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Introduction
For additional information, please visit my LinkedIn profile at: http://www.linkedin.com/in/aldogordillo/en
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September 2019 - February 2022
Publications
Publications (80)
Learning databases is indispensable for individuals studying software engineering, computer science, or involved in the IT industry. We have analyzed a remote educational escape room for teaching databases in four different higher education courses in two consecutive academic years. We employed three instruments for evaluation: a pre- and post-test...
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial.
Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and the...
Educational video games have been proven effective for many purposes. However, little research has been conducted in order to analyze the effect of the game genre on the pedagogical effectiveness of the game-based learning experiences conducted using them. This article aims to fill this gap by analyzing and comparing, for the first time, the instru...
Contribution: This article compares the effectiveness for online software engineering education of video-based learning and game-based learning using teacher-authored educational video games created by using authoring tools. Background: Although substantial research has evaluated the impact of video-based and game-based learning versus traditional...
Previous research on game-based learning has provided firm empirical evidence that playing educational video games can positively impact students’ motivation and learning outcomes at all levels of education and disciplines. However, the use and uptake of game-based learning in educational settings is being hampered by the lack of authoring tools ca...
Learning analytics dashboards are the main vehicle for providing educators with a visual representation of data and insights related to teaching and learning. Recent research has found that the data visualizations provided by dashboards are often very basic and do not take advantage of the latest research advances to analyze and depict the learning...
Learning about databases is indispensable for individuals studying software engineering or computer science or those involved in the IT industry. We analyzed a remote educational escape room for teaching about databases in four different higher education courses in two consecutive academic years. We employed three instruments for evaluation: a pre-...
Making research advances available to the community in the shape of open source software has the potential to introduce cutting-edge innovations from early on, foster collaborative development, and revolutionize industrial applications. However, including open source software resulting from a research project as part of a production system poses so...
[Best paper award at TEEM 2023 - GamiLearn track] Educational escape rooms have gained recognition as immersive and engaging learning activities. While existing research has primarily focused on students' perceptions and learning outcomes, little attention has been given to their performance, behavior, and interactions during these activities. This...
[Accepted at EC-TEL 2024] Learning analytics dashboards are the main vehicle for providing educators with a visual representation of data and insights related to teaching and learning. Recent research has found that the data visualizations provided by dashboards are often very basic and do not take advantage of the latest research advances to analy...
Contribution: This article analyzes the learning effectiveness of a virtual educational escape room for teaching software engineering and compares this activity with traditional teaching through a randomized controlled trial. Background: Educational escape rooms have been used across a wide variety of disciplines at all levels of education and they...
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format (...
Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning approaches such as virtual reality serious games and LEGO Serious Play. This article examines and compares the effecti...
Active learning methods are needed to promote student motivation and facilitate the development of technical and soft skills. Previous research in software engineering education shows that LEGO® Serious Play (LSP) fully aligns with these needs. However, prior works are usually based on insufficiently robust research methods that do not include a la...
Producing high-quality educational videos usually requires a large budget as it involves the use of expensive recording studios, the presence of a technician during the entire recording session and often post-production tasks. The high costs associated with video production represent a major hindrance for many educational institutions and, thus, ma...
Significant research work has been undertaken related to the game-based learning approach over the last years. However, a closer look at this work reveals that further research is needed to examine some types of game-based learning approaches such as virtual reality serious games and LEGO Serious Play. This article examines and compares the effecti...
Numerous initiatives were conducted online during the COVID-19 pandemic and today it is necessary to analyze whether it is better to continue conducting these initiatives online or should they be done face-to-face and even readapted to this format. This paper compares an educational escape room for learning software engineering conducted online dur...
Las Jornadas de Innovación Educativa organizadas en la Escuela Técnica Superior de Ingeniería de Sistemas Informáticos (ETSISI) de la Universidad Politécnica de Madrid (UPM) han sido un espacio clave para la reflexión y el intercambio de experiencias entre los docentes de nuestra escuela. A través de estas jornadas, no solo compartimos iniciativas...
Despite prior research has shown several benefits of game-based and video-based learning and has compared these methodologies versus traditional instruction, little work has been done to compare their usefulness, especially in online education settings. This paper examines and compares the usefulness of game-based learning using educational video g...
Today, there is a great variety of learning techniques and methodologies: traditional lectures, role-plays, group dynamics, project-based learning, simulations, educational games, and so on. Regarding technology-enhanced learning, the educational usage of Virtual Reality is innovative and the initiatives carried out suggest that this technology is...
Training software professionals is essential to meet the high demands of today's job market. MOOCs constitute a promising way to scale up such training, as they enable the participation of a massive number of learners. However, a major challenge that software engineering MOOCs face is the provision of formative assessment through continuous feedbac...
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work presents comparative data and findings obtained from 217 students who played the game in a face-to-face format (...
Educational escape rooms are team-based learning activities in which students solve puzzles related to a certain subject to accomplish a final goal (usually escaping from a room) [1]. These activities have proven capable of increasing students' knowledge in a variety of subjects and contexts while improving motivation and engagement. A key characte...
Virtual Reality is widely used for many educational purposes. However, despite the increasing trend in the use of this technology, it is not yet clear whether it is more effective for learning than other technologies such as traditional computer video games. This paper presents a serious video game to learn Scrum, a methodology widely used in the s...
Learning analytics methods have proven useful in providing insights from the increasingly available digital data about students in a variety of learning environments, including serious games. However, such methods have not been applied to the specific context of educational escape rooms and therefore little is known about students' behavior while p...
Educational Data Virtual Lab is an open-source platform for data exploration and analysis that combines the power of a coding environment, the convenience of an interactive visualization engine and the infrastructure needed to handle the complete data lifecycle. Based on the building blocks of the FIWARE European platform and Apache Zeppelin, this...
Learning analytics methods have proven useful in providing insights from the increasingly available digital data about students in a variety of learning environments , including serious games. However, such methods have not been applied to the specific context of educational escape rooms and therefore little is known about students' behavior while...
There is a clear need to promote motivating and effective training actions for the development of teachers' digital competence, especially in the area of e-safety. Although educational video game-based learning has proven effective to improve motivation and learning outcomes, the existing evidence about its effectiveness for the development of teac...
Nowadays, it is mandatory to complement the traditional learning methods with active ones that enhance the student’s motivation and facilitate the development of technical and soft competences. LEGO® Serious Play is an experiential methodology designed to enhance innovation and performance in the business world and it is fully aligned with these ne...
Existing literature has provided strong evidence that educational escape rooms are engaging and effective learning activities when they are properly conducted in the classroom. However, no prior research has determined whether the positive effects of these novel educational activities on students' perceptions and learning persist when conducted rem...
In recent years, escape rooms have become one of the leading leisure activities worldwide. Derived from these activities, educational escape rooms have emerged as a new type of teaching practice with the promise of enhancing students’ learning through highly engaging experiences. The rapid rise of educational escape rooms has led to a misalignment...
Contribution: This article provides evidence on the effectiveness of game-based learning (GBL) for computer science education when using educational video games created by teachers using authoring tools. Background: Although teacher-oriented authoring tools for creating educational video games can help overcome the main barriers hampering the use a...
Educational escape rooms are emerging as a new type of learning activity with the potential to enhance students’ learning through highly engaging experiences. However, conducting educational escape rooms effectively is very complex and there are no software tools available for this purpose. This lack of support is hindering the widespread use and a...
There is a worrying gap between the digital competence that teachers must have to effectively develop their students’ digital competence and the one they actually have, especially in the area related to the safe and responsible use of technology. Further investigation is needed on the use of training activities, methods and tools aimed at enhancing...
With the rise of distance learning, new challenges have emerged for educators. Among these challenges, developing effective and motivating group activities for students in the remote classroom is one of the top priorities to be addressed. According to existing literature, educational escape rooms have proven to be engaging and effective learning ac...
The COVID-19 pandemic imposed in many countries, in the short term, the interruption of face-to-face teaching activities and, in the medium term, the existence of a ‘new normal’, in which teaching methods should be able to switch from face-to-face to remote overnight. However, this flexibility can pose a great difficulty, especially in the assessme...
Open educational resources (OER) can contribute to democratize education by providing effective learning experiences with lower costs. Nevertheless, the massive amount of resources currently available in OER repositories makes it difficult for teachers and learners to find relevant and high‑quality content, which is hindering OER use and adoption....
The European electronic IDentification, Authentication and trust Services (eIDAS) regulation makes available a solution to ensure the cross-border mutual recognition of electronic IDentification (eID) mechanisms among Member States. However, the basic set of attributes currently provided by each country only contains citizens’ personal and legal at...
In recent years, educational escape rooms have started to gain momentum in the academic community. Prior research has reported on the use of educational escape rooms in several fields. However, earlier works have failed to assess the impact of this sort of activities for teaching programming in terms of learning effectiveness. This work fills the e...
Educational escape rooms demand a great effort on the part of instructors, not only when designing and building the activities, but also when the time comes to conduct them. Although previous works have presented tools to ease the creation of educational puzzle-like games, no prior studies have reported on the use, development or design of any tool...
Videos are extensively used nowadays to support learners in a variety of educational settings such as traditional online courses, MOOCs (Massive Open Online Courses), flipped classrooms, and blended courses. Therefore, it is of prime importance to develop methodologies capable of producing effective video-based learning courses which can lead to th...
Secure Electronic Identification (eID) is one of the key enablers of data protection, privacy and prevention of online fraud. However, to date, the lack of a common legal basis prevented European Member States from recognising and accepting eIDs issued by the other Member States. The electronic IDentification, Authentication and trust Service (eIDA...
Substantial research has been devoted to educational video games, which has provided broad empirical evidence that playing educational video games can lead to positive impacts in terms of motivation and learning outcomes. However, there is still a lack of studies examining the acceptance and learning effectiveness of educational video games created...
Esta guía está dirigida a docentes de todos los niveles educativos y tiene como principal objetivo explicar cómo crear juegos educativos mediante la plataforma SGAME, así como proporcionar orientación y recomendaciones para la realización de experiencias de aprendizaje efectivas utilizando estos juegos.
Esta guía tiene como objetivo servir de apoyo a aquellos docentes que deseen elaborar su propia escape room educativa, asistiendo en todas las fases del proceso que conlleva realizar una de estas actividades: el diseño, la elaboración, las pruebas, la ejecución y la evaluación. Primero, se proporciona información detallada para la ideación y elabor...
Automated assessment systems are increasingly used in higher education programming courses since the manual assessment of programming assignments is very time-consuming. Although a substantial amount of research work has been done on systems for the automatic assessment of programming assignments, most studies are focused on technical characteristi...
Este proyecto de innovación educativa tiene como objetivo fomentar y facilitar la realización de escape rooms educativas en asignaturas de la Universidad Politécnica de Madrid. Con este fin, se ha desarrollado (1) una plataforma web para facilitar el uso de escape rooms educativas, así como (2) una guía metodológica sobre cómo gestionar una de esta...
Este artículo presenta las principales acciones y resultados de un proyecto de innovación educativa en el que se evaluó el uso de un juego educativo creado mediante una plataforma web en una asignatura de la UPM. La plataforma web utilizada para crear el juego se llama SGAME y fue desarrollada, puesta a disposición de la comunidad educativa y perfe...
A pesar de los esfuerzos realizados, aún existe una alarmante diferencia entre la competencia digital que tienen los profesores y la que deberían tener para desarrollar la competencia digital en sus alumnos. De especial preocupación es la carencia de formación del profesorado en uso seguro y responsable de las TIC. Los cursos en línea con formato M...
In addition to being a well-liked form of recreation, escape rooms have drawn the attention of educators due to their ability to foster teamwork, leadership, creative thinking and communication in a way that is engaging for students. As a consequence, educational escape rooms are emerging as a new type of learning activity under the promise of enha...
E-learning authoring tools play a crucial role in the development of learning content facilitating the creation of digital learning resources. However, these tools are frequently independent pieces of software which do not encourage users to share their resources and create a community of educators and learners. By including authoring tools as part...
En este Proyecto de Innovación Educativa se ha llevado a cabo la integración de una nueva herramienta de autor educativa extensible, llamada Ediphy, dentro de ViSH. ViSH es una plataforma web colaborativa centrada en la creación y compartición de recursos educativos abiertos ofrecida como un servicio institucional de la UPM. Ediphy supone una notab...
Interactive web-based learning resources created according to e-Learning standards like SCORM can benefit students, teachers and the whole education system in a wide variety of ways. Although the use of authoring tools is the preferable way to create these resources since it does not require authors to have strong computer skills, the created resou...
Learning object repositories play a crucial role in the distribution of educational content by providing users with access to wide collections of learning objects. Nevertheless, users often have difficulties in locating learning objects of interest from very large repositories. A measure that these repositories can adopt to address this problem is...
Los recursos educativos abiertos se han erigido como uno de los pilares fundamentales de la educación abierta. Una de las principales barreras que está obstaculizando su uso y adopción es la carencia de mecanismos de control de calidad efectivos y sostenibles en los repositorios. Estrategias de evaluación como la revisión por pares no han resultado...
Authoring tools play a crucial role in the development of learning content facilitating the creation of Learning Objects. However, not much work has been done in order to determine if educators actually can use these tools to create effective and reusable Learning Objects in an easy way. This paper address this issue by presenting and evaluating an...
Learning Objects (LOs) have emerged as a cornerstone approach for the development and distribution of
educational content. These resources are distributed by Learning Object Repositories (LORs), which can make it easier for users to find suitable LOs by using Recommender Systems (RSs). This paper presents a hybrid recommendation model for LORs that...
Teaching and learning about e-safety is a general concern nowadays. Parents, tutors, authorities, everybody want the younger generation to be educated on these topics, but most educators do not dominate the related subjects. This paper presents an e-Learning platform to help learning and teaching safe and responsible use of digital technologies. Th...
User interface design is very important when creating e-learning tools, especially in authoring tools where the user has to use a single application to create content and has to learn to use a lot of functionalities that combine and help each other to produce the final result. The user, when utilizing the application, will create a mental model tha...
Quizzes are among the most widely used resources in Web-based education due to their many benefits. However, educators need suitable authoring tools that can be used to create reusable quizzes and to enhance existing materials with them. This paper presents an online e-Learning authoring tool for creating and integrating reusable quizzes and enhanc...
The development of a web platform is a complex and interdisciplinary task, where people with different roles such as project manager, designer or developer participate. Different usability and User Experience evaluation methods can be used in each stage of the development life cycle, but not all of them have the same influence in the software devel...
Quizzes are among the most widely used resources in web-based education due to their many benefits. However, educators need suitable authoring tools that can be used to create reusable quizzes and to enhance existing materials with them. On the other hand, if teachers use Audience Response Systems (ARSs) they can get instant feedback from their stu...
Systematic evaluation of Learning Objects is essential to make high quality Web-based education possible.
For this reason, several educational repositories and e-Learning systems have developed their own evaluation models and tools. However, the differences of the context in which Learning Objects are produced and consumed suggest that no single ev...
Learning Objects facilitate reuse leading to cost and time savings as well as to the enhancement of the quality of educational resources. However, teachers find it difficult to create or to find high quality Learning Objects, and the ones they find need to be customized. Teachers can overcome this problem using suitable authoring systems that enabl...
Evaluating and measuring the pedagogical quality of Learning Objects is essential for achieving a successful
web-based education. On one hand, teachers need some assurance of quality of the teaching resources before making them part of the curriculum. On the other hand, Learning Object Repositories need to include quality information into the ranki...
This paper presents the Virtual Science Hub platform. It is an open source platform that combines a social network, an e-learning authoring tool, a videoconference service and a learning object repository for science teaching enrichment. These four main functionalities fit very well together. The platform was released in April 2012 and since then i...
Computers and multimedia equipment have improved a lot in the last years. They have reduced their cost and size while at the same time increased their capabilities. These improvements allowed us to design and implement a portable recording system that also integrates the teacher´s tablet PC to capture what he/she writes on the slides and all that h...
Authoring tools are powerful systems in the area of e-Learning that make easier for teachers to create new learning objects by reusing or editing existing educational resources coming from learning repositories or content providers. However, due to the overwhelming number of resources these tools can access, sometimes it is difficult for teachers t...
Education can take advantage of e-Infrastructures to provide teachers with new opportunities to increase students’ motivation and engagement while they learn. Nevertheless, teachers need to find, integrate and customize the resources provided by e-Infrastructures in an easy way. This paper presents ViSH Editor, an innovative web-based e-Learning au...
This paper presents a model that enables the integration of SCORM packages into web games. It is based on
the fact that SCORM packages are prepared to be integrated into Learning Management Systems and to communicate with them. Hence in a similar way they can also be integrated into web games. The application of this model results in the linkage be...
Reusing Learning Objects saves time and reduces development costs. Hence, achieving their interoperability in multiple contexts is essential when creating a Learning Object Repository. On the other hand, novel web videoconference services are available due to technological advancements. Several benefits can be gained by integrating Learning Objects...
The area of mobile city guides has grown really fast in the last years based on new mobile capabilities. This growth has been fostered by the evolution of ubiquitous systems and the great penetration of smartphones in the society. In this paper we propose a generic model to support a new way of visiting the city: instead of as a place for tourism,...
An effective K-12 science education is essential to succeed in future phases of the curriculum and the
e-Infrastructures for education provide new opportunities to enhance it. This paper presents ViSH
Viewer, an innovative web tool to consume educational content which aims to facilitate e-Science
infrastructures access through a next generation lea...