O. Dziabenko

O. Dziabenko
University of Deusto | DEUSTO · Deusto Tech Research Center

About

52
Publications
13,322
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646
Citations
Citations since 2016
14 Research Items
319 Citations
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20162017201820192020202120220102030405060
20162017201820192020202120220102030405060
20162017201820192020202120220102030405060
Introduction

Publications

Publications (52)
Book
Full-text available
У книзі зібрано наукові статті, які підготовлені та опубліковані у різних виданнях у рамках проєкту програми ЄС ERASMUS+ К2 «Модернізація вищої педагогічної освіти з використанням інноваційних інструментів викладання – MoPED» (№586098-EPP-1-2017-1-UA-EPPKA2-CBHE-JP). Значна увага у пропонованому збірнику приділена питанням цифровізації освіти, вико...
Article
Full-text available
The article introduces the Inquiry Based Learning approach for innovative contemporary teaching STEAM subjects in primary and secondary school sectors. The Go-Lab ecosystem features are presented (https://www.golabz.eu). The Go-Lab repository offers the large set of educational apps, extensive collection of remote and virtual laboratories as well a...
Article
Full-text available
The article introduces the Inquiry Based Learning approach for innovative contemporary teaching STEAM subjects in primary and secondary school sectors. The Go-Lab ecosystem features are presented (https://www.golabz.eu). The Go-Lab repository offers the large set of educational apps, extensive collection of remote and virtual laboratories as well a...
Article
Full-text available
El projecte Go-Lab està finançat dins del Programa FP7 de la Unió Europea i el principal objectiu que persegueix és el de fomentar l’àrea STEM en alumnes joves preuniversitaris. En formen part una vintena de socis de més de 15 països i s’articula en tres grans eixos: pedagogia, tecnologia i desplegament en centres educatius. Pedagògicament es basa...
Article
Full-text available
The prepared report on the MoPED project contains information on methodological and technical design of the innovative class. The modern educational challenges and trends are analyzed, the changes that take place in modern education are highlighted, in particular the peculiarities of the organization of modern education in comparison with the tradi...
Conference Paper
Full-text available
Online (virtual and remote) experiments are the essential part of the contemporary science, technology, engineering and mathematics (STEM) education. Although online experiments are broadly employed in higher and secondary school class instructions, they should still be presented in a primary school to teachers, education administration, and design...
Article
Full-text available
DEEPER LEARNING APPROACHES INTEGRATED IN SERIOUS GAMES The paper considers principles of Deeper Learning Approaches (action learning, critical thinking, flipped learning, learning from failure) and learning principles of computer games. Connections between those two groups of principles are proposed and ways of combining them together so that they...
Article
Full-text available
The Open Discovery of STEM Laboratories (ODL) project, co-funded by the European Community Erasmus + KA2 program for 30 months, starting from November 2015, involves five countries: Spain, Italy, Greece, Estonia and Lithuania. It aims to implement teacher collaboration in creating and using µMOOCs (very short version of MOOCs-Massive Open Online Co...
Chapter
WebLab-Deusto is an open-source Remote Laboratory Management System (RLMS). On top of it, one can develop and manage remote laboratories and share them with other institutions. This chapter describes the architecture and features of the system, as well as a nontechnical view of other aspects such as how to share laboratories in the context of WebLa...
Chapter
This paper seeks to report on the current state and attitudes towards higher education (HE) curriculum for the creative (game) industry sector in Ukraine. It is based on preliminary findings from high education and industries surveys, which examined the competences, demanded by this important sector of the UA economy from one hand, and, from anothe...
Chapter
Full-text available
Unlike schools 15 years ago, contemporary schools use many ICT tools in their classes, e.g. computers, tablets, smartphones, etc. accompanying by open educational software, OER and apps. Teachers gradually turned to more student-centred approaches like inquiry, game-based, project-building, flipped learning, learning-by-teaching to name only but a...
Conference Paper
Students of technological fields must practice so as to properly learn a particular field. There are different ways to practice: hands-on-lab in a real environment or a mockup, datasets (and tools for analyzing these datasets), or simulations. Each solution provides different advantages and disadvantages. For example, students might not prefer simu...
Conference Paper
This paper presents a remote lab designed for teaching the Archimedes’ principle to secondary school students, as well as an online virtual lab on the general domain of buoyancy. The Archimedes remote lab is integrated into WebLab-Deusto. Both labs are promoted for usage in frame of the Go-Lab European project.
Conference Paper
The paper presents a remote lab for teaching the Archimedes' Principle. The Archimedes Lab is designed and implemented using sensors, electronic board, test tubes, high definition cameras, motors and objects. It is integrated into the WebLab-Deusto platform.
Conference Paper
Educational remote laboratories are a software and hardware tool that allows students to remotely access real equipment located in universities as if they were in a handson-lab session. They have been used for almost two decades. And most remote labs use at least a subset of the following features: authentication (verifying who is the user), author...
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)...
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...
Conference Paper
The main goal of the OLAREX project is to offer to providers of formal and non-formal education an efficient way to improve their e-didactic and digital competences. For this purpose a training program is created with using ICT-based learning materials, remote laboratories, and e-learning methodologies. The project's primary target groups are the E...
Conference Paper
Full-text available
This paper describes the current influence of the remote laboratory on practical learning aspects of secondary sector of education. The key challenges faced by the teaching of science include insufficient hands-on laboratory usage in classrooms. The main objective of the paper is to present learning approach of adaptation and usage of remote experi...
Conference Paper
This paper describes the integration of a remote lab in a tool for educational digital circuits. Boole-Deusto is an educational software tool featuring truth tables, Karnaugh maps, Boolean expressions, finite-state machines and digital circuits. After creating the design through Boole-Deusto, the user can implement the circuit in a remote lab (WebL...
Conference Paper
Within the pedagogical community, Serious Games have arisen as a viable alternative to traditional course-based learning materials. Until now, they have been based strictly on software solutions. Meanwhile, research into Remote Laboratories has shown that they are a viable, low-cost solution for experimentation in an engineering context, providing...
Article
Full-text available
The project’s primary target groups are the European secondary schools. More specifically: secondary school and university teachers, students and managers of schools, museum employees and their visitors, and other STEM education providers. The main goal of the OLAREX project is to offer the providers of formal and non-formal education an efficient...
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
Full-text available
The secondary educational system should react adequate to fast technological changes in the last decade and incorporate them in an appropriate way in the learning and teaching process. The Y-generation is following these technological tendencies very fast and often uncritical. But they are good in all kind of applications of modern ICT trends. At t...
Conference Paper
A vast number of learning content and tools can be found over Internet. Currently, most of them are ad-hoc solutions which are developed for a particular learning platform or environment. New concepts, such as Widgets, Smart devices, Internet of Thing and learning Clouds, are ideas whose goals is the creation of shareable online learning scenarios...
Conference Paper
A remote laboratory is a software and hardware tool which enables students to use real equipment -located in an educational institution- through the Internet. This way, students can experiment as if they were using the laboratories with their own hands. There are usually two approaches when designing remote laboratories: relying on small, inexpensi...
Conference Paper
An educational remote laboratory is a software and hardware tool that allows students to remotely access real equipment located in universities or educational centers. Federations of remote laboratories have existed for years: students of one university transparently access laboratories of other university through software systems that enable these...
Conference Paper
Full-text available
Nowadays lifelong education is a necessity for all professionals from electro-mechanical industry. Creating of industrial training that delivers up-to-date knowledge with user friendly educational methods requests a close cooperation of industry and educational institutions. This paper presents results of project E-Learning and Practical Training o...
Article
Full-text available
The education in applied sciences, engineering, and technologies is one of the Key Competences for Lifelong Learning (2006/962/EC) and priority areas in the educational strategy in EU countries. It directly effects the industrial development. Recent surveys show that the occupational structure of EU employment of the engineering sector tends to shi...
Conference Paper
Full-text available
The paper describes how to create and deploy a low cost platform for remote control of experiments via web page and a PIC microcontroller from Microchip. Thus we have a tool easily applied, by plug-and-play method, to optimize the learning and possibly spanning several types of students and institutions.
Conference Paper
Educational remote laboratories are a software and hardware tool that allows students to remotely access real equipment located in the university as if they were in a hands-on-lab session. Since the equipment used by students is real, it has associated costs: laboratory development, hardware used and maintenance costs. Given the remote nature of th...
Conference Paper
Full-text available
The education in applied sciences, engineering, and technologies is one of the Key Competences for Lifelong Learning (2006/962/EC) and priority areas in the educational strategy in EU countries. It directly effects the industrial development. Recent surveys show that the occupational structure of EU employment of the engineering sector tends to shi...
Article
Full-text available
Although science, engineering, and technology have an influence on humanity's present and future challenges, many students lack even a fundamental knowledge in these disciplines. Science teachers are looking for new teaching models and tools that provide skills for entering careers these fields. During the last two decades academia has recognized e...
Article
Full-text available
The paper shows the results of an integration of the remote laboratory WebLab-Deusto-PLD at the "Programmable Logic" course of the Faculty of Engineering of the University of Deusto (Spain). Presented herein is a technical overview of the laboratory, a description of access to it, and an analysis of the user experience derived from conducted survey...
Conference Paper
Full-text available
Online games fulfill the basic requirements of learning environments and can provide engaging learning experience for students. The remote experimentations bring to STEM (science, technology, engineering and mathematics) students the ability to practice configuration, deployment, and troubleshooting scenarios in real-life environment on real equipm...
Article
Online games fulfill the basic requirements of learning environments and can provide engaging learning experience for students. The remote experimentations bring to STEM (science, technology, engineering and mathematics) students the ability to practice configuration, deployment, and troubleshooting scenarios in real-life environment on real equipm...
Conference Paper
Full-text available
The paper shows the experience of the University of Deusto with the WebLab-Deusto-CPLD at the "Programmable Logic" subject of the Faculty of Engineering in the field of Digital Electronics. Presented herein is a technical overview of the laboratory, and its characteristics.
Article
Full-text available
Several remote labs to support analog circuits are presented in this work. They are analyzed from the software and the hardware point of view. VISIR remote lab is one of these labs. After this analysis, a new VISIR remote lab approach is presented. This extension of the VISIR project is based on LXI technologies with the aim of becoming it in a rem...
Article
Full-text available
How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for educational purposes offers a variety of knowledge presentations and creates opportunities to app...
Article
Full-text available
Game-based learning has been recognized as an important alternative or supplement to traditional in-class, face-to-face teaching. It can help both adults and children in learning new concepts, acquiring expertise and practicing knowledge. Although game-based learning has been applied mainly for teaching children, it can be quite helpful for adult v...
Technical Report
Full-text available
The aim of the UniGame is to provide an inovative framework for game-based learning application within the Universities and lifelong learning, thus creating novel, challenging and interdisciplinary learning opportunities. Introduction of the deliverable 1.2 tackles issues of games and learning, describing where the learning is expected to occur and...
Conference Paper
Full-text available
Game-based learning has been recognized as an important alternative or supplement to traditional in-class, face-to-face teaching. It can help both adults and children in learning new concepts, acquiring expertise and practicing knowledge. Although game-based learning has been applied mainly for teaching children, it can be quite helpful for adult v...
Article
Full-text available
How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for educational purposes offers a variety of knowledge presentations and creates opportunities to app...
Article
Full-text available
The paper introduces issues on game-based learning applied within the university and lifelong learning. "UniGame: Social Skills and Knowledge Training" framework, that enables teachers to define their own games is described in more detail. The framework promotes soft skills acquisition and interdisciplinary approach to learning and is based on coll...

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Projects

Projects (2)
Project
Project goals: To modernize curricula for Pedagogical Schools of Ukraine by incorporating new courses of top-notch ICT teaching tools and inquiry methods. By answering the contemporary challenges and requirements, and supporting ambitious large-scale educational reforms in Ukraine, the project will impact the quality of pedagogical higher education and enhance digital and didactic competences of future school teachers.
Archived project
Next-Lab is a Horizon 2020 Innovation Action in Information and Communication Technologies supporting Next Generation Stakeholders and Next Level Ecosystem for ColLaborative Science Education with Online Labs.