Mercedes Rico
University of Extremadura
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international conference on advanced learning technologies | 2010
J. Enrique Agudo; Héctor Sánchez; Mercedes Rico
Technology is changing the way today’s children learn. Based on our experience in the development of educational software for children, it is our belief that computer interaction should consider the factors that affect children´s cognitive abilities and take an active part in the realm of the methodological process of hypermedia design. Departing from the results of a preliminary study with pre-school children, serious difficulties regarding mouse interaction when playing computer games are detected, mainly in the movements requiring more complex psychomotor abilities, such as double click and interactions leading to dragging the cursor. The evaluation reports on the need to adapt the mouse interaction to children´s cognitive development, from point-and-click to drag-and-drop, and the suitability of introducing intermediate variations adapted to young learners’ needs.
Formación universitaria | 2013
J. Enrique Agudo; Remedios Hernández-Linares; Mercedes Rico; Héctor Sánchez
Resumen Se realizo una investigacion con estudiantes del Grado en Ingenieria en Diseno Industrial y Desarrollo de Productos de la Universidad de Extremadura en Espana durante dos anos consecutivos para evaluar la adquisicion de competencias transversales. El estudio se enmarca en el contexto del nuevo sistema de ensenanza basado en competencias que reta a los docentes a buscar estrategias para ensenar y evaluar dichas competencias. Los datos fueron analizados estadisticamente tras un proceso de remuestreo, Bootstrap. En general, el alumnado de segundo curso presenta una mejor percepcion del desarrollo de las competencias transversales que el de primero, especialmente en las competencias de trabajo en equipo, conocimiento de las caracteristicas personales y aptitudes profesionales y capacidad para conseguir los objetivos programados. La principal aportacion de este estudio consiste en emplear herramientas para evaluar al alumnado universitario de forma integral, considerando las competencias transversales como parte fundamental del proceso de formacion.
adaptive hypermedia and adaptive web based systems | 2006
J. Enrique Agudo; Héctor Sánchez; Mercedes Rico
The use of Information and Communication Technologies (ICTs) is spreading inside the classrooms at all educational levels. As this integration has extended to young learners (3 to 5 years), the authorities have recommended their use so that children can acquire knowledge and dexterities they will use all their lives. Keeping in mind that it is at this age when very young learners acquire abilities and basic dexterities at their own pace, the more personalized the better. From all the premises above, we can claim that whereas other computer assisted language learning systems do not account for differences in children’s cognitive development when designing computerized applications, the introduction of AHS (Adaptive Hypermedia Systems) is aimed at adapting and personalizing content to children’s needs and abilities.
Archive | 2013
Mercedes Rico; Julian Coppens; Paula Ferreira; Héctor Sánchez; J. Enrique Agudo
The development of transversal competences is currently considered a key point within the European Area of Higher Education adaptation process. However, course and curricula design that accounts for such competences (e.g., team work, digital competence and ICT, critical thinking, leadership, and the like) remains a challenge and a field open to exploration. Departing from the social and collaborative learning methodologies supported by management platforms like Moodle, social networks, and Second Life, this chapter aims to present a set of teaching strategies, tasks, and practices to develop the necessary transversal competences for both successful study and future vocational integration.
digital game and intelligent toy enhanced learning | 2008
Mercedes Rico; Juan Enrique Agudo; Héctor Sánchez; Alejandro Curado
Since their availability, audiovisual, multimedia, broadcast and technological devices have been used to promote language learning -to capture language samples, to provide access to authentic speech and material, to enhance worldwide communication, and the like. Likewise, as technologies continue to evolve, the tendency to shrink in size and become more portable is increasingly becoming a more than usual feature. Such portable media - referred to in popular and scholarly literature as mobile, wireless or handheld- include, among others, PDAs, cellular phones, MP3 players, digital dictionaries, etc.. Mobile learning or m-learning could be considered a subdivision of the e-learning initiatives promoted by formative programs and technological development worldwide. Focused on how students perceive mobile technology as an additional language learning practice, and what aspects of their learning were aided by the use of mobile devices, this paper outlines an analysis in progress aimed to explore some of the benefits and challenges for language learning through mobile technology.
iberian conference on information systems and technologies | 2016
Jéfferson Beltrán; Héctor Sánchez; Mercedes Rico
Gamifying learning environments, combining classroom with gamified e-Learning platform, is one of the educational proposals that increases motivation and commitment of the students in the learning process. This research analyzes, quantitatively and qualitatively, the use of Gamified Moodle as a tool to improve the above mentioned parameters by the completion of autonomous tasks, in a Java Programming Fundamentals course at the Central University of Ecuador.
International Journal of Technology Enhanced Learning | 2011
Santiago Domínguez-Noriega; J. Enrique Agudo; Paula Ferreira; Mercedes Rico
Under the auspices of the 3D virtual platform Second Life, our proposal, centred on the learner capacity to act within online environments, consists of applying innovative ideas for second language acquisition and examines the potential of various pedagogical aspects in the design of tandem English/Spanish language courses for specific professional sectors. To reach this goal, we have created new scenarios and developed applications (e.g., role-play activities in personalised settings, automated avatars/bots, game-based tests adapted to the virtual world, the integration of the Moodle platform in a virtual area, etc.), aimed at exploring these possibilities for language training.
Computer Applications in Engineering Education | 2017
Remedios Hernández-Linares; Héctor Sánchez; J. Enrique Agudo; Mercedes Rico
The development of cross‐curricular competences is one of the challenges European higher education is facing as consequence of the establishment of the European Higher Education Area (AHEA). One of these competences is the “time management,” an instrumental ability related to manage personal and working time. Time management seems to be a significant competence for engineering professionals, but despite its importance, the empirical literature linking such competence with the engineering teach remains limited. By addressing this research gap, the main purpose of this research is to gain insights into whether Chronos, a computer‐based game, proves efficient to train time management and change the perception of engineering students about the role played by this competence to improve productivity. In order to reach this goal, we perform an exploratory empirical study, based on data retrieved from 72 engineering students, which are analyzed by applying different statistical analysis (mainly mean test and regression analysis). Findings indicate that Chronos is a successful tool to develop time management competence in the context of engineering degrees. Thus, the present article promotes the reflection on the difficulties teachers face in the development of cross‐curricular competences and proposes new areas requiring further investigation, which are also discussed.
Society for Information Technology & Teacher Education International Conference | 2008
Patricia Edwards; Eva Dominguez; Mercedes Rico
EdMedia: World Conference on Educational Media and Technology | 2007
J. Enrique Agudo; Héctor Sánchez; Mercedes Rico; Eva Dominguez