2013
Dziabenko, Olga; Garcia-Zubia, Javier
IT Innovative Practices in Secondary Schools: Remote Experiments. Universidad de Deusto Book
Universidad de Deusto, 2013, ISBN: 9788415772019.
Abstract | Links | BibTeX | Tags: IT, remote experiments, secondary schools
@book{Dziabenko2013b,
title = {IT Innovative Practices in Secondary Schools: Remote Experiments. Universidad de Deusto},
author = {Olga Dziabenko and Javier Garcia-Zubia},
url = {http://home/learninglabdeust/public_html.deusto-publicaciones.es/deusto/pdfs/otraspub/otraspub04.pdf},
isbn = {9788415772019},
year = {2013},
date = {2013-11-25},
publisher = {Universidad de Deusto},
abstract = {In modern e-Classrooms, students and scientists will be able to access Web
portals for scientific computer and data infrastructures, thus accessing large
collections of data and digital objects using metadata, knowledge management
techniques, and specific data services. Students and teachers will apply existing
scalable Web and grid technologies to access and share scientific data, using
educational and computing resources to run scientific application simulations.
Such an approach will allow the creation of enriched interactive and
multimedia learning modules that interactively support the exploration of
scientific phenomena. Advanced repository and collaboration services will
allow students to remotely and securely up- and download science and
engineering learning objects. The broader science community will add new
learning modules and computer simulation-based learning objects as they
become available. An open and Web-based community will capitalize on the
‘collective intelligence’ of students, educators, and scientists, using Web 2.0
communication and collaboration tools.
The Dawn of Distance Learning e-Infrastructure
By Wolfgang Gentzsch, DEISA and the Open Grid Forum},
keywords = {IT, remote experiments, secondary schools},
pubstate = {published},
tppubtype = {book}
}
portals for scientific computer and data infrastructures, thus accessing large
collections of data and digital objects using metadata, knowledge management
techniques, and specific data services. Students and teachers will apply existing
scalable Web and grid technologies to access and share scientific data, using
educational and computing resources to run scientific application simulations.
Such an approach will allow the creation of enriched interactive and
multimedia learning modules that interactively support the exploration of
scientific phenomena. Advanced repository and collaboration services will
allow students to remotely and securely up- and download science and
engineering learning objects. The broader science community will add new
learning modules and computer simulation-based learning objects as they
become available. An open and Web-based community will capitalize on the
‘collective intelligence’ of students, educators, and scientists, using Web 2.0
communication and collaboration tools.
The Dawn of Distance Learning e-Infrastructure
By Wolfgang Gentzsch, DEISA and the Open Grid Forum
Garcia-Zubia, Javier; Rodríguez-Gil, L.; Orduña, Pablo; Angulo, Ignacio; Hernández, U.; Dziabenko, Olga; Guenaga, Mariluz; Artiach, R.
An integrated solution for basics digital electronics: Boole-DEUSTO and WebLab-DEUSTO Conference
Remote Engineering and Virtual Instrumentation (REV), IEEE, 2013, ISBN: 978-1-4673-6346-4.
Abstract | Links | BibTeX | Tags: digital electronics, remote experiments
@conference{García‐Zubía2013b,
title = {An integrated solution for basics digital electronics: Boole-DEUSTO and WebLab-DEUSTO},
author = {Javier Garcia-Zubia and L. Rodríguez-Gil and Pablo Orduña and Ignacio Angulo and U. Hernández and Olga Dziabenko and Mariluz Guenaga and R. Artiach},
url = {https://morelab.deusto.es/media/publications/2013/conferencepaper/an-integrated-solution-for-basics-digital-electronics-boole-deusto-and-weblab-deusto.pdf},
doi = {10.1109/REV.2013.6502890},
isbn = {978-1-4673-6346-4},
year = {2013},
date = {2013-02-08},
booktitle = {Remote Engineering and Virtual Instrumentation (REV)},
publisher = {IEEE},
abstract = {The software BOOLE-DEUSTO is oriented to the design of digital electronic circuits from the student point of view. On the other hand, WebLab-DEUSTO is a well known remote laboratory, and one of the implemented experiments is focused on CPLD and digital electronics. The objective of this paper is to describe the results of connecting BOOLE-DEUSTO and WebLab-DEUSTO. Under this common approach, a novel student can design a digital circuit using K maps, truth tables, Boolean expressions, etc. and then, automatically, he/she can implement, download and see the real circuit in the remote lab.
},
keywords = {digital electronics, remote experiments},
pubstate = {published},
tppubtype = {conference}
}
2011
Dziabenko, Olga; Garcia-Zubia, Javier
Remote experiments and online games: How to merge them? Conference
Global Engineering Education Conference , IEEE, 2011, ISBN: 978-1-61284-643-9.
Abstract | Links | BibTeX | Tags: flow, game-based learning, remote experiments, remote laboratory
@conference{Dziabenko2011,
title = {Remote experiments and online games: How to merge them?},
author = {Olga Dziabenko and Javier Garcia-Zubia},
url = {https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=5773285},
doi = {10.1109/EDUCON.2011.5773285},
isbn = {978-1-61284-643-9},
year = {2011},
date = {2011-04-06},
booktitle = {Global Engineering Education Conference },
publisher = {IEEE},
abstract = {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 equipment. These two teaching methodologies are well known, developed and described in the literature. However, the concepts of integration of the remote experimentations and the game setting are yet to be developed. This paper discusses the guidelines for such integrations. The emphasis is made on the educational game design and the flow as a positive impact on learning and attitude of the players. Besides the challenges of balancing attractive elements (graphics, sounds) and educational objectives, the design of the games related to remote laboratories needs to be adjusted to contemporary technological conditions.
},
keywords = {flow, game-based learning, remote experiments, remote laboratory},
pubstate = {published},
tppubtype = {conference}
}