Papers by Estefanía Martín
Bookmarks Related papers MentionsView impact
Bookmarks Related papers MentionsView impact
Bookmarks Related papers MentionsView impact
Bookmarks Related papers MentionsView impact
Bookmarks Related papers MentionsView impact
Bookmarks Related papers MentionsView impact
Bookmarks Related papers MentionsView impact
This paper presents insights around designing and evaluating with teenagers from the results of t... more This paper presents insights around designing and evaluating with teenagers from the results of two technology enhanced learning projects. The Out There in Here project reviewed technology for field based learning with teenagers compared to other age groups. The Juxtalearn project focuses primarily on teenagers using technology to create learning performances in science and technology. Initial findings reveal that methods for designing and evaluating technologies with teenagers should consider that they; thrive on diverse stimuli using a varied ecology of devices across distributed contexts, have identities tightly interwoven with rapidly changing social structures and norms, and are reforming identities into that of adults and so crave ownership interactions whilst needing safe boundaries. Current research focuses on concepts of performance (i.e. audience, purpose, improvisation or final production) as a lens for designing with teenagers the use of technology enabled creative explo...
Bookmarks Related papers MentionsView impact
DIGITAL HEALTH
Background Citizen science is a growing practice in which volunteers, including non-scientists, c... more Background Citizen science is a growing practice in which volunteers, including non-scientists, conduct or contribute to research by collecting and analyzing data. The increasing importance of citizen science in the last years has led to an increased interest in detecting how citizen science can contribute to scientific advancements in different areas. Recent research shows that citizen science has become a means of engagement between scientist and the public, encouraging scientific curiosity and promoting scientific knowledge. Methods In this article, we report on how to apply computational analysis techniques to Twitter messages to reveal the impact of citizen science in health-related areas. The main objectives are (1) to characterize central topics of these discussions, and (2) to identify particularly important actors in these social media networks. Results For the topics, our findings suggest that sustainable development goals, technologies and health, and COVID-19 are those m...
Bookmarks Related papers MentionsView impact
IEEE Transactions on Learning Technologies, 2018
Bookmarks Related papers MentionsView impact
Resumen — Las Tecnologías de la Información y de la Comunicación ofrecen cada vez más posibilidad... more Resumen — Las Tecnologías de la Información y de la Comunicación ofrecen cada vez más posibilidades tanto a personas con discapacidad como a los profesionales que trabajan con ellos. En los últimos años, se ha investigado sobre las posibles aplicaciones y ventajas del uso de las redes sociales por personas con discapacidad, obteniendo resultados muy positivos. Sin embargo, a la hora de revisar la literatura observamos que gran parte de los profesionales no ven apropiado el uso de las redes sociales por este tipo de personas. En esta comunicación, presentamos una experiencia en la que se combinan metodologías activas innovadoras como aprendizaje cooperativo y colaborativo con ClipIt, una red social de aprendizaje a través de la creación de vídeos. El trabajo desarrollado muestra que la combinación de métodos activos y tecnologías resulta beneficiosa para los estudiantes con capacidades cognitivas diferentes mejorando tanto su motivación, como las competencias adquiridas en el proceso...
Bookmarks Related papers MentionsView impact
Education Sciences, 2021
Information and Communication Technologies (ICT) provide different opportunities to students with... more Information and Communication Technologies (ICT) provide different opportunities to students with intellectual disabilities and to professionals who work with them. However, few studies address the use of collaborative learning platforms and handheld devices to enhance the integration of people with intellectual disabilities in the labour market. We present a learning experience where active methodologies, such as collaborative work, are combined with the use of iPads and a learning management system following a video self-modelling methodology. The goal of this study was to determine whether the combination of traditional methodologies and new could be appropriate for students with intellectual disabilities and how they behave when having to rate their partner’s work. The results show that the combination of active learning methodologies, video self-modelling and the use of learning platforms and tablets is promising for teaching job related skills to students with intellectual dis...
Bookmarks Related papers MentionsView impact
Bookmarks Related papers MentionsView impact
Bookmarks Related papers MentionsView impact
ABSTRACT The educational effectiveness of animations is still an open research line. Currently, t... more ABSTRACT The educational effectiveness of animations is still an open research line. Currently, there exist many works concluding educational benefits of animations. But there is no a clear idea about the educational impact of the different uses of animations. In fact, last results show that constructivists uses -e.g. animation construction by students- improve learning, but other less active uses as animation viewing improve learning as well. Some research lines keep open. In this paper we focus on the use of adaptive systems with program animations. The user model is based on two dimensions of the the Felder-Silverman learning styles theory: sequential-global and visual-verbal. Firstly we deal with the individual adaptations of both dimensions and secondly we study their combination.
Bookmarks Related papers MentionsView impact
Información del artículo Aprendizaje activo en ingeniería de telecomunicaciónes: Un caso de estudio.
Bookmarks Related papers MentionsView impact
aipo.es
Resumen. En este artículo se presenta un proceso de adaptación mediante el cual es posible sugeri... more Resumen. En este artículo se presenta un proceso de adaptación mediante el cual es posible sugerir, a un usuario las actividades más apropiadas para ser llevadas a cabo dado su contexto particular a través de la iteración con su ordenador, portátil, PDA ó móvil. Esta decisión se basa en las características, acciones y contexto de los usuarios y grupos, y en distintos criterios de adaptación. Además, es posible decidir si se debe interrumpir al usuario para realizar las recomendaciones de las nuevas actividades o es conveniente ...
Bookmarks Related papers MentionsView impact
La creación y configuración de entornos adaptativos móviles que son capaces de recomendar distint... more La creación y configuración de entornos adaptativos móviles que son capaces de recomendar distinto tipo de actividades, es una labor tediosa y complicada. Sería interesante poder considerar información sobre la interacción previa de otros usuarios con los entornos creados, de tal manera que se puedan sugerir recomendaciones a un determinado usuario basadas en las acciones de otros usuarios con características similares en situaciones semejantes. De este modo, se podría utilizar directamente esta ...
Bookmarks Related papers MentionsView impact
Adjunct Proceedings, Jun 20, 2010
Abstract. During our life, we are involved in a huge variety of activities and have to make many ... more Abstract. During our life, we are involved in a huge variety of activities and have to make many decisions. However, not all the users have the same capabilities. DecisionYmaking, as well as the tasks to be performed daily, can be trivial for some users and quite hard for others. This paper presents an adaptive game whose goal is to train users with cognitive disabilities to use public means of transport. The situations posed to the users at each time are adapted according to their personal abilities and needs, especially considering their ...
Bookmarks Related papers MentionsView impact
Este artículo presenta el trabajo de innovación docente llevado a cabo durante el curso académico... more Este artículo presenta el trabajo de innovación docente llevado a cabo durante el curso académico 2010/2011 en la asignatura denominada Diseño Centrado en el Usuario del Máster Universitario en Informática Interactiva y Multimedia ofrecido en la Universidad Rey Juan Carlos de Madrid (España). La asignatura se encuentra articulada en tres grandes bloques: proceso de diseño centrado en el usuario, usabilidad y accesibilidad, y por último, evaluación de interfaces de usuario. El objetivo de dicho trabajo ha sido la innovación de ...
Bookmarks Related papers MentionsView impact
Uploads
Papers by Estefanía Martín
audiovisual repercutirá en la educación dentro de cien años pero, afortunadamente, gracias al contenido de las páginas de este libro podemos ser testigos de la increíble variedad de nuevas funciones que, hoy en día, está desempeñando el vídeo en todos
los niveles educativos. Sus facilitadores, tanto alumnos como profesores, merecen toda nuestra admiración por demostrar que otra educación es posible y que hay muchas cámaras dispuestas a hacerla realidad.