Achievement of Generic and Professional Competencies Through Virtual Environments

This study is aimed to prove how Virtual Environments (VE) and Information and Communication Technologies (ICT) can be used as a tool to verify professional competencies. The incursion of virtual environments in education has shown that there is much potential in distance learning development. To fi...

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Autores:
Comas-Gonzalez, Zhoe
Zamora Musa, Ronald
Rodelo Soto, Orlando
Collazos-Morales, Carlos
Sanchez, Carlos
Hill-Pastor, Laura
Tipo de recurso:
Article of investigation
Fecha de publicación:
2021
Institución:
Universidad Cooperativa de Colombia
Repositorio:
Repositorio UCC
Idioma:
OAI Identifier:
oai:repository.ucc.edu.co:20.500.12494/33760
Acceso en línea:
https://doi.org/10.1007/978-3-030-68452-5_41
https://hdl.handle.net/20.500.12494/33760
Palabra clave:
Evaluación de competencias
Proceso de aprendizaje
Herramientas pedagógicas
Auto aprendizaje
Educación virtual
Ambiente virtual
Competences evaluation
Learning process
Pedagogical tools
Self-learning
Virtual education
Virtual environment
Rights
closedAccess
License
Atribución
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oai_identifier_str oai:repository.ucc.edu.co:20.500.12494/33760
network_acronym_str COOPER2
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repository_id_str
dc.title.spa.fl_str_mv Achievement of Generic and Professional Competencies Through Virtual Environments
title Achievement of Generic and Professional Competencies Through Virtual Environments
spellingShingle Achievement of Generic and Professional Competencies Through Virtual Environments
Evaluación de competencias
Proceso de aprendizaje
Herramientas pedagógicas
Auto aprendizaje
Educación virtual
Ambiente virtual
Competences evaluation
Learning process
Pedagogical tools
Self-learning
Virtual education
Virtual environment
title_short Achievement of Generic and Professional Competencies Through Virtual Environments
title_full Achievement of Generic and Professional Competencies Through Virtual Environments
title_fullStr Achievement of Generic and Professional Competencies Through Virtual Environments
title_full_unstemmed Achievement of Generic and Professional Competencies Through Virtual Environments
title_sort Achievement of Generic and Professional Competencies Through Virtual Environments
dc.creator.fl_str_mv Comas-Gonzalez, Zhoe
Zamora Musa, Ronald
Rodelo Soto, Orlando
Collazos-Morales, Carlos
Sanchez, Carlos
Hill-Pastor, Laura
dc.contributor.author.none.fl_str_mv Comas-Gonzalez, Zhoe
Zamora Musa, Ronald
Rodelo Soto, Orlando
Collazos-Morales, Carlos
Sanchez, Carlos
Hill-Pastor, Laura
dc.subject.spa.fl_str_mv Evaluación de competencias
Proceso de aprendizaje
Herramientas pedagógicas
Auto aprendizaje
Educación virtual
Ambiente virtual
topic Evaluación de competencias
Proceso de aprendizaje
Herramientas pedagógicas
Auto aprendizaje
Educación virtual
Ambiente virtual
Competences evaluation
Learning process
Pedagogical tools
Self-learning
Virtual education
Virtual environment
dc.subject.other.spa.fl_str_mv Competences evaluation
Learning process
Pedagogical tools
Self-learning
Virtual education
Virtual environment
description This study is aimed to prove how Virtual Environments (VE) and Information and Communication Technologies (ICT) can be used as a tool to verify professional competencies. The incursion of virtual environments in education has shown that there is much potential in distance learning development. To find out how it influences the achievement of competencies, there was made an experimental study with a post-test design and control group. Students were divided into two groups; each of them was submitted to a different test. The results demonstrate that with the implementation of VE using ICT, the students who used the VE had a better performance than students who used the traditional evaluations. Confirmed with the 83% of the sample who achieved the highest levels (50% got strategical professional competencies, and 33% got autonomous professional competencies). Considering the study, the authors could notice that students do develop professional competencies along virtual environments, reflected not only in the level of competence achieved by the ones tested on the virtual environment but also in the average time they spend to do the test. Therefore, virtual environments have positives effects in the education field.
publishDate 2021
dc.date.accessioned.none.fl_str_mv 2021-04-07T16:04:12Z
dc.date.available.none.fl_str_mv 2021-04-07T16:04:12Z
dc.date.issued.none.fl_str_mv 2021-02-06
dc.type.none.fl_str_mv Artículos Científicos
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dc.identifier.issn.spa.fl_str_mv 03029743
dc.identifier.uri.spa.fl_str_mv https://doi.org/10.1007/978-3-030-68452-5_41
dc.identifier.uri.none.fl_str_mv https://hdl.handle.net/20.500.12494/33760
dc.identifier.bibliographicCitation.spa.fl_str_mv Comas-Gonzalez Z., Zamora-Musa R., Soto O.R., Collazos-Morales C., Sanchez C.A., Hill-Pastor L. (2021) Achievement of Generic and Professional Competencies Through Virtual Environments. In: Singh M., Kang DK., Lee JH., Tiwary U.S., Singh D., Chung WY. (eds) Intelligent Human Computer Interaction. IHCI 2020. Lecture Notes in Computer Science, vol 12616. Springer, Cham. https://doi.org/10.1007/978-3-030-68452-5_41
identifier_str_mv 03029743
Comas-Gonzalez Z., Zamora-Musa R., Soto O.R., Collazos-Morales C., Sanchez C.A., Hill-Pastor L. (2021) Achievement of Generic and Professional Competencies Through Virtual Environments. In: Singh M., Kang DK., Lee JH., Tiwary U.S., Singh D., Chung WY. (eds) Intelligent Human Computer Interaction. IHCI 2020. Lecture Notes in Computer Science, vol 12616. Springer, Cham. https://doi.org/10.1007/978-3-030-68452-5_41
url https://doi.org/10.1007/978-3-030-68452-5_41
https://hdl.handle.net/20.500.12494/33760
dc.relation.isversionof.spa.fl_str_mv https://link.springer.com/chapter/10.1007/978-3-030-68452-5_41
dc.relation.ispartofconference.spa.fl_str_mv International Conference on Intelligent Human Computer Interaction - IHCI 2020
dc.relation.ispartofjournal.spa.fl_str_mv Lecture Notes in Computer Science
dc.relation.references.spa.fl_str_mv 1. Comas-González, Z., Echeverri-Ocampo, I., Zamora-Musa, R., Velez, J., Sarmiento, R., Orellana, M.: Recent trends in virtual education and its strong connection with the immersive environments. Espacios 38(15), 4–17 (2017) Google Scholar
Picatoste, J., Pérez-Ortiz, L., Ruesga-Benito, S.M.: A new educational pattern in response to new technologies and sustainable development. Enlightening ICT skills for youth employability in the European Union. Telemat. Informat. 35(4), 1031–1038 (2018). https://doi.org/10.1016/j.tele.2017.09.014
Islam, A.K.M.N.: E-learning system use and its outcomes: moderating role of perceived compatibility. Telemat. Informat. 33(1), 48–55 (2015). https://doi.org/10.1016/j.tele.2015.06.010 CrossRefGoogle Scholar
Yu, H., Zhang, Z.: Research on mobile learning system of colleges and universities. In: El Rhalibi, A., Pan, Z., Jin, H., Ding, D., Navarro-Newball, A.A., Wang, Y. (eds.) Edutainment 2018. LNCS, vol. 11462, pp. 308–312. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-23712-7_42
Deguchi, S.: Case Studies of Developing and Using Learning Systems in a Department of Engineering. In: Zaphiris, P., Ioannou, A. (eds.) HCII 2020. LNCS, vol. 12205, pp. 34–48. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-50513-4_3 CrossRefGoogle Scholar
Nuñez, M.E., Rodriguez-Paz, M.X.: A real-time remote courses model for the improvement of the overall learning experience. In: Zaphiris, P., Ioannou, A. (eds.) HCII 2020. LNCS, vol. 12205, pp. 132–143. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-50513-4_10 CrossRefGoogle Scholar
Klímová, B., Pražák, P.: Mobile blended learning and evaluation of its effectiveness on students’ learning achievement. In: Cheung, S.K.S., Lee, L.-K., Simonova, I., Kozel, T., Kwok, L.-F (eds.) ICBL 2019. LNCS, vol. 11546, pp. 216–224. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-21562-0_18
Zamora-Musa, R., Velez, J.: Use of data mining to identify trends between variables to improve implementation of an immersive environment. J. Eng. Appl. Sci. 12(22), 5944–5948 (2017) Google Scholar
Peng, J., Tan, W., Liu, G.: Virtual experiment in distance education: based on 3D virtual learning environment. In: 2015 International Conference of Educational Innovation through Technology (EITT) Wuhan, pp. 81–84 (2015). https://doi.org/10.1109/EITT.2015.24
Meléndez-Pertuz, F., et al.: Design and development of a didactic an innovative dashboard for home automation teaching using labview programming environment. ARPN J. Eng. Appl. Sci. 13(2), 523–528 (2018). http://www.arpnjournals.org/jeas/research_papers/rp_2018/jeas_0118_6699.pdf
Chen, X., et al.: ImmerTai: immersive motion learning in VR environments. J. Vis. Commun. Image Represent. 58, 416–427 (2019). https://doi.org/10.1016/j.jvcir.2018.11.039 CrossRefGoogle Scholar
Cabero-Almenara, J., Fernández-Batanero, J., Barroso-Osuna, J.: Adoption of augmented reality technology by university students. Heliyon 5(5), e01597 (2019) CrossRefGoogle Scholar
Talib, M., Einea, O., Nasir, Q., Mowakeh, M., Eltawil, M.: Enhancing computing studies in high schools: a systematic literature review & UAE case study. Heliyon 5(2), e01235 (2019). https://doi.org/10.1016/j.heliyon.2019.e01235 CrossRefGoogle Scholar
Apuke, O., Iyendo, T.: University students’ usage of the internet resources for research and learning: forms of access and perceptions of utility. Heliyon 4(12), e01052 (2018). https://doi.org/10.1016/j.heliyon.2018.e01052 CrossRefGoogle Scholar
Hamari, J., Shernoff, D., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards, T.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016) CrossRefGoogle Scholar
Arantes, E., Stadler, A., Del Corso, J., Catapan, A.: Contribuições da educação profissional na modalidade a distância para a gestão e valorização da diversidade. Espacios 37(22), E-1 (2016) Google Scholar
Zamora-Musa, R., Vélez, J., Paez-Logreira, H.: Evaluating learnability in a 3D heritage tour. Presence Teleoper. Vir. Environ. 26(4), 366–377 (2018). https://doi.org/10.1162/pres_a_00305
Heradio, R., de la Torre, L., Galan, D., Cabrerizo, F., Herrera-Viedma, E., Dormido, S.: Virtual and remote labs in education: a bibliometric analysis. Comput. Educ. 98, 14–38 (2016). https://doi.org/10.1016/j.compedu.2016.03.010 CrossRefGoogle Scholar
Garcia-Zubia, J., Irurzun, J., Orduna, P., Angulo, I., Hernandez, U., Ruiz, J. et al.: SecondLab: a remote laboratory under second life. Int. J. Online Eng. (IJOE) 6(4) (2010). https://doi.org/10.3991/ijoe.v6i4.1312
Shen, J., Eder, L.B.: Intentions to use virtual worlds for education. J. Inf. Syst. Educ. 20(2), 225 (2009) Google Scholar
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Brinson, J.: Learning outcome achievement in non-traditional (virtual and remote) versus traditional (hands-on) laboratories: A review of the empirical research. Comput. Educ. 87, 218–237 (2015). https://doi.org/10.1016/j.compedu.2015.07.003 CrossRefGoogle Scholar
Cruz-Benito, J., Maderuelo, C., Garcia-Penalvo, F., Theron, R., Perez-Blanco, J., Zazo Gomez, H., Martin-Suarez, A.: Usalpharma: a software architecture to support learning in virtual worlds. IEEE Revista Iberoamericana De Tecnologias Del Aprendizaje 11(3), 194–204 (2016). https://doi.org/10.1109/rita.2016.2589719 CrossRefGoogle Scholar
Bawa, P., Lee Watson, S., Watson, W.: Motivation is a game: massively multiplayer online games as agents of motivation in higher education. Comput. Educ. 123, 174–194 (2018). https://doi.org/10.1016/j.compedu.2018.05.004 CrossRefGoogle Scholar
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spelling Comas-Gonzalez, ZhoeZamora Musa, RonaldRodelo Soto, OrlandoCollazos-Morales, CarlosSanchez, CarlosHill-Pastor, Laura126162021-04-07T16:04:12Z2021-04-07T16:04:12Z2021-02-0603029743https://doi.org/10.1007/978-3-030-68452-5_41https://hdl.handle.net/20.500.12494/33760Comas-Gonzalez Z., Zamora-Musa R., Soto O.R., Collazos-Morales C., Sanchez C.A., Hill-Pastor L. (2021) Achievement of Generic and Professional Competencies Through Virtual Environments. In: Singh M., Kang DK., Lee JH., Tiwary U.S., Singh D., Chung WY. (eds) Intelligent Human Computer Interaction. IHCI 2020. Lecture Notes in Computer Science, vol 12616. Springer, Cham. https://doi.org/10.1007/978-3-030-68452-5_41This study is aimed to prove how Virtual Environments (VE) and Information and Communication Technologies (ICT) can be used as a tool to verify professional competencies. The incursion of virtual environments in education has shown that there is much potential in distance learning development. To find out how it influences the achievement of competencies, there was made an experimental study with a post-test design and control group. Students were divided into two groups; each of them was submitted to a different test. The results demonstrate that with the implementation of VE using ICT, the students who used the VE had a better performance than students who used the traditional evaluations. Confirmed with the 83% of the sample who achieved the highest levels (50% got strategical professional competencies, and 33% got autonomous professional competencies). Considering the study, the authors could notice that students do develop professional competencies along virtual environments, reflected not only in the level of competence achieved by the ones tested on the virtual environment but also in the average time they spend to do the test. Therefore, virtual environments have positives effects in the education field.https://scienti.minciencias.gov.co/cvlac/visualizador/generarCurriculoCv.do?cod_rh=0001348149https://orcid.org/0000-0003-4949-4438https://scienti.minciencias.gov.co/gruplac/jsp/visualiza/visualizagr.jsp?nro=00000000004982ronald.zamora@campusucc.edu.cohttps://scholar.google.com/citations?hl=es&tzom=300&user=KXDKYVUAAAAJ&view_op=list_works391- 405 p.Universidad Cooperativa de Colombia, Facultad de Ingeniería, Programa de Ingeniería Industrial, Barrancabermeja, ColombiaSpringer Nature Switzerland AGIngeniería IndustrialBarrancabermejahttps://link.springer.com/chapter/10.1007/978-3-030-68452-5_41International Conference on Intelligent Human Computer Interaction - IHCI 2020Lecture Notes in Computer Science1. Comas-González, Z., Echeverri-Ocampo, I., Zamora-Musa, R., Velez, J., Sarmiento, R., Orellana, M.: Recent trends in virtual education and its strong connection with the immersive environments. Espacios 38(15), 4–17 (2017) Google ScholarPicatoste, J., Pérez-Ortiz, L., Ruesga-Benito, S.M.: A new educational pattern in response to new technologies and sustainable development. Enlightening ICT skills for youth employability in the European Union. Telemat. Informat. 35(4), 1031–1038 (2018). https://doi.org/10.1016/j.tele.2017.09.014Islam, A.K.M.N.: E-learning system use and its outcomes: moderating role of perceived compatibility. Telemat. Informat. 33(1), 48–55 (2015). https://doi.org/10.1016/j.tele.2015.06.010 CrossRefGoogle ScholarYu, H., Zhang, Z.: Research on mobile learning system of colleges and universities. In: El Rhalibi, A., Pan, Z., Jin, H., Ding, D., Navarro-Newball, A.A., Wang, Y. (eds.) Edutainment 2018. LNCS, vol. 11462, pp. 308–312. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-23712-7_42Deguchi, S.: Case Studies of Developing and Using Learning Systems in a Department of Engineering. In: Zaphiris, P., Ioannou, A. (eds.) HCII 2020. LNCS, vol. 12205, pp. 34–48. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-50513-4_3 CrossRefGoogle ScholarNuñez, M.E., Rodriguez-Paz, M.X.: A real-time remote courses model for the improvement of the overall learning experience. In: Zaphiris, P., Ioannou, A. (eds.) HCII 2020. LNCS, vol. 12205, pp. 132–143. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-50513-4_10 CrossRefGoogle ScholarKlímová, B., Pražák, P.: Mobile blended learning and evaluation of its effectiveness on students’ learning achievement. In: Cheung, S.K.S., Lee, L.-K., Simonova, I., Kozel, T., Kwok, L.-F (eds.) ICBL 2019. LNCS, vol. 11546, pp. 216–224. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-21562-0_18Zamora-Musa, R., Velez, J.: Use of data mining to identify trends between variables to improve implementation of an immersive environment. J. Eng. Appl. Sci. 12(22), 5944–5948 (2017) Google ScholarPeng, J., Tan, W., Liu, G.: Virtual experiment in distance education: based on 3D virtual learning environment. In: 2015 International Conference of Educational Innovation through Technology (EITT) Wuhan, pp. 81–84 (2015). https://doi.org/10.1109/EITT.2015.24Meléndez-Pertuz, F., et al.: Design and development of a didactic an innovative dashboard for home automation teaching using labview programming environment. ARPN J. Eng. Appl. Sci. 13(2), 523–528 (2018). http://www.arpnjournals.org/jeas/research_papers/rp_2018/jeas_0118_6699.pdfChen, X., et al.: ImmerTai: immersive motion learning in VR environments. J. Vis. Commun. Image Represent. 58, 416–427 (2019). https://doi.org/10.1016/j.jvcir.2018.11.039 CrossRefGoogle ScholarCabero-Almenara, J., Fernández-Batanero, J., Barroso-Osuna, J.: Adoption of augmented reality technology by university students. Heliyon 5(5), e01597 (2019) CrossRefGoogle ScholarTalib, M., Einea, O., Nasir, Q., Mowakeh, M., Eltawil, M.: Enhancing computing studies in high schools: a systematic literature review & UAE case study. Heliyon 5(2), e01235 (2019). https://doi.org/10.1016/j.heliyon.2019.e01235 CrossRefGoogle ScholarApuke, O., Iyendo, T.: University students’ usage of the internet resources for research and learning: forms of access and perceptions of utility. Heliyon 4(12), e01052 (2018). https://doi.org/10.1016/j.heliyon.2018.e01052 CrossRefGoogle ScholarHamari, J., Shernoff, D., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards, T.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016) CrossRefGoogle ScholarArantes, E., Stadler, A., Del Corso, J., Catapan, A.: Contribuições da educação profissional na modalidade a distância para a gestão e valorização da diversidade. Espacios 37(22), E-1 (2016) Google ScholarZamora-Musa, R., Vélez, J., Paez-Logreira, H.: Evaluating learnability in a 3D heritage tour. Presence Teleoper. Vir. Environ. 26(4), 366–377 (2018). https://doi.org/10.1162/pres_a_00305Heradio, R., de la Torre, L., Galan, D., Cabrerizo, F., Herrera-Viedma, E., Dormido, S.: Virtual and remote labs in education: a bibliometric analysis. Comput. Educ. 98, 14–38 (2016). https://doi.org/10.1016/j.compedu.2016.03.010 CrossRefGoogle ScholarGarcia-Zubia, J., Irurzun, J., Orduna, P., Angulo, I., Hernandez, U., Ruiz, J. et al.: SecondLab: a remote laboratory under second life. Int. J. Online Eng. (IJOE) 6(4) (2010). https://doi.org/10.3991/ijoe.v6i4.1312Shen, J., Eder, L.B.: Intentions to use virtual worlds for education. J. Inf. Syst. Educ. 20(2), 225 (2009) Google ScholarKemp, J., Livingstone, D., Bloomfield, P.: SLOODLE: connecting VLE tools with emergent teaching practice in second life. Br. J. Educ. Technol. 40(3), 551–555 (2009). https://doi.org/10.1111/j.1467-8535.2009.00938Brinson, J.: Learning outcome achievement in non-traditional (virtual and remote) versus traditional (hands-on) laboratories: A review of the empirical research. Comput. Educ. 87, 218–237 (2015). https://doi.org/10.1016/j.compedu.2015.07.003 CrossRefGoogle ScholarCruz-Benito, J., Maderuelo, C., Garcia-Penalvo, F., Theron, R., Perez-Blanco, J., Zazo Gomez, H., Martin-Suarez, A.: Usalpharma: a software architecture to support learning in virtual worlds. IEEE Revista Iberoamericana De Tecnologias Del Aprendizaje 11(3), 194–204 (2016). https://doi.org/10.1109/rita.2016.2589719 CrossRefGoogle ScholarBawa, P., Lee Watson, S., Watson, W.: Motivation is a game: massively multiplayer online games as agents of motivation in higher education. Comput. 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