This paper presents a web system to generate programming games for primary school children, with the objective to teach basic programming concepts. It also reviews five existing games with the same purpose, which use either block-based or text-based programming languages. A comparative analysis of the games is provided, based on some important features, such as the presence of a levels map, the use of a block or text language, the presence of a result screen, the presentation of the shortest and previous solutions, among others. The web system is divided into two main parts: the game generator that is used by teachers to create new programming games, and the programming games themselves that are played by students.
In the educational process, literacy is considered as a fundamental part, which focuses on the ability to read and write. Reading and writing are processes that, although they have features in common, they may not be developed in parallel, but both are encompassed in teaching methods that aim to develop these two skills at the same time. Interactive mobile applications can be part of a strategy to support the teaching of reading and writing skills. This paper presents a review of five interactive mobile applications to support the teaching of Spanish reading and writing skills. Mobile applications were analyzed based on their general features and the activities they have. The following general features were taken into consideration: the existence of voice assistants, supporting characters, language selection, progression of activities, creation of avatars, variable difficulty, progress panel, images, among others. The activities considered for the revision were those that allow completing syllables, completing words from letters, completing words from syllables, completing sentences, relating images to words, among others.
This paper presents a mobile application that supports the learning process of mathematics for fifth grade students, which specifically focuses on the practice of fractions through a series of different games, such as determining if a fraction is less, greater or equals to another fraction; distributing a pizza in fractions; weighing fractions of watermelons; making equivalent fractions; among others. A comparative analysis of existing mobile applications is provided, which is based on some relevant features, such as the types of operations included, the game modes supported, the interactivity of games, the support for two players in the games, the orientation of the games to fractions, the cost of use, the possibility to drag and drop elements in the games of the mobile application, the orientation to fifth grade students, among others. Given that information and communication technologies and ludic are two elements that can provide benefits when incorporated into the teaching and learning processes, this paper also examines different studies that review the impact of mobile devices for designing effective learning experiences in the field of mathematics, the difference between traditional teaching training and the use of electronic devices, and the use of ludic as a component that could benefit the teaching and learning processes through games or entertainment activities.
The big amount of content generated from Internet users creates opportunities and challenges to researchers interested in the problem of sentiment analysis. All the information available regarding user's opinions on different topics represent a great opportunity for automatic sentiment classification systems. However, user's interest change very 163
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