Publicación:
Web of Things Platforms for Distance Learning Scenarios in Computer Science Disciplines: A Practical Approach

dc.contributor.authorTobarra Abad, María de los Llanos
dc.contributor.authorRobles Gómez, Antonio
dc.contributor.authorPastor Vargas, Rafael
dc.contributor.authorHernández Berlinches, Roberto
dc.contributor.authorCano, Jesus
dc.contributor.authorLópez, Daniel
dc.contributor.orcidhttps://orcid.org/0000-0001-6926-1311
dc.date.accessioned2025-01-16T08:49:05Z
dc.date.available2025-01-16T08:49:05Z
dc.date.issued2019
dc.descriptionThe registered version of this article, first published in “Technologies, 7, 2019", is available online at the publisher's website: MDPI, https://doi.org/10.3390/technologies7010017 La versión registrada de este artículo, publicado por primera vez en “Technologies, 7, 2019", está disponible en línea en el sitio web del editor: MDPI, https://doi.org/10.3390/technologies7010017
dc.description.abstractProblem-based learning is a widely used learning methodology in the field of technological disciplines, especially in distance education environments. In these environments, the most used tools, which provide learning scenarios, are remote and virtual laboratories. Internet of Things (IoT) devices can be used as remote or virtual laboratories. In addition to this, they can be organized/orchestrated to build remote maker spaces through the web. These types of spaces are called the Web of Things (WoT). This paper proposes the use of these types of spaces and their integration as practical activities into the curricula of technological subjects. This approach will allow us to achieve two fundamental objectives: (1) To improve the academic results (grades) of students; and (2) to increase engagement and interest of students in the studied technologies, including IoT devices. These platforms are modeled using archetypes based on different typologies and usage scenarios. In particular, these usage scenarios will implement a learning strategy for each problem to be solved. The current work shows the evolution of these archetypes and their application in the teaching of disciplines/subjects defined in computer science, such as distributed computing and cybersecurity.en
dc.description.versionversión publicada
dc.identifier.citationTobarra, L., Robles-Gómez, A., Pastor, R., Hernández, R., Cano, J., & López, D. (2019). Web of Things Platforms for Distance Learning Scenarios in Computer Science Disciplines: A Practical Approach. Technologies, 7(1), 17. https://doi.org/10.3390/technologies7010017
dc.identifier.doihttps://doi.org/10.3390/technologies7010017
dc.identifier.issn2227-7080
dc.identifier.urihttps://hdl.handle.net/20.500.14468/25333
dc.journal.issue1
dc.journal.titleTechnologies
dc.journal.volume27
dc.language.isoen
dc.publisherMDPI
dc.relation.centerFacultades y escuelas::E.T.S. de Ingeniería Informática
dc.relation.departmentSistemas de Comunicación y Control
dc.rightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.es
dc.subject.keywordsInternet of Things (IoT)en
dc.subject.keywordsWeb of Things (WoT)en
dc.subject.keywordscomputer science educationen
dc.subject.keywordscloud computingen
dc.subject.keywordslearning analyticsen
dc.titleWeb of Things Platforms for Distance Learning Scenarios in Computer Science Disciplines: A Practical Approachen
dc.typeartículoes
dc.typejournal articleen
dspace.entity.typePublication
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relation.isAuthorOfPublication.latestForDiscoveryb584f8a3-eb01-4a43-9ed7-5075b74224ae
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