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1.
6th Latin American Conference on Learning Technologies, LACLO 2021 ; : 296-301, 2021.
Article in Spanish | Scopus | ID: covidwho-1784535

ABSTRACT

The present study work began in the face of the situation of the health emergency that is experienced worldwide in the face of covid19 and the non-face-to-face education that the Ministry of Education of Peru ordered;A qualitative research was carried out, taking into account the type of action research that allows generating pedagogical knowledge and allows achieving significant changes in the development of the learning sessions. Action research was implemented and put into practice to make an analysis and continuous improvement of my pedagogical practice, carrying out the following phases: the deconstruction of my pedagogical practice, followed by its reconstruction, the students wer'e considered as a study sample. 26 students of the artificial intelligence course. © 2021 IEEE.

2.
6th Latin American Conference on Learning Technologies, LACLO 2021 ; : 450-453, 2021.
Article in Spanish | Scopus | ID: covidwho-1784527

ABSTRACT

The pandemic caused by COVID-19 forced a mandatory confinement throughout the planet, thus, teachers and students distanced themselves and caused the migration from face-to-face to virtual education. This drastic change in education greatly affected Peru, as technological tools were required to support the student in the learning process. For this reason, the educational software KINDERMAT was built, which is a web application that supports the learning of geometric shapes in preschool children. The research aims to determine how KINDERMAT influences the conceptual and practical learning of geometric shapes in children 5 years old. To achieve this, students from an Educational Institution in Peru are taken as a sample, dividing them into two groups: experimental group (GE1) and control group (GE2). A post-test is applied to both groups following a quasi-experimental design. Finally, it was shown that the KINDERMAT educational software positively influences learning in the students in the sample, since there is a 15.5% improvement in the learning of children who used the KINDERMAT educational software compared to children who did not use it. © 2021 IEEE.

3.
6th Latin American Conference on Learning Technologies, LACLO 2021 ; : 446-449, 2021.
Article in Spanish | Scopus | ID: covidwho-1784526

ABSTRACT

The pandemic caused by COVID-19, although it is considered a threat to humanity, also changed the life of the entire planet in different aspects, one of them is education because in a short time it converted the classic face-to-face stage into a virtual stage, a product of compulsory confinement in almost every country in the world. In Peru, this change has many negative consequences, since teachers do not have or know of virtual technological tools to support the student in the learning process. To alleviate this problem, an augmented reality mobile application called ANATOMY-3D was developed, to help students learn and recognize the bones of bone system in 3D. The influence of ANATOMY-3D on the learning of students from a school in the Apurimac region, in Peru, was evaluated, for this, 53 students were taken as a sample, dividing them into an experimental group (GE1) and a control group (G2). the experimental group used ANATOMY-3D and the control group used the traditional method. The results were analyzed in three dimensions: usability, motivation, and a knowledge questionnaire. The results showed that ANATOMY-3D has a good level of usability, promotes better motivation in students to use ANATOMY-3D compared to the traditional method. Finally, the questionnaire showed that ANATOMY-3D positively influences the learning and recognition of the bones of bone system, as it achieved better scores for the experimental group (G1), compared to the control group (G2), with a difference of 0.88 in the mean of the grades. © 2021 IEEE.

4.
6th Latin American Conference on Learning Technologies, LACLO 2021 ; : 196-201, 2021.
Article in Spanish | Scopus | ID: covidwho-1784515

ABSTRACT

This research work shows the combination of micro-learning and flipped classroom to improve motivation in the learning process. The work was applied with 33 students from the professional school of Psychology of the Cognitive Psychology course of the National University of San Antonio Abad del Cusco in Peru. The applied methodology consisted of delivering podcast educational material before the synchronous session class;then, during the session class, they carry out a case study in groups of 4 to 5 students;then, the students created a video of very short time duration to be shared among other students. A questionnaire of 17 questions referring to student's satisfaction was applied to measure the satisfaction of the 33 participants, and the results show that 83.9% reached the positive evaluations of Agree+Totally Agree. © 2021 IEEE.

5.
7th Annual International Conference on Information Management and Big Data, SIMBig 2020 ; 1410 CCIS:540-551, 2021.
Article in English | Scopus | ID: covidwho-1340405

ABSTRACT

Since the beginning of the pandemic caused by Covid-19, the emotions of humanity have evolved abruptly, mainly for policies adopted by the governments of countries. These policies, since they have a high impact on people’s health, need feedback on people’s emotional perception and their connections with entities directly related to emotions, to have relevant information for decision making. Given the global social isolation, emotions have been expressed with higher magnitude in comments on social networks, generating a large amount of data that is a source for various investigations. The objective of this work is to design and adapt an interactive visualization tool called CovidStream, for monitoring the evolution of emotions associated with Covid-19 in Peru, for which Visual Analytics, Deep learning, and Sentiment Analysis techniques are combined. This visualization tool allows showing the evolution of the emotions associated with the Covid-19 and its relationships with three entities: persons, places, and organizations, which have an impact on emotions, all in a temporal space dimension. For the visualization of entities and emotions, Peruvian tweets extracted between January and July 2020 were used, all of them with the hashtag #Covid-19. For the classification of emotions, a recurrent neural network model with LSTM architecture was implemented, taking as training and test data the one proposed by SemEval-2018 Task1, corresponding to Spanish tweets labeled with emotions: anger, fear, joy, and sadness. © 2021, Springer Nature Switzerland AG.

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