methodology 2.2 Initial Results and Discussion 3 Conclusions References Pervasiveness for Learning in Serious Games Applied to Older Adults 1 Introduction 2 Background 3 Integrating Pervasiveness into Serious Educational Games 3.1 Aesthetics 3.2 Purpose 3.3 Rules 3.4 Technology 3.5 Narrative 3.6 Ethics 4 Conclusions References Examples of Games for Learning in Erasmus+ 1 Introduction 2 Examples of Erasmus+ Projects 2.1 School Field 2.2 Vocational Education and Training Field 2.3 Youth Field: The Suitcase, the Map, and the Voyage of a Youth Worker 3 Conclusions References Unplugged Gamification: Towards a Definition 1 Introduction 2 Method 3 Results 4 Discussion 5 Conclusions References Smart Learning Smart Schools: Inclusion and Participation of Vulnerable Students During at Distance Learning 1 Introduction 2 Methodology 3 Main Results: From Problems to Solutions 3.1 Home, School, and Community Partnership 3.2 Distance Learning and Digital Divide 3.3 Distance Learning and Active Learning 3.4 Distance Learning and Cooperative Learning 3.5 Foreign Students and Languages Barriers 4 Conclusions References Students’ Acceptance and Efficiency of Virtual Reality in French Language Learning at Higher Education 1 Introduction 2 Framework 2.1 Foreign Language Teaching 2.2 Integrating ICT in the Teaching and Learning of French 2.3 Virtual Reality (VR) 3 Research Methodology 3.1 Sample 3.2 Data Collection and Analysis 4 Results 4.1 The Use of Technologies by Students 4.2 Acceptance of the Instrumented Device: Mondly 4.3 Analysis of the Oral Academic Performances 5 Conclusions References Students’ Performance and Academic Success Study Using Self Directed Based Learning Methodology 1 Introduction 2 SDBL Methodology: Key Aspects 3 Analysis Methodology: Definition and Data Collection 4 Analysis Tool 5 Analysis Description 6 Results Discussion 7 Conclusions References TEmaps for Designing Courses Based on Smart Learning 1 Introduction 2 Background 2.1 Personalized and Adaptive Learning Model 2.2 Platform 2.3 Principles 2.4 TEmaps 3 Design of the TEmap 3.1 Defining the Facets 3.2 Defining the Levels 3.3 Defining the Components 4 Discussion 5 Conclusions References Identifying Demotivation Patterns in Students of Subjects Related to Data Science at College 1 Introduction and Objectives 2 Design of the Study 2.1 Phases 2.2 Analysed Courses and Data 3 Data Analysis 4 Interpretation of Results 5 Conclusions and Proposals References Trends on Communication, Educational Assessment, Sustainable Development, Educational Innovation, Mechatronics and Learning Analytics at TEEM 2022 1 Communication, Education, and Social Media 1.1 Introduction 1.2 Communication Papers in TEEM 2022 2 Educational Assessment and Guidance 2.1 Introduction 2.2 Educational Assessment Papers in TEEM 2022 3 Advances on Sustainable Development in Higher Education 3.1 Introduction 3.2 Sustainable Development Papers in TEEM 2022 4 Educational Innovation 4.1 Introduction 4.2 Educational Innovation Papers in TEEM 2022 5 Mechatronics Engineering Education 5.1 Introduction 5.2 Mechatronics Engineering Education Papers in TEEM 2022 6 Those Were the Days! Looking Back at Ten Years of Learning Analytics at TEEM 6.1 Introduction 6.2 Learning Analytics Papers in TEEM 2022 7 Doctoral Consortium 7.1 Introduction 7.2 Contributions to the TEEM 2022 Doctoral Consortium References Communication, Education and Social Media Fact-Checking: A Journalistic Movement yet to Be Discovered? Audience Attitudes and Familiarity Levels in Portugal 1 Introduction 2 Fact-Checking: Attitudes and Perception 3 Methodology 4 Results 4.1 Association Between Variables Under Study 4.2 Political Orientation vs News and Fact-Checking 5 Discussion and Conclusion References Opportunities, Challenges, and Risks of Clickbait in the Scientific Communication 1 Introduction 1.1 Dissemination of Science in the Spanish Digital Media 1.2 Clickbait as a Digital Media Strategy 2 Methodology and Objectives 3 Results 4 Conclusions References Signs of Culture in Computer Games: Assumption for Education 1 Introduction 2 Theoretical Background 3 Results References Women in Front of and Behind the Camera. Analysis of the Representation of Society in Contemporary Spanish Cinema 1 Introduction 2 Methodology 2.1 Sample 2.2 Codebook 3 Results 4 Discussion and Conclusions References Chatbot to Provide Initial Assistance to Erasmus Students in Case of Emergency 1 Introduction 2 Background 3 Chatbot 3.1 Chatbot Design and Construction with DialogFlow 3.2 Webhook Tools 3.3 Interaction Scheme 4 Evaluation 4.1 Interaction Example 4.2 Questionnaire 5 Results 6 Conclusions References New Technologies to Quit Smoking. Analysis of Mobile Applications Available for iPhone 1 Introduction 2 Objectives 3 Method 3.1 Sample 3.2 Procedure 4 Results 5 Conclusions References Are Intercultural Competencies the Key to International Collaboration?: A Systematic Review 1 Introduction 2 Method 2.1 Planning 2.2 Conducting 2.3 Delimitation 3 Results 4 Conclusions References Profiles of Smartphone Use and Consumption in Spanish Students of Generations Y and Z 1 Introduction 1.1 Smartphone Usage and Consumption Habits of Generations Y and Z 2 Methodology 3 Results 4 Conclusions References The Censorship of Nudes on Instagram: The Female and Male Body and Its Sexualization 1 Introduction 2 Theoretical Background 3 Methodology 3.1 Procedure and Sample 3.2 Procedure and Measures 3.3 Analysis 4 Results 5 Conclusions 6 Limitations and Future Lines of Work References Education Through Organizations with a Purpose in Social Networks 1 Introduction 2 Theoretical Background 3 Methodology 4 Results 5 Conclusions References Museums and Heritage Education on Instagram: An Analysis of the Actions of the “Museus Conectam” Network 1 Introduction 2 Museums and Cultural Heritage 3 Museums, Social Media and the Formation of the Museums Conectam Network 4 Conclusions References The Association of Internet Use with Subjective Well-Being: An Empirical Study Based on CGSS 2017 1 Introduction 2 Literature Review 2.1 Subjective Well-Being 2.2 Internet Use Behaviors and Subjective Well-Being 3 Methods 3.1 Data 3.2 Measures 4 Methods 4.1 Descriptive Analysis 4.2 Regression Model Test 4.3 Heterogeneity Analysis 5 Discussion References Educational Assessment and Guidance Application of the CIPP Model in the Structure of a Satisfaction Survey for Elearning Training Activities 1 Introduction 1.1 Objectives 2 Materials and Methods 2.1 Implementation of the CIPP Model 3 Results 4 Discussion and Conclusion References Mentoring in Educational Innovation: Systematization in the Experience of Teachers’ Educational Experimentation and Research 1 Introduction 1.1 Context 2 Methodology 3 Results 3.1 Characteristics of Educational Innovation Projects 3.2 Mentees’ Needs in Educational Innovation Mentoring Processes 3.3 Mentoring Criteria Validated by Mentees 4 Discussion 5 Conclusions References Student’s Awareness of the Environment in Mallorca (Spain) on Education for Sustainable Development (ESD) 1 Introduction 2 Methods 2.1 Research Design and Participation 2.2 Instrument, Data Collection, and Analysis 3 Results and Discussion 4 Conclusions References Comparing Students’ Critical Thinking by Using the Revised Bloom’s Taxonomy in Online and Face-to-Face Class Formats of Organic Chemistry 1 Introduction 2 Methods 2.1 Participants 2.2 School Curriculums 2.3 Instrument, Data Collection, and Analysis 3 Results 4 Discussion 5 Conclusions References The Usefulness of a Mobile App in a Visual Literacy Blended Learning Course for Educators 1 Introduction 2 Method 2.1 Sample 2.2 Procedure 3 Research Tool to Collect Data 4 Data Analysis and Results 4.1 Section 1. Participants’ Opinions About the Usefulness of the Visual Mobile App 4.2 Section 2. Participants’ Usage of the App and the Experience in Understanding the Interface 4.3 Section 3. Participants’ Comments About How the Course and the Mobile App Support Them to Improve the Planning and Development of Teaching Material 5 Discussion 6 Study Limitations and Future Research 7 Conclusion References Competences of University Teaching Staff to Use New Learning and Evaluation Resources 1 Introduction 2 Context 3 Method 4 Results 5 Conclusions References Advances on Sustainable Development in Higher Education Learning Object as an Educational Innovation Tool for Energy Management Systems Teaching Based on the ISO-50001 Framework: An Interdisciplinary Descriptive Approach 1 Introduction 2 Research Scenario Contextualization 3 Literature Review 4 PADDIEM Methodology Overview 5 Discussion, Opportunities, and Challenges from an Interdisciplinary Approach 6 Conclusions References Learning the Design of Geothermal Sustainable Systems Through the Analysis of Acceptable Outcomes 1 Introduction 1.1 Description of the Academic Context 2 Process 2.1 Geothermal Systems Design Criteria 2.2 Cases 2.3 Case Description 3 Discussion 4 Conclusions References Promoting Sustainability and Energy Efficiency in Higher Education Through the Optimized Management of Geothermal Resources 1 Introduction 2 Description of the Academic Context 3 Methodology 3.1 Activity Fundamentals 3.2 Model Processing 4 Activity Outputs 5 Conclusions References Electronic Test Subjects and Sustainability 1 Introduction 2 Test Related Concepts 3 Case Study 4 Conclusions References Insect Farming – An EPS@ISEP 2022 Project 1 Introduction 2 Preliminary Studies 2.1 Related Work
دانلود کتاب Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality: Salamanca, Spain, October 19th - 21st 2022