Mariluz Guenaga

Mariluz Guenaga
University of Deusto | DEUSTO · Computer Engineering

PhD. Computer Engineering

About

76
Publications
11,837
Reads
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466
Citations
Additional affiliations
October 1998 - present
University of Deusto
Position
  • Lecturer
Description
  • Programming (Java, C, C++, Delphi)
October 1998 - present
University of Deusto
Position
  • Lecturer and researcher
Description
  • Programming (Java, C, C++, Pascal, Delphi)
Education
March 2007 - March 2007
University of Deusto
Field of study
September 1993 - July 1998
University of Deusto
Field of study
  • Informatics

Publications

Publications (76)
Article
Full-text available
From an early age, girls disregard studies related to science, technology, engineering, or mathematics (STEM), and this means that a gender gap begins during secondary education and continues to increase over time. Multiple causes have been identified for this phenomenon in the literature, and numerous initiatives are being carried out to reverse t...
Conference Paper
Full-text available
Computational Thinking (CT) is one of the key skills within adequate digital literacy for the 21st century. Over the last few decades, several initiatives fostered the development of CT among primary and secondary school students (e.g., The Hour of Code, CodeWeek EU, Scratch Day) using online learning platforms (e.g., Code.org). Many of the activit...
Article
Background and Context: Despite many initiatives to develop Computational Thinking (CT), not much is known about how early programmers develop CT and how we can assess their learning. Objective: Determine if the analysis of students’ interactions with an online platform allows understanding the development of CT, how we can convert data collected i...
Article
Full-text available
In a world where algorithms are ubiquitous, the development of computational thinking competencies is becoming progressively important among students, technology professionals, and 21st-century citizens in general. Educational games as a means of promoting computational thinking skills have gained popularity in recent years. Offering efficient educ...
Article
Creativity and Computational Thinking (CT) have been both extensively researched in recent years. However, the associations between them are still not fully understood despite their recognition as essential competencies for the digital age. This study looks to bridge this gap by examining the association between CT and two types of creativity, i.e....
Conference Paper
Full-text available
Computational Thinking (CT) and creativity are considered fundamental skills for future citizens. We studied the associations between these two constructs among middle school students (N=174), considering two types of creativity: Creative Thinking and Computational Creativity. We did so using log files from a game-based learning platform (Kodetu) a...
Article
Seguir una carrera STEAM para las mujeres puede compararse con una tubería con fugas, que se filtra de tantas maneras que, al final, se vacía antes de llegar a posiciones profesionales de liderazgo. Sin embargo, incluso antes, las niñas no optan por los estudios STEAM, y una de las principales razones es su falta de confianza: tanto la confianza en...
Article
Computational Thinking (CT) and creativity are considered two vital skills for the 21st century that should be incorporated into future curricula around the world. We studied the relationship between these two constructs while focusing on learners’ personal characteristics. Two types of creativity were examined: creative thinking and computational...
Article
Many worldwide initiatives consider both creativity and computational thinking as crucial skills for future citizens, making them a priority for today's learners. We studied the associations between these two constructs among middle school students (N = 57), considering two types of creativity: a general creative thinking, and a specific computatio...
Conference Paper
Full-text available
Both creativity and computational thinking are considered as crucial skills for future citizens. We studied the associations between these two constructs among middle school students (N=57), considering two types of creativity: general creative thinking, and specific computational creativity. We find some similarities between creative thinking and...
Article
Purpose The purpose of this paper is to propose a computational model that implicitly predict the children’s creative quality of solutions by analyzing the query pattern on a problem-solving-based lesson. Design/methodology/approach A search task related to the competencies acquired in the classroom was applied to automatically measure children’...
Article
The development of skills in the engineering education is one of the issues that generate greater interest at present. Thanks to Learning Analytics, we found an excellent opportunity to offer a quality competence assessment of our engineering students. Research in Learning Analytics currently focuses on applying these techniques to find out how the...
Article
In recent years, many initiatives have aimed to develop basic computational thinking skills. Despite the popularity of online platforms for early programmers, we still lack detailed information to analyze how these skills are acquired. In the present study we analyzed clickstream data from 3,355 participants enrolled in several Computational Thinki...
Conference Paper
Trastea.club (http://www.trastea.club/) is an initiative of the University of Deusto (Spain) aimed to develop STEM-related skills among young students (STEM stands for Science, Technology, Engineering, and Science). We chose the name "trastea" because it means to tinker in Spanish, a verb that fits with the hands-on approach of this initiative. Sin...
Conference Paper
Full-text available
The demand for computer programming professionals in STEAM-related areas has rocketed in the last decade. Initiatives such as the Hour of Code or CodeWeek take advantage of online platforms like Code.org to reach millions of students through a one-hour introduction to computer science and computer programming. Despite the excellent curricular desig...
Conference Paper
This paper aims to analyze the data collected from a first approach at the process of applying coaching techniques in the advisor service of students in their first course of engineering. In this context, resources and techniques from the field of coaching can be very useful for the advisor, as those resources influence the student to reflect and b...
Conference Paper
Creativity has long been suggested as an important factor in learning. In this paper, we present a preliminary study of creativity in an online programming learning environment. We operationalize creativity using an existing scheme for scoring it, and then measure it automatically based on the system log files. We analyze the data in order to explo...
Article
Full-text available
Creative problem-solving emerges as one of the most relevant skill of the 21st century knowledge society. Fortunately, there are many creativity training programmes that have proven effective. However, most of these programmes require a previous measurement of creativity, which involves time-consuming tasks conducted by experienced reviewers, i.e....
Conference Paper
We are living the end of a first wave of transformation of education caused by the incorporation of ICT to educational processes. In the time of MOOCs, informal and social learning, gamification, game-based learning, etc., we are facing a second wave of transformation. This time the wave is cross-technological, and focuses on the study, understandi...
Conference Paper
Learning analytics is a field of study that has been evolving since the outset in attempting to meet various needs. The use of learning analytics techniques has helped us ascertain the level of students' participation and their degree of satisfaction in order to learn how they use resources or identify students at risk. Research currently focuses o...
Article
Remote laboratories give students the opportunity of experimenting in STEM by using the Internet to control and measure an experimental setting. Remote laboratories are increasingly used in the classroom to complement, or substitute for, hands-on laboratories, so it is important to know its learning value. While many authors approach this question...
Article
Full-text available
p class="apa">This study aimed at recognizing the degree of availability for the e-teaching competencies shown by the Arabic language teachers at the district of Alhisa, in the light of the study variables: gender, School Stage and Experience. To accomplish the goals of the study the researchers prepared a questionnaire composed of 69 items that ar...
Article
Learning analytics (LA) is a multidisciplinary area of research where education, statistics, and technology experts collaborate with other disciplines to get insights from learning data sets. This involves a continuous cycle of gathering data from teachers’ and students’ interactions, filtering and translating it to proper formats, using a wide ran...
Conference Paper
Creativity is a skill of the twenty-first century, because in today's society both solving problems such as changing environmental conditions are part of everyday life. However, evaluation of this skill is done through explicit methods which take a long time to implementation, not part of a daily task of students or have a high level of subjectivit...
Article
Full-text available
Title—From the analysis of learning to its improvement: challenges and opportunities. Abstract—Learning analytics (LA) is a multidisciplinary area of research where education, statistics, and technology experts collaborate with other disciplines to get insights from learning data sets. This involves a continuous cycle of gathering data from teacher...
Conference Paper
Full-text available
Creativity is a relevant skill for human beings in order to overcome complex problems and reach novel solutions based on unexpected associations of concepts. Thus, the education of creativity becomes relevant, but there are not tools to automatically track the creative potential of learners over time. This work provides a novel set of behavioural f...
Conference Paper
Full-text available
WebLab-Deusto is a learning environment used at the University of Deusto as the landing platform to several remote laboratories currently used in high school and university level courses. One of these remote labs is VISIR, a remote electricity kit that can be used in teaching DC and AC circuits. As happens in any open-ended educational environment,...
Article
In this paper we present an automatic assessment model for the development of competencies in a physics course using VISIR remote experiment, based on a rubric, and using learning analytics techniques to process data automatically collected from students' activity using Weblab-Deusto platform.
Conference Paper
Full-text available
Universities have increasingly emphasized competencies as central elements of students' development. However, the assessment of these competencies is not an easy task. The availability of data that learners generate in computer mediated learning offers great potential to study how learning takes place, and thus, to gather evidences for competency-a...
Conference Paper
Full-text available
The use of mobile devices in the classroom generates a continuous debate. Even if it involves some risks, there is no doubt that they are part of daily lifes of students, as well as the educational community. At higher education the use of these resources is even more relevant, as they all have at least one smart device. In this paper we show four...
Article
Full-text available
In this paper we present an automatic assessment model for competences developed in a physics course using VISIR remote experiment, based on a rubric and using learning analytics techniques to process data automatically collected from students' activity using Weblab-Deusto platform.
Article
Full-text available
In this paper we present the main basis of teamwork competency, and how we integrate its development and assessment in a serious game we are developing at the University of Deusto. We describe the game-design process, methodology used, and how it affects the final design. Some of the analyzed aspects of gamification are also pointed out. It describ...
Article
Full-text available
Even if we want or not, whatever the consequences are, we are in Bologna and we have to carry out certain tasks, among them the development of competencies and the coherent and continuous evaluation. Within competencies we can find the instrumental ones, where Remote Laboratories may play a relevant role complementing theory and practice. Assessmen...
Article
This paper uses a project-based learning methodology in higher education to analyse its relation to a theoretical framework of competency. Based on this analysis, we propose a set of technological tools to support the development of competency at the university level as well as a set of indicators to systematize the assessment process. Finally, ind...
Conference Paper
Full-text available
integrity and interoperability of educational usage interoperability of educational usage and social data through Caliper and social data through Caliper framework to support competency framework to support competency framework to support competency framework to support competency assessment assessment
Conference Paper
Full-text available
During the last decade, students and teachers have been using a wide variety of web platforms to enhance education. Traditional forums, blogs, wikis, Learning Management Systems or social networks coexist with an astonishing volume of mobile learning apps. All of these platforms provide insightful logs of users' interactions. This is especially tru...
Conference Paper
Full-text available
Universities have increasingly emphasized competencies as central elements of students' development. However, the assessment of these competencies is not an easy task. The availability of data that learners generate in computer mediated learning offers great potential to study how learning takes place, and thus, to gather evidences for competency-a...
Conference Paper
The lack of data interoperability among different educational systems imposes a challenge to data analytics. To face these problems, we have developed SCALA (Scalable Competency Assessment web platform through a Learning Analytics approach), an integrated analytics system that employs Learning Analytics techniques to visualize in a single interface...
Conference Paper
The assessment of competencies is a difficult task; on one hand due to its subjective nature, and, on the other one, because of the difficulties to make it scalable and simple. Since ICT are becoming increasingly important learning mediating tools, data stored in learning tools could yield a wealth of information that could serve as an indicator to...
Conference Paper
Full-text available
Society demands new competences from professionals, who require having specific skills and abilities. Universities, accordingly, have changed from a content-based towards a competency-based educational model. However, the assessment of these competences is not a scalable task, has a subjective nature and must consider data from many different sourc...
Article
This paper presents a serious game that aims to develop and assess oral and interpersonal communication competences. Based on the University of Deusto?s Learning model we implement a multiplayer adventure environment using HTML5 and Javascript technologies. It includes several activities; each of them covers usually more than one of the three level...
Article
Full-text available
This paper focuses on the design of a serious game for the teaching and assessment of generic competences, placing particular emphasis on the competences assessment aspect. Taking into account important aspects of competence assessment such as context, feedback and transparency, among other aspects, and using the University of Deusto's Generic Comp...
Article
Full-text available
This paper focuses on the design of a serious game for the teaching and assessment of generic competences, placing particular emphasis on the competences assessment aspect. Taking into account important aspects of competence assessment such as context, feedback and transparency, among other aspects, and using the University of Deusto's Generic Comp...
Chapter
The project “Serious Games for Education–Programming Skills” presents an innovative technology that integrates serious games techniques with remote laboratories and augmented reality. The flexible and scalable technology is designed with a three layer structure: (1) the physical layer - ROBOT (hardware and communications) remotely manipulated; (2)...
Chapter
In recent years, a new training model has been implemented at the University of Deusto, focused on the development of competences and on the integration of technology in the classroom. Within this framework, known as the University of Deusto's Learning Model, the work has been oriented to the selection of the most suitable technologies, teachers tr...
Article
During the last years the presence of remote laboratories has been growing. However, many labs focus on providing a very specific experience, intended to prove a specific point or to carry out a specific practice, rather than to help the student acquire a wider range of skills through several different uses of the lab. This paper describes the crea...
Article
This paper presents the research work carried out by an interdisciplinary group of technologists, educators, and entertainment experts from the University of Deusto to develop a serious game to practice generic skills in job-oriented education. This innovative serious game focuses on entrepreneurship skills and problem solving competences. Technolo...
Conference Paper
The combination of Boole-Deusto (software tool for digital electronics design) and WebLab-Deusto-FPGA (remote lab) allows teachers and students to complete the full design cycle in a computer in only a few minutes: from the truth table or FSM to the real implementation in a FPGA. The system described is oriented towards a first year course in digit...
Conference Paper
This article describes the results of an analysis of how "inclusive learning" has been implemented in Digital Educational Objects developed with the support of the Basque government for the Eskola 2.0 program. We provide the results of this survey and present a set of pedagogical and technological design guidelines to improve the accessibility and...
Article
Full-text available
This paper presents the research work carried out by an interdisciplinary group of technologists, educators and entertainment experts from the University of Deusto to develop a serious game to work generic skills in job-oriented education. This innovative serious game focuses on entrepreneurship skills and problem solving. Technology is a facilitat...
Article
Full-text available
This paper presents the research work carried out by an interdisciplinary group of technologists, educators and entertainment experts from the University of Deusto to develop a serious game to work generic skills in job-oriented education. This innovative serious game focuses on entrepreneurship skills and problem solving. Technology is a facilitat...
Chapter
The Basque Government has published two calls to create digital educational objects for the programme called Eskola 2.0. After having provided schools with technological equipment, these calls aim to increase the use of learning technology in the classroom. More than 300 didactic sequences have been developed, which vary greatly in visual design, c...
Article
Full-text available
Inclusive learning integrates pedagogical and technological variables. It means to adapt to students according to their characteristics (personal, physical, cognitive, social…), needs and interests. With the aim of evaluating the level of inclusion of digital learning objects we have developed a questionnaire that collects information about pedagog...
Conference Paper
Within the 3rd International Digital Citizenship Conference celebrated in San Sebastian-Spain in May 8th, we took part in a round table debate about the use of Smartphone in education with teenagers. There is an open discussion about the benefits or threats of using such an innovative technology. Usually the main trend is to forbid the use of mobil...
Conference Paper
Full-text available
In this paper we present Acce-Play: a system that aims to provide accessible content to all life cycle of films. It is designed to be platform independent and currently allows to play accessible content in cinemas. The content is synchronized with the playing film using audio fingerprinting techniques with the projector audio stream.
Conference Paper
This article describes the results of an analysis of how "inclusive learning" has been implemented in Digital Educational Objects developed with the support of the Basque government for the Eskola 2.0 program. We provide the results of this survey and present a set of pedagogical and technological design guidelines to improve the accessibility and...
Conference Paper
We present a system, PortableAR, that aims to provide Augmented Reality (AR) to diverse environments, like guided tourism visits or industrial maintenance tasks. The first version relied on AR tags and had low accuracy while the last version provides a successful AR experience using SURF and homography.
Conference Paper
we propose the integration of audiovisual content in the whole learning process. Audiovisual not only as a type of content to which the student is passive and needs additional resources to process, comment or work with it, but an interactive material to work on (as we have done traditionally with paper). This is made thanks to ACCEedu, a tool that...
Conference Paper
We present the results of research into the accessibility of digital resource centers (DRC) for visually impaired people. A questionnaire and a test of two software prototypes with blind users are the basis for a collection of design guidelines to improve access both to the application and to the multimedia resources by content administrators and e...
Article
Full-text available
This article describes the main kinds of difficulties users with disabilities may have with regard to Information and Communication Technologies (ict), and the drawbacks they may experience when using computer programs. The article analyzes the assistive technology which has been developed to overcome these difficulties, and also describes the guid...
Conference Paper
Highly interactive interfaces, where complex information is presented and managed, need further research. Existing guidelines, techniques and recommendations focus on the user accessing, reading and understanding content and services, but there is the need to go beyond, and convert users into authors, editors or managers of products and services pr...
Conference Paper
http://www.fedaes.org/bol/bol51/II%20Congreso%20Universidad-Discapacidad.pdf
Conference Paper
http://www.fedaes.org/bol/bol51/II%20Congreso%20Universidad-Discapacidad.pdf
Conference Paper
All entities involved in creating, managing and using e-Learning content and tools have a great challenge making it accessible for students and instructors with disabilities. Current accessibility guidelines have to be concreted and adapted to this context, so they can find the way to make learning process accessible and usable without too much add...
Article
Full-text available
1. RESUMEN Los materiales y los métodos que empleamos en la enseñanza universitaria están cambiando constantemente, pero para evitar modificaciones erráticas, se deben marcar unas metas claras, objetivables y tener un plan de acción concreto para conseguir dichas metas [1]. Algunas de las fuerzas que determinan la dirección de estos cambios en el f...