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17-tik 11-17 emaitza erakusten
E-Learning Experience with Flipped Classroom Quizzes Using Kahoot, Moodle and Google Forms: A Comparative Study
(ACM, 2023)
In recent years, the use of technology is gaining weight in higher education. Today’s students are digital natives and e-Learning is common for them. Furthermore, they find traditional teaching methods tedious. In order ...
A microservice-based framework for multi-level testing of ciber-physical systems
(Springer, 2023)
In the last years, the use of microservice architectures is spreading in Cyber-Physical Systems (CPSs) and Internet of Things (IoT) domains. CPSs are systems that integrate digital cyber computations with physical processes. ...
An experience in the implementation of the flipped classroom instructional model in the computer science degree
(Wiley, 2023)
In recent years, education has undergone a profound transformation process, having gone from relying only on the traditional lecture to making full use of digital formats. This gradual process, accelerated by the COVID-19 ...
Improving Programming Learning in Engineering Students Through Discovery Learning
(IEEE, 2023)
Programming is basic to all engineering studies and a complicated subject for many first-year students. Many of the problems stem from the difficulty students have in finding the solution they need on the Internet, which ...
Introducing Students to Web Engineering Topics by Teaching Web Augmentation
(River Publishers, 2024)
Web augmentation has gained prominence as a promising approach to elevate the user experience by tailoring web content to meet diverse user needs and preferences. It offers the potential to enhance accessibility and ...
A visual programming tool for mobile web augmentation
(Springer, 2024)
The use of mobile devices for web browsing has increased extraordinarily in recent years, becoming the main source of information. Unfortunately, developers cannot meet the needs of all users. As a result, users have been ...
Gamifying Software Engineering Subject to Enhance the Quality of Knowledge
(Wiley, 2024)
Gamification has been widely used in education in recent years. Gamification has been proven to be a useful tool for students, as it motivates them and helps them to learn. The lack of motivation on the part of the students ...