Lic. Angela Belcastro 1, Roger David Alanes 2, Macarena Quiroga 3, Juan Giménez 2, Santiago Santana 2, Pablo Dibez 3, Mg. Rodolfo Bertone 4
1 Ciencia y Técnica. Facultad de Ingeniería (FI). UNPSJB. Comodoro Rivadavia.
2 Auxiliar de segunda. Facultad de Ingeniería. UNPSJB. Comodoro Rivadavia. 3 Estudiante. FI. UNPSJB. Comodoro Rivadavia. 4 III LIDI – Facultad de Informática – UNLP. (1900) La Plata, Buenos Aires, Argentina 1 (angelab) @ing.unp.edu.ar 2 rogerdavidalanes@yahoo.com.ar, jm.gimenez.inf@gmail.com, santana.santiago@gmail.com 3 msinf.quiroga@gmail.com, 4 pbertone@lidi.info.unlp.edu.ar
ABSTRACT the project, implemented by members
This line of research began in 2003 at the who did professional practices in" Object- UNPSJB. This work highlights elements Oriented Programming ", in 2014. of Information and Communication Technologies (ICTs), employees within Keywords: an educational context, which can support Significant learning (AS), Motivation, students, and favor self-learning, Games, Web 2.0 resources (RW2.0) autonomy and creativity. It introduces Web 2.0 resources, characteristics of CONTEXT meaningful learning (AS), collaborative The work is part of the accredited work tools (TC), which were used within research project: "Cases of study of the project and support the adaptive systems, ICTs and learning", UNPSJB- nature of the software developer's (DS) UNLP, evaluated and financed by Science work. Identify conditions to be able to and Technology of the UNPSJB. Belongs generate knowledge, and AS. Presents the to the Area of Information Technology concept of motivation and different Applied in Education. It is a continuation perceptions. Highlights the characteristics of completed research projects, which of the games, and the organization and supported the training of human results of a transfer event, with the resources, in undergraduate careers, and development of interactive games, in generated advances in postgraduate ARDUINO and java, employees within a careers, improvements in teaching- motivation strategy, aimed at learning processes (PE-A), and national strengthening the advance in Computer and international publications. Continuing Science (CI) careers , the incorporation of alternative studies, to generate motivation students in research projects, and the in new students of Computer Science, development of games. One of the AS, and improve PE-A, in matters of objectives of the event was to test the use Computer Science, using RW2.0. of the game called: gameDSSB "Symbol game. Binary system ", developed within 1. INTRODUCTION to the previous one, already existing in With the emergence of the Internet, the cognitive structure of the student, in a especially Web 2.0, "interaction is non-arbitrary way or at the letter; To promoted to be involved in joint achieve this, there must be a favorable knowledge sharing and construction disposition of the apprentice, as well as a processes, which make group interaction logical meaning in the contents or possible". [1] learning materials. [3] In a solid educational context, ICTs can Ausubel indicated three basic conditions help students acquire the necessary skills. for the occurrence of AS, that the María Pinto argues that the demands of teaching materials are logically structured the Information and Knowledge Society with a conceptual hierarchy, placing in are, among others: to acquire new skills, the upper part the most general, inclusive abilities and transversal and specific and little differentiated, that the teaching competences throughout the be organized respecting the psychological undergraduate and postgraduate studies; structure of the student , that is, their adopt a proactive model of AS that favors previous knowledge and their learning self-learning, autonomy and creativity of style, and that students are motivated to students; redesign teaching methods learn. [4] university and to educate teachers and Schlechty (2002) characterizes the new university students about the new paradigm as the one in which the student is challenges involved in adapting these the worker, and in which the teacher is the processes to new environments. [2] designer of the student's work. The student seeks to be self-directed and motivated. [5] From the pedagogical point of view, the Motivation includes processes that energize, communicative technological resources direct and maintain behavior. Different offered by ICTs represent advantages for psychological perspectives explain the collaborative learning process, since motivation in different ways. While the they allow: to stimulate interpersonal behavioral perspective considers that student communication; access to information motivation (ME) is a consequence of external and learning content; monitoring the incentives, the cognitive perspective (PsC) progress of the participant, individually argues that external pressures should be given and in groups; the management and less importance, and recommends that administration of the students; the students receive greater opportunities and creation of scenarios for coevaluation and responsibilities for control your own performance The (PsC) of the ME, coincides self-evaluation, and mainly the with the ideas of RW White (1959), who construction of common meanings in a proposed the concept of competition given social group. [1] Bereiter considers motivation, the idea that people are motivated collaboration as a progressive discourse to effectively face their environment, to (DP). The focus of DP pursues dominate their world and to process the understanding and sees knowledge as information efficiently. The humanist something problematic, which must be perspective highlights the student's capacity explained. Errors and misinterpretations for personal growth, the freedom to choose are seen as opportunities to go further. their destiny and positive qualities. The social Participants negotiate their ideas with emphasizes the need to establish, maintain others, as members of a learning and restore warm and close personal relationships. [6] community, produce knowledge. [3] Arming concept maps, can help promote the The AS is that which occurs when the AS. The map is conceptual more because it is new information to be learned is related the result of a conception, than because it different form to the traditional way of contains concepts. [7] [8] approaching learning. [15] [16] Web 2.0 involves all the Web sites that allow creating contents, designing and sharing information in a collaborative way and 2. LINE OF RESEARCH AND interact in a non-face-to-face way, in the Word Wide Web, creating virtual DEVELOPMENT communities. [9] This project is a continuation of two The RW2.0 can favor the AS, among them completed research projects, its main we find the Virtual Learning Environments, objectives are: blogs, Google Drive, tools for the • train competent persons in selected management of TC, such as Git and Trello, subjects of Computer Science, of the and other resources, some of which we will UNPSJB, mention below. • create and analyze interactive learning CmapTools, is a collaborative tool to develop support systems, conceptual schemes. [10] • Promote the AS with proposals for Git supports the DS, it is a version control activities that require selected RW2.0, software that supports the storage of documents. [11] and strengthen the link between Referring to the educational strategies for university and secondary levels, the development of computational improving the previous knowledge of the thinking we find: to be incremental and future students of Computer Science. iterative (designing a project is not a clean and sequential process in which a 3. RESULTS OBTAINED / concept is first identified for the project, EXPECTED then a design plan is developed and Among the background, we find the subsequently , the design of the code is papers presented at WICC 2015, TE & implemented, it is an adaptive process, ET 2015, WICC 2016 and CONAIISI one in which the plan can change to 2016 respond to a solution approach for small [17] [18] [19] [20]. Actions were taken to cases), to test and debug, to reuse. [12] improve PE-A, with proposals to use Collaborative management tools support RW2.0 to promote the AS in matters of the DS, in the adaptive process. an IC. The topics analyzed are: The IC of the country, in general, have classification of games, and educational decreased the number of entrants. Various games, features and components of efforts are aimed at bringing young educational software, cognitive activities people closer to the IC. [13] [14] that deploy to users, topics selected for The game is a universal activity. It could training, interactive games, design be said that there is no human being who patterns and software quality factors, has not practiced this activity in any tools of TC, and ARDUINO. circumstance. Through the game you can The ARDUINO microcontroller plates create situations of maximum educational are electronic devices that after and cognitive value that allow you to programming from a computer, with a experiment, investigate, solve problems, specific software, allow to interact with discover and reflect. The emotional sensors and actuators of a digital nature implications, the playful character, the (for example, LEDs, switches), as well as emotional unblocking, the disinhibition, analog (for example, temperature or are sources of motivation that provide a pressure sensors) , for the automation and control of diverse processes. In figure 1, students who implemented it, who we see the elements of the work cycle participate in the project. In this stage one with ARDUINO. [twenty-one] of the games designed in the project was Its design is open hardware. Respect the approached by the student. freedom of users and the community; • Filling the form. users can execute, copy, distribute, study, • Glimpsing java. In this stage, the modify and improve the software. [22] students interacted with a simple game, developed in java, prepared within the project, that allows the user to move a ship, in different directions, and change Figure 1. Elements of work with its speed. They received an explanation, ARDUINO As Stallman (2010) of key elements involved, in the use, and postulates, the figure of an educational in its programming and development. center as a transmitter not only of One of the objectives was to anticipate concepts and procedures, but also of the existence of the pattern view values such as freedom, and the spirit of controller, and its key components, collaboration and help to the neighbor, It motivating them. has a lot to do with the principles of free • ARDUINO application. A brief software. [22] explanation of ARDUINO was provided The project team organized and and they interacted with a system developed, in the laboratory of the developed by members of the project, UNPSJB, the transfer event (JIVISB): whose objective was to build a binary "interactive game in java. Introduction to keyboard capable of interpreting the binary system ". He made two google electronic pulses, and display an ASCII forms, in a collaborative way, for character on the screen. inscriptions, and for the evaluation of the • Farewell. use of the symbol game. Binary system. Figure 2 shows an image of the use of the (gameDSSB). Armed material ARDUINO system. Seventeen students for dissemination, made the registration, registered. for incoming students of Computer Science and Electronics, and for students without concept in "Elements of Figure 2. Use of the ARDUINO system Computing", in 2016. Some results: all the students that Main objectives of the event: participated in the event, filled out the • Perform a test of use of the DSSB game, form, all of them were informatics and collect feedback information, based students. 50%, graduated from the expert on the programmed, described in [19]. Moreno. 40% of the Austral Institute, and • Motivate the students, to the 10% of the Cervantes School. In their participation of research projects to reach majority, they considered that the links to in the career; and the development of educational sites of numbering systems, interactive games of the game DSSB, helped to improve the The stages of the event were: understanding, in a "very good" measure. • Welcome, with presentation of all 50% of the students use games for leisure participants, and identification of and for learning, 40% only for leisure, objectives. and 10% do not use. The types of games • Interacting with the game and with the most used by the participants were: "logic and mathematics", "action", "simulators in Information Technology applied in and constructors", in equal measure. They Education, of the UNLP. The students of use board games and sports games. And the project team are advancing in the to a lesser extent, they use other games Computer Science Degree of the and quizzes. When analyzing the use of UNPSJB. Web 2.0 resources, they mostly used a blog; less than 50%, published on the 5. BIBLIOGRAPHY blog, 25% of participants, set up a blog. [1] Edith Inés Ruiz Aguirre, y otros. 70% of respondents worked with shared Aprendizaje colaborativo en files. Some students highlighted having ambientes virtuales y sus bases socio used other applications, such as constructivistas como vía para el AS. calculation and drawing software, skype, Revista deinnovación educativa. geogebra, social networks, photoshop, 2012. WhatsApp. [2] Mg. González De Doña, y otros. 50% considered having worked Desarrollo de competencias para la "excellent" with the system, with gestión de información y harmony, and satisfaction, and 40%, in a construcción de conocimientos: TICs "very good" way. They showed great y Nuevos Ambientes Educativos. interest in developing Java language 2009. workshops, and to a lesser extent, web [3] Fernando Santamaría González. development and mobile applications, and Herramientas Colaborativas Para La ARDUINO. 100% of the respondents Enseñanza Usando Tecnologías were entertained by the DSSB game. The Web: Weblogs, Redes Sociales, last question was: Why is it fun or not, Wikis, Web 2.0. 2005. the participants pointed out that they [4] Richard E. Mayer. Psicología de la found it entertaining, some answers are: Educación. Enseñar para un AS. • I am entertained by the interaction that Volumen the user can have through the interface. II. Pearson. Prentice Hall. 2004. • I find it entertaining because it helps to [5] Sanz Cecilia y otros. Tendencias en understand and it is easier to learn. procesos educativos mediados por • Because you get hooked a lot TIC. LIDI. WICC 2015. ISBN: 978- calculating, until you brush your hand of 987-633- memory. 134-0. Salta, Argentina. 2015. • Because I learned and had fun. [6] John W. Santrock. Psicología de la • Because I learned a content that I never educación. Mc Graw-Hill. 2004. knew in my life. [7] Frida Díaz. Barriga Arceo. Gerardo • Because he calls me to continue Hernández Rojas. Estrategias learning. docentes para un AS una interpretación constructivista. Mc 4. TRAINING OF HUMAN Graw-Hill. 2002. RESOURCES [8] Ángel Díaz-Barriga. Tic en el trabajo The external director is a graduate and del aula. Impacto en la planeación postgraduate professor at the UNLP, didáctica. RIES. 2013. specializing in research. In the project [9] Miriam Kap. Conmovidos por las team involved teachers of computer Tecnologías. Pensar las prácticas science degrees, two of them, have desde la subjetividad docente. approved all the subjects of the Magister, Prometeo. 2014. [10] Hugo M. Castellano. Enseñando con estudio de una experiencia las TIC. Integración de la tecnología innovadora. Revista Iberoamerica de educativa en el aula. Cengage Educación Matemática. 2014. Learning. 2011. [17] Belcastro, Angela, y otros. Recursos [11] Andrés Cely Jiménez. Desarrollo de de la Web 2.0, y juegos interactivos, prototipo de portal para el apoyo a la alternativas viables para propiciar el gestión de grupos de investigación aprendizaje en Informática. WICC enfocado en el trabajo colaborativo. 2015. UD. Bogotá, Colombia. 2015. [18] Belcastro, Angela y otros. Método [12] Elisenda Eva Espino. Estudio sobre para mejorar un software educativo diferencias de género en las en desarrollo. TE&ET 2015. competencias y las estrategias [19] Belcastro, Angela y otros. educativas para el desarrollo del Construcción y mantenimiento de un pensamiento computacional. RED. juego, para mejorar conocimientos Número 46 15-Sep-2015 previos de futuros ingresantes, y [13] Anuario de Estadísticas despertar el interés en Informática. Universitarias Argentina 2011. WICC 2016. ISSN 1850-7514. [20] Belcastro, Angela y otros. Modelos, [14] Dapozo, Gladys y otros. Estrategias, y Recursos para la Universidad Nacional del Nordeste Enseñanza Mediada, en una Promoción de Vocaciones en TIC. Asignatura de una Carrera de Grado. Identificación de factores que CONAIISI 2016. influyen en el interés de los [21] Daniel Ruiz Corres. Estudio sobre alumnos. WICC 2015 la implantación de la herramienta [15] Deninse Farias y otros. Estrategias ARDUINO en centro de formación lúdicas para la enseñanza de la profesional. 2016. matemática en estudiantes que [22] Javier Díaz Sánchez. Open inician estudios superiores. hardware y software, herramientas Venezuela. 2010. para el desarrollo de competencias [16] Laura Muñiz-Rodríguez, Pedro educativas. benemérita Revista Alonso, Luis J. Rodríguez-Muñiz. iberoamericana de producción El uso de los juegos como recurso académica y educativa. 2015. didáctico para la enseñanza y el aprendizaje de las Matemáticas: