Pablo Garaizar

Pablo Garaizar
University of Deusto | DEUSTO · Computer Engineering

PhD

About

77
Publications
23,372
Reads
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824
Citations
Citations since 2016
46 Research Items
739 Citations
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2016201720182019202020212022020406080100120140
2016201720182019202020212022020406080100120140
2016201720182019202020212022020406080100120140
Additional affiliations
September 2002 - present
University of Deusto
Position
  • Lecturer

Publications

Publications (77)
Article
Full-text available
During the last decades, digital competence has become essential at workplace. Nowadays, it is difficult to find a job where no ICT skills are required. At the same time, there is a lack of ecosystems for adult reskilling in digital competence. Moreover, most of them do not use of a common language and terminology, decreasing the possibilities of b...
Book
Full-text available
Throughout the 2020-21 academic year, and collecting the good work and research and training experience of all University of Deusto faculties, we have worked on two guides for incorporating a gender perspective in teaching and research. The guide is the result of a collective learning process, in which we have also shared and exchanged with and fr...
Article
Full-text available
Until recently, most of the digital literacy frameworks have been based on assessment frameworks used by commercial entities. The release of the DigComp framework has allowed the development of tailored implementations for the evaluation of digital competence. However, the majority of these digital literacy frameworks are based on self-assessments...
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
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...
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
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
Full-text available
Smartphone usage is increasing around the globe—in daily life and as a research device in behavioral science. Smartphones offer the possibility to gather longitudinal data at little cost to researchers and participants. They provide the option to verify self-report data with data from sensors built into most smartphones. How accurate this sensor da...
Article
Available at: https://www.sciencedirect.com/science/article/pii/S1071581919301570 Addressing efficient management of energy has become a central objective due to the scarcity of traditional energy sources and global warming. To cope with this overarching issue, some technological solutions such as Smart Grids, Internet of Things or Demand response...
Conference Paper
Automation through IoT brings with it a whole new set of societal, cognitive and ethical implications that we barely begin to address. Nonetheless, it is widely considered the panacea to overcoming the majority of global issues by many scholars with few arguments about its side-effects. The case of energy efficiency as an immediate action to overco...
Preprint
Automation through IoT brings with it a whole new set of philosophical and ethical implications that we barely began to address. However, it is widely considered by many scholars as the panacea to overcoming the majority of societal issues. The case of energy efficiency as an action for tackling climate change is not different: demand-response prop...
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...
Presentation
Smartphones are becoming increasingly popular as assessment devices in experience sampling studies. They offer an inexpensive and powerful tool to conduct longitudinal assessments in the behavioral and social sciences. In addition to self-report data, numerous sensors integrated in today's devices also offer the opportunity to gather sensor data wi...
Article
Full-text available
The Web is a prominent platform for behavioral experiments, for many reasons (relative simplicity, ubiquity, and accessibility, among others). Over the last few years, many behavioral and social scientists have conducted Internet-based experiments using standard web technologies, both in native JavaScript and using research-oriented frameworks. At...
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
Background: Despite major progress in global vaccination coverage, immunization rates are falling, resulting in outbreaks of vaccine-preventable diseases. This study analyses content and source of the most popular tweets related to a recent case in Spain where an unvaccinated child contracted and later died from diphtheria. Understanding the chara...
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...
Article
Full-text available
Research shows that people infer the time of their actions and decisions from their consequences. We asked how people know how much time to subtract from consequences in order to infer their actions and decisions. They could either subtract a fixed, default, time from consequences, or learn from experience how much time to subtract in each situatio...
Article
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Experiment software is often used to measure reaction times gathered with keyboards or other input devices. In previous studies, the accuracy and precision of time stamps has been assessed through several means: a) generating accurate square wave signals from an external device connected to the parallel port of the computer running the experiment s...
Article
Full-text available
The Internet protocol suite is increasingly used on devices with constrained resources that operate as both clients and servers within the Internet of Things paradigm. However, these devices usually apply few-if any-security measures. Therefore, they are vulnerable to network attacks, particularly to denial of service attacks. The well-known SYN fl...
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
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....
Article
Phishing is a form of electronic fraud in which attackers attempt to steal sensitive information by posing as a legitimate entity. To maintain the attack unnoticed, phishers typically use fake sites that accurately mimic real ones. However, there are usually subtle visual discrepancies between these spoof sites and their legitimate counterparts tha...
Article
Full-text available
Enthusiasm for research on the brain and its application in education is growing among teachers. However, a lack of sufficient knowledge, poor communication between educators and scientists, and the effective marketing of dubious educational products has led to the proliferation of numerous ‘neuromyths’. As a first step towards designing effective...
Article
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Libet’s clock is a well-known procedure in experiments in psychology and neuroscience. Examples of its use include experiments exploring the subjective sense of agency, action-effect binding, and subjective timing of conscious decisions and perceptions. However, the technical details of the apparatus used to conduct these types of experiments are c...
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...
Article
Full-text available
Technical noise can compromise the precision and accuracy of the reaction times collected in psychological experiments, especially in the case of Internet-based studies. Although this noise seems to have only a small impact on traditional statistical analyses, its effects on model fit to reaction-time distributions remains unexplored. Across four s...
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...
Article
Educational mobile apps are ubiquitous these days. Despite of their huge commercial success, parents and children realized that physical objects manipulation requires a different set of skills, often developed using traditional toys. A century ago, Montessori proposed a methodology that emphasizes the use of physical materials to facilitate self-le...
Article
Full-text available
There is a lack of energy consumption awareness in working spaces. People in their workplaces do not receive energy consumption feedback nor do they pay a monthly invoice to electricity providers. In order to enhance workers' energy awareness, we have transformed everyday shared electrical appliances which are placed in common spaces (e.g. beamer p...
Conference Paper
Full-text available
Contemporary micro-location technologies such as Bluetooth Low Energy (BLE) show promise in enabling new experiences when interacting with physical spaces. An emerging BLE technology is iBeacons, with the retail sector pioneering their use to enhance shopping experiences. There is scope for the HCI sustainability community to explore the use of iBe...
Article
Full-text available
The popularization of digital educational devices with low barriers to entry has encouraged the development of many training activities oriented towards the incorporation of technology in schools. In some cases, the introduction of technology has led to the development of new educational practices that support the development of computational think...
Conference Paper
Full-text available
As the inclusion of more devices and appliances within the IoT ecosystem increases, methodologies for lowering their energy consumption impact are appearing. On this field, we contribute with the implementation of a RESTful infrastructure that gives support to Internet-connected appliances to reduce their energy waste in an intelligent fashion. Our...
Article
Full-text available
In a recent report published in PLoS ONE, we found that the performance of PsychoPy degraded with very short timing intervals, suggesting that it might not be perfectly suitable for experiments requiring the presentation of very brief stimuli. The present study aims to provide an updated performance assessment for the most recent version of PsychoP...
Article
Full-text available
Using the Web to run behavioural and social experiments quickly and efficiently has become increasingly popular in recent years, but there is some controversy about the suitability of using the Web for these objectives. Several studies have analysed the accuracy and precision of different web technologies in order to determine their limitations. Th...
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...
Article
Full-text available
During the last decade, the use of smartphones among teenagers in their daily life has grown significantly. Despite the efforts to use tablets in learning processes, these teenagers are often prompted to switch off their personal devices before entering a classroom. Moreover, most mobile learning applications do not take advantage of the device sen...
Article
Full-text available
DMDX is a software package for the experimental control and timing of stimulus display for Microsoft Windows systems. DMDX is reliable, flexible, millisecond accurate, and can be downloaded free of charge; therefore it has become very popular among experimental researchers. However, setting up a DMDX-based experiment is burdensome because of its co...
Conference Paper
Full-text available
There are some barriers to reduce energy consumption in shared spaces where many people use common electronic devices (e.g. dilution of responsibility, the trade-off between comfort and necessity, absentmindedness, or the lack of support to foster energy-efficiency). The workplace is a challenging scenario since the economic incentives are not pres...
Article
Full-text available
Because of the features provided by an abundance of specialized experimental software packages, personal computers have become prominent and powerful tools in cognitive research. Most of these programs have mechanisms to control the precision and accuracy with which visual stimuli are presented as well as the response times. However, external facto...
Article
Full-text available
Social networking has surpassed e-mail and instant messaging as the dominant form of online communication (Meeker, Devitt, & Wu, 2010). Currently, all large social networks are proprietary, making it difficult to impossible for researchers to make changes to such networks for the purpose of study design and access to user-generated data from the ne...
Article
Full-text available
Smartphones have become everyday objects for many children. They learn how to count, spell or paint by swiping their fingers on a screen, using some of the thousands of applications specially designed for them. However, real world interactions also need other kind of skills for physical object manipulation, often developed through traditional toys....
Article
Full-text available
The most recent advances in the architecture of the Web allow using it as an excellent platform to deliver experiments and simulations over the Internet. However, there are still some challenges related to the animations' accuracy, to user input collection or to real-time communications that have to be accomplished to properly port native applicati...