Gregorio Robles and Jorge Fernández presented their experience developing a mobile application to organize scavenger hunt-style games called gymkhanas using smartphones. Their application allows organizers to create challenges involving text, photos, geolocation and augmented reality for participant groups to complete. It provides real-time tracking of groups' progress and classifications. They tested the application in three experiments with over 40 volunteers total. They have since organized official gymkhanas using the application and believe it reduces costs and resources needed for organizing such events while enabling new types of mobile learning challenges.
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impugnacion y recusacion contra Dr. Roberto RosarioAlexapol
This document outlines the terms and conditions for a rental agreement between John Doe and Jane Smith for the property located at 123 Main St. It specifies the monthly rent amount and due date, the security deposit required, the utilities included, and restrictions around pets, parking, guests, and repairs. The agreement has signatures from both the tenant and landlord agreeing to the terms for the period from January 1st, 2023 to December 31st, 2023.
La adolescencia es el periodo de desarrollo entre la niñez y la adultez que comienza con la pubertad y generalmente dura de los 10/12 a los 19/20 años. En la adolescencia temprana, hay cambios hormonales en la hipófisis que aumentan las hormonas sexuales, aunque aún no hay desarrollo de los caracteres sexuales secundarios. Poco después aparecen cambios físicos como el desarrollo de las mamas en niñas y el vello pubiano en ambos sexos.
Naresh KC has over 4.5 years of experience in IT support, planning, and implementing information technology solutions. He has expertise in Exchange server administration, Active Directory, and Windows server administration. His experience includes roles as an Exchange administrator, systems engineer, and system administrator for companies such as Ford Technology Services India, HCL Comnet, and PC Solutions. He has experience deploying and supporting Microsoft technologies including Exchange, Active Directory, and Windows servers.
La película La Lengua de las Mariposas se desarrolla en un pueblo de Galicia en 1936 y se centra en la amistad entre el niño Moncho y su maestro Don Gregorio. La amistad se ve afectada cuando los militares se sublevan y Don Gregorio es arrestado por ser republicano. La película también explora el contexto histórico de la II República Española y el inicio de la Guerra Civil a través de la perspectiva inocente de un niño.
Recognizing Lifelong Learning Competences: A Report of Two Cases - Edmundo TovareMadrid network
The document discusses two European projects - STEMSOFT and TEASPILS - that aim to develop micro-credentials for lifelong learning. STEMSOFT focuses on developing soft skills for STEM professionals through open online courses, while TEASPILS uses IoT planters to teach environmental awareness. Both projects map learning outcomes to competencies frameworks and plan to pilot short courses to certify skills acquisition through micro-credentials. The document also outlines the European policy context around micro-credentials and lifelong learning, and how the projects aim to address skills gaps through flexible, targeted training opportunities.
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The document discusses European Digital Credentials for Learning, which aims to empower citizens to own credentials that can be easily shared across Europe. The initiative seeks to reduce market fragmentation, create an EU skills data space, and remove barriers to credential recognition. The infrastructure will include standards, services, and software to allow credentials to be issued, stored, verified, and shared digitally. This framework aims to capture all types of learning and be interoperable, multilingual, and applicable across one's career. It is a central part of the EU's agenda to support lifelong learning and labor mobility.
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2022_11_11 «The promise and challenges of Multimodal Learning Analytics»eMadrid network
1. The document discusses three conceptualizations of multimodal learning analytics (MMLA): MMLA to automate human tasks, augment teaching and learning practices, and as a research methodology.
2. It examines what modalities of data are used in MMLA, including video/audio data, eye tracking data, physiological sensors, and location sensing. Machine learning has been applied to MMLA tasks like classifying collaboration.
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Recognition of learning: Status, experiences and challenges - Carlos Delgado ...eMadrid network
1. The document discusses recognition of learning, experiences, and challenges. It describes an eMadrid Network special session on this topic with presentations from various universities.
2. The UC3M presentation focuses on recognizing the value of recognition in education. It discusses formats for recognition like badges and credentials and uses cases at UC3M involving competitions, gamification, and digital credentials.
3. Recognizing learning is important for motivation and signaling achievement. Recognition elements should be integrated into instructional design similar to activities and assessments.
Bootstrapping serious games to assess learning through analytics - Baltasar F...eMadrid network
This document summarizes research on using serious games to assess learning through analytics. It discusses how games can be validated using pre-post tests to ensure effectiveness and provide training data for machine learning models. Interaction data from validated games can then train models to predict learning from gameplay without exams. The researchers developed tools like a game analytics tracker, validation tool, and analysis tool to facilitate collecting interaction data, validating games, and analyzing results. Their authoring tool integrates these analytics capabilities. Future work will integrate machine learning models into the validation tool to directly provide assessment scores based on interaction data. The goal is to close the assessment loop for serious games.
Meta-review of recognition of learning in LMS and MOOCs - Ruth CoboseMadrid network
The meta-review examines 10 studies that provide overviews of recognition of learning techniques in learning management systems (LMSs) and massive open online courses (MOOCs). The studies were published between 2017-2021 and included reviews, experiences, and challenges. Most focused on MOOCs and used badges for recognition. Results showed techniques like gamification and badges positively impact motivation and engagement. Limitations included short study periods and small samples. Future work could study applications over longer periods, combine data types, and consider diverse stakeholders and environments.
The document announces that Abdallah Yusuf Al-Zoubi, Manuel Castro, Fadi Shahroury and Elio Sancristobal received the Best Paper Award in the category of Innovation Engineering Education from the IEEE Global Engineering Education Conference held from May 11-14, 2023 at the American University of Kuwait in Salmiya, Kuwait for their paper titled "Impact of Remate Labs in Preparing Students for Work 4.0: The Story at Princess Sumaya University for Technology."
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Este documento resume un curso MOOC sobre Antonio de Nebrija diseñado por la Universidad Nebrija. El curso conmemora el 500 aniversario de Nebrija y tiene como objetivo divulgar su figura y legado. Consiste en 6 módulos y 30 horas de contenido sobre la vida y obra de Nebrija, así como sobre temas como la pedagogía, la gramática del español y la literatura. El curso tuvo una gran participación con 1.540 inscritos de 62 nacionalidades y recibió buenas valoraciones.
This document discusses digital education initiatives at Politehnica University of Timisoara. It describes creating open educational resources (OERs) through collaboration between students and faculty. Students research topics and use multimedia tools to create OERs that are peer-reviewed and published with Creative Commons licenses for reuse. The document also outlines virtual mobility programs that improve students' digital skills through international collaboration projects using virtual reality tools and blogging.
The document discusses challenges in establishing digital credentials for learning achievements that were investigated by the DiBiHo research project. It identifies key challenges such as technical interoperability, credential revocation, and privacy-enhancing cryptography. A proof of concept was created to test proposed solutions for these challenges. The presentation will discuss the identified challenges, proposed approaches, and remaining open questions regarding digital credentials.
The document discusses the evolution of MOOC certification and credentialing from stage 1 of course certificates to stage 4 of accredited learning pathways. It outlines Federica's experience with early partnerships providing certification via Coursera and edX courses. Federica has since developed an in-house system awarding certificates and badges for its own courses. The document also covers recent European trends in microcredentials and Federica's key partnerships in Italy providing certification for public sector training.
The document discusses European Digital Credentials for Learning, which aims to empower citizens to own credentials that can be easily shared across Europe. The initiative seeks to reduce market fragmentation, create an EU skills data space, and remove barriers to credential recognition. The infrastructure will include standards, services, and software to allow credentials to be issued, stored, verified, and shared digitally. This framework aims to capture all types of learning and be interoperable, multilingual, and applicable across one's career. It is a central part of the EU's agenda to support lifelong learning and labor mobility.
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1. The document discusses three conceptualizations of multimodal learning analytics (MMLA): MMLA to automate human tasks, augment teaching and learning practices, and as a research methodology.
2. It examines what modalities of data are used in MMLA, including video/audio data, eye tracking data, physiological sensors, and location sensing. Machine learning has been applied to MMLA tasks like classifying collaboration.
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2010 10-15 (upm) eMadrid grobles urjc gymkhanas with smartphones
1. An experience of m-learning: gymkhanas with
smartphones
eMadrid Seminar on ”Games, Learning and Mobility”
Gregorio Robles and Jorge Fern´ndez
a
grex@gsyc.urjc.es
GSyC/LibreSoft, Universidad Rey Juan Carlos
Madrid, Oct 15th, 2010
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
2. c 2010 Gregorio Robles, Jorge Fern´ndez Gonz´lez.
a a
Some rights reserved. This presentation is distributed under the
“Attribution-ShareAlike 3.0” license, by Creative Commons, available at
http://creativecommons.org/licenses/by-sa/3.0/
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
3. This is joint work
Figure: Authors: Jorge Fern´ndez and Gregorio Robles.
a
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
4. Gymkhanas?
Figure: Gymkhanas are group activities. A challenge has to be solved to
obtain the next one.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
5. I know them from the Scout movement
Figure: Scouting group.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
6. Scenario
Technology cannot only make
organizing gymkhanas easier, it
offers new possibilities!
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
7. The Android smartphone
Figure: Device emulator for Android.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
8. The Android Market
Figure: Example screenshots of the Android Market as it can be observed
in an Android phone.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
9. libregeosocial
Figure: libregeosocial: Social network and augmented reality library for
Android phones.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
10. General architecture
Figure: General architecture of the system, including the technologies
that have been used for its implementation.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
11. Administration
Administrating a gymkhana
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
12. Gymkhana Round-trip
Figure: Example of a scenario of gymkhana with several groups and a
circular path for challenges.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
13. Geolocalizing groups in real-time
Figure: Mash-up with Google Maps offering geopositioning and
information of participating groups.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
14. Classifications in real-time
Figure: Table with the classification of the participating groups in the
gymkhana.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
15. Creating a Gymkhana
Figure: Web page for the creation of events (in this case showing a
Javascript alert due to the introduction of a wrong format).
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
16. Introducing a new challenge
Figure: HTML form for the creation of gymkhana challenges. smartphones
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with
17. Instant messages
Figure: Instant messages can be sent to participants.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
18. Challenges
Types of challenges
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
19. Text challenges
Figure: Screenshot of a textual response challenge.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
20. Geopositioning challenge
Figure: Screenshot of the presentation of a geopositioning challenge and
map with the current position of the participant and the destination.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
21. Photo challenge
Figure: Screenshots of a photographic challenge, before and after the
user has selected a picture to be sent as response.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
22. Augmented Reality challenge
Figure: Tagging of a new virtual resource by means of the LibreGeoSocial
augmented reality interface.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
23. Experiments
The gymkhana application has been tested three times before
being released.
Experiment 1: Feb 11 2010 - 8 volunteers
Experiment 2: Mar 25 2010 - 22 volunteers
Experiment 3: Apr 16 2010 - 18 volunteers (San Teleco)
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
24. “Official” Gymkhanas
“Noche de los investigadores” - 24 Sep 2010
“Semana de la Ciencia” - November 2010 (To be held)
Organized under the umbrella of the eMadrid project!
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
25. Costs
This is a low-cost activity (given that you have the smartphones).
You need one smartphone per group
Although it seems this is becoming a commodity
Network access: we bought 20 pre-paid cards per phone.
With one pre-paid card you can have 50h of gymkhana.
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
26. Next future
Gymkhana application in the Android market
Create community around the application
Have easy-to-organize (almost ad-hoc) gymkhanas
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
27. Results
New types of challenges made possible by technology
Reduction of human resources
More control on the participating groups
Permanent, immediate and distance communication
Dynamic real-time modification of a gymkhana
Less time to organize a gymkhana
Reduction in cost
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones
28. An experience of m-learning: gymkhanas with
smartphones
eMadrid Seminar on ”Games, Learning and Mobility”
Gregorio Robles and Jorge Fern´ndez
a
grex@gsyc.urjc.es
GSyC/LibreSoft, Universidad Rey Juan Carlos
Madrid, Oct 15th, 2010
Gregorio Robles and Jorge Fern´ndez
a An experience of m-learning: gymkhanas with smartphones