
Rafael Herrero-Álvarez- PhD
- PDI at University of La Laguna
Rafael Herrero-Álvarez
- PhD
- PDI at University of La Laguna
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19
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Introduction
Skills and Expertise
Current institution
Publications
Publications (19)
RoblockLLy is an Educational Robotics simulator designed for primary and secondary school students whose goal is to increase their interest in STEM. In the particular case of Computer Science, it allows developing Computational Thinking skills. It has been designed with ease of use in mind. This free tool is available through a web browser and does...
This article examines the effectiveness and interest generated among primary and secondary education students through activities aimed at developing Computational Thinking skills, in the context of the coronavirus disease 2019 pandemic. The shift to online or hybrid learning models posed a significant challenge for educators, particularly those lac...
Emotions are essential drivers of the learning process, influencing motivation, performance, and problem-solving abilities. In the field of Computer Science, students often struggle with negative emotions during programming activities, impacting their performance and project quality. To address this challenge, there is a growing need to introduce C...
La última reforma educativa de nuestro país incorpora entre sus competencias la resolución de problemas a través del pensamiento computacional. Esto supone un cambio de paradigma a nivel formativo: las personas no serán meras usuarias de la tecnología sino que, desde jóvenes, adquirirán habilidades para ser creadoras y desarrolladoras en este mundo...
Emotions affect how we acquire knowledge, being one of the causes of the demotivation generated at the time of studying a new field. Computer Science does not always pique the interest of young people, so we carry out an analysis of emotions that are present in primary and secondary school students, around 8-9 years old and 12-13 years old, who eng...
En 2016, se puso en marcha el Aula Cultural de Pensamiento Computacional de la Universidad de La Laguna para dar respuesta social a la confusión que surge al integrar las Tecnologías de la Información y las Comunicaciones en la educación. Es importante distinguir entre los términos “Alfabetización Digital”, “Pensamiento Computacional” y “Ciencias d...
En este trabajo se presenta una actividad de aprendizaje-servicio para una asignatura del Grado en Ingeniería Informática en la que se estudian lenguajes y paradigmas de programación. La actividad, de carácter voluntario, consiste en diseñar y ejecutar un ejercicio que permita promocionar entre los jóvenes las Ciencias de la Computación mediante el...
This report summarizes the information related to a PhD project that aims to develop an Open-Source Emotion-Based Adaptive Learning Support System through Computational Thinking activities. This paper outlines the proposed objectives and provides an update on the progress made in research to date.
En este trabajo se presenta una colección de actividades, junto con sus guías de evaluación, para una asignatura en la que se estudian paradigmas de programación. Se utiliza el lenguaje de programación multi-paradigma Ruby para plantear ejercicios de programación procedimental, orientada a objetos y funcional. Se trata de 11 actividades prácticas o...
Computational thinking could be described as the thought processes involved in formulating problems and representing their solutions in such a way that these solutions can be executed by an information processing agent (either a human, a computer, or combinations of both). Therefore, this process involves learning to think about how to represent an...
Although Computer Science has grown to become one of the most highly demanded professional careers, every year, only a small percentage of students choose a degree directly related to Computer Science. Perhaps the problem lies in the lack of information that society has about Computer Science itself, and particularly about the work computer scienti...
This paper presents a study of the emotions that are produced in pre-university students when performing Computational Thinking activities. Two strategies are compared in which the guided and discovery methodologies are interspersed. It is concluded that positive and ambiguous emotions are mainly produced, while negative ones have relatively low in...
This paper presents a study of the emotions that are produced in pre-university students when performing Computational Thinking activities. In the absence of an official document that deals what content of Computational Thinking should be taught at the national level, we carefully selected a set of activities called Piens@ Computacion@ULLmente, tha...
This work presents a curricular proposal of activities to include computational thinking skills in pre-university studies for students from 8-9 years old and 12-13 years old. This proposal is made for two modalities, one guided and the other by discovery, in which the development of solutions to different problems is proposed by designing an algori...
This work describes the development and implementation of the Comilona game. It has been crafted from the beginning trying to emphasize the educational content and the players enjoyment at the same time. The users can practice and develop their skills in Computational Thinking with little or no programming knowledge. The game target audience is 8 t...