Learning and teaching processes, like all human activities, can be mediated through the use of tools. In-formation and communication technologies are now widespread within education. Their use in the daily life of teachers and learners affords engagement with educational activities at any place and time and not necessarily linked to an institution or a certificate. In the absence of formal certification, learning under these circumstances is known as informal learning. Despite the lack of certification, learning with tech-nology in this way presents opportunities to gather information about and present new ways of exploit-ing an individual's learning. Cloud technologies provide ways to achieve this through new architectures, methodologies, and workflows that facilitate semantic tagging, recognition, and acknowledgment of in-formal learning activities. The transparency and accessibility of cloud services mean that institutions and learners can exploit existing knowledge to their mutual benefit. The TRAILER project facilitates this aim by providing a technological framework using cloud services, a workflow, and a methodology. The services facilitate the exchange of information and knowledge associated with informal learning activities ranging from the use of social software through widgets, computer gaming, and remote laboratory experiments. Data from these activities are shared among institutions, learners, and workers. The project demonstrates the possibility of gathering information related to informal learning activities independently of the con-text or tools used to carry them out.
Nowadays, companies are demanding better‐prepared professionals to succeed in a digital society, and the acquisition of Science, Technology, Engineering, Arts, and Mathematics (STEAM)‐related competencies is a key issue. One of the main problems in this sense is how to integrate STEAM into the current educational curricula. This is not something related to a subject or educational trend but rather to new methodological approaches that can engage students. In this sense, such active methodologies that apply mechatronics and robotics could be an interesting path to pursue. Given this context, the first necessary task in evaluating the potential of this approach is to understand the landscape of the application of robotics and mechatronics in STEAM Education and how active methodologies are applied in this sense. To carry out this analysis in a systematic and replicable manner, it is necessary to follow a methodology. In this case, the researchers employ a systematic mapping review. This paper presents this process and its main findings. Fifty‐four studies have been selected out of 242 total studies analyzed. From these, beyond obtaining a clear vision of the STEAM landscape regarding project topics, we can also conclude that robotics and physical devices have been applied successfully with collaborative methodologies in STEAM Education. Regarding conclusions, this paper shows that robotics and mechatronics applied with active methodologies is to be a good means to engage students in STEAM disciplines and thus aid the acquisition of what is commonly known as “21st‐century skills.”
Information dashboards are everywhere. They support knowledge discovery in a huge variety of contexts and domains. Although powerful, these tools can be complex, not only for the end-users but also for developers and designers. Information dashboards encode complex datasets into different visual marks to ease knowledge discovery. Choosing a wrong design could compromise the entire dashboard’s effectiveness, selecting the appropriate encoding or configuration for each potential context, user, or data domain is a crucial task. For these reasons, there is a necessity to automatize the recommendation of visualizations and dashboard configurations to deliver tools adapted to their context. Recommendations can be based on different aspects, such as user characteristics, the data domain, or the goals and tasks that will be achieved or carried out through the visualizations. This work presents a dashboard meta-model that abstracts all these factors and the integration of a visualization task taxonomy to account for the different actions that can be performed with information dashboards. This meta-model has been used to design a domain specific language to specify dashboards requirements in a structured way. The ultimate goal is to obtain a dashboard generation pipeline to deliver dashboards adapted to any context, such as the educational context, in which a lot of data are generated, and there are several actors involved (students, teachers, managers, etc.) that would want to reach different insights regarding their learning performance or learning methodologies.
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