Luis Montesinos
Biographic Data
| ID | 5774970 |
|---|---|
| NAME | Luis Montesinos |
| GIVEN NAMES | Luis |
| FAMILY NAME | Montesinos |
| SIGNATURE | MONTESINOS L |
| AFFILIATIONS | Tecnológico de Monterrey |
| ORCID | 0000-0003-3976-4190 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1984 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
A strategic lifecycle sustainability framework for cislunar habitat deployment
Using Generative Artificial Intelligence Tools to Explain and Enhance Experiential Learning for Authentic Assessment
The emergence of generative artificial intelligence (GenAI) requires innovative educational environments to leverage this technology effectively to address concerns like academic integrity, plagiarism, and others. Additionally, higher education needs effective pedagogies to achieve intended learning outcomes. This emphasizes the need to redesign active learning experiences in the GenAI era. Authentic assessment and experiential learning are two p…
Experiential Learning in Biomedical Engineering Education Using Wearable Devices: A Case Study in a Biomedical Signals and Systems Analysis Course
Biomedical engineering (BME) is one of the fastest-growing engineering fields worldwide. BME professionals are extensively employed in the health technology and healthcare industries. Hence, their education must prepare them to face the challenge of a rapidly evolving technological environment. Biomedical signals and systems analysis is essential to BME undergraduate education. Unfortunately, students often underestimate the importance of their c…
A multi-element analysis of language facilitation games with educationally deprived Mexican migrant workers
A behavior analysis was conducted to identify simple ways to promote language use among non-English-speaking migrant workers during relatively unstructured periods of an Adult Basic Education class. The context for the analysis was a language facilitation game which involved a modified version of “Go Fish” requiring the migrants to match English words printed on cards. This game and two variations involving a simple alteration of the stimulus on …
No prominent works on this page.
A multi-element analysis of language facilitation games with educationally deprived Mexican migrant workers
A behavior analysis was conducted to identify simple ways to promote language use among non-English-speaking migrant workers during relatively unstructured periods of an Adult Basic Education class. The context for the analysis was a language facilitation game which involved a modified version of “Go Fish” requiring the migrants to match English words printed on cards. This game and two variations involving a simple alteration of the stimulus on …
Experiential Learning in Biomedical Engineering Education Using Wearable Devices: A Case Study in a Biomedical Signals and Systems Analysis Course
Biomedical engineering (BME) is one of the fastest-growing engineering fields worldwide. BME professionals are extensively employed in the health technology and healthcare industries. Hence, their education must prepare them to face the challenge of a rapidly evolving technological environment. Biomedical signals and systems analysis is essential to BME undergraduate education. Unfortunately, students often underestimate the importance of their c…
Using Generative Artificial Intelligence Tools to Explain and Enhance Experiential Learning for Authentic Assessment
The emergence of generative artificial intelligence (GenAI) requires innovative educational environments to leverage this technology effectively to address concerns like academic integrity, plagiarism, and others. Additionally, higher education needs effective pedagogies to achieve intended learning outcomes. This emphasizes the need to redesign active learning experiences in the GenAI era. Authentic assessment and experiential learning are two p…
A strategic lifecycle sustainability framework for cislunar habitat deployment
Computer Science (3 works) · Psychology (3 works) · Artificial Intelligence (2 works) · Biomedical and Engineering Education (2 works) · Experiential learning (2 works) · Knowledge management (2 works) · Antecedent (behavioral psychology) (1 works) · Circular economy (1 works) · Cognitive psychology (1 works) · Corporate governance (1 works)