Guillermo Bautista
Biographic Data
| ID | 9026637 |
|---|---|
| NAME | Guillermo Bautista |
| GIVEN NAMES | Guillermo |
| FAMILY NAME | Bautista |
| SIGNATURE | BAUTISTA G |
| AFFILIATIONS | University of the Philippines Diliman |
| ORCID | 0000-0001-5471-9326 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2025 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Deep learning trajectories for statistical graphs in mathematics learning
This study develops and validates of a Learning Trajectory (LT) for statistical graph instruction by integrating a Deep Learning (DL) approach with the Structure of the Observed Learning Outcome (SOLO) taxonomy, ethnomathematics, and technology. Using an Educational Design Research (EDR) methodology, the study was conducted through pilot teaching, design experimentation, and retrospective analysis. A total of 190 final-year junior high school stu…
Function Art
This study explores how students across Grades 8 to 12 engage with mathematical functions in creative, visual ways through function art—an innovative STEAM-based educational approach. Grounded in the Trends in International Mathematics and Science Study (TIMSS) framework and employing a Design-Based Research methodology, the project involved 400 students from the Philippines who created digital artworks using GeoGebra. To uncover learner profiles…
Applying the torrance test
This study addresses the absence of a standardized approach to evaluating student-created function art in STEAM education. • A rubric grounded in the TTCT dimensions of Fluency, Flexibility, and Originality was developed and validated. • The rubric was applied to 51 function artworks produced by Grade 11 students, enabling objective scoring of individual works. • Psychometric analysis demonstrated strong reliability and construct validity, with p…
Integrating 3D modeling and printing with model-eliciting activity for pre-service mathematics teachers
To understand three-dimensional modeling and printing (3DMP) technology, pre-service mathematics teachers (PMTs) need to experience it within their education program. This technology can be used to solve model-eliciting activities (MEAs). The present qualitative study aimed to investigate the challenges and opportunities of PMTs in integrating 3DMP while solving one MEA. To this end, the qualitative data—the researchers’ field notes and the PMTs’…
Didactic Situation-Based Model for Using Student Traditional Handcraft Artefacts to Enhance Meaningful STEAM Education in Tanzania
Aim. The aim of the study was to propose a theoretical model for using students' traditional handicraft artefacts to enhance meaningful STEAM learning in Tanzania. This study was motivated by lessons we learned in our previous project in which we explored the potential of handicraft artefacts from Tanzania in facilitating STEAM learning and realised the need for the model to support teachers in using these materials in the classroom. Methods. The…
No prominent works on this page.
Didactic Situation-Based Model for Using Student Traditional Handcraft Artefacts to Enhance Meaningful STEAM Education in Tanzania
Aim. The aim of the study was to propose a theoretical model for using students' traditional handicraft artefacts to enhance meaningful STEAM learning in Tanzania. This study was motivated by lessons we learned in our previous project in which we explored the potential of handicraft artefacts from Tanzania in facilitating STEAM learning and realised the need for the model to support teachers in using these materials in the classroom. Methods. The…
Deep learning trajectories for statistical graphs in mathematics learning
This study develops and validates of a Learning Trajectory (LT) for statistical graph instruction by integrating a Deep Learning (DL) approach with the Structure of the Observed Learning Outcome (SOLO) taxonomy, ethnomathematics, and technology. Using an Educational Design Research (EDR) methodology, the study was conducted through pilot teaching, design experimentation, and retrospective analysis. A total of 190 final-year junior high school stu…
Function Art
This study explores how students across Grades 8 to 12 engage with mathematical functions in creative, visual ways through function art—an innovative STEAM-based educational approach. Grounded in the Trends in International Mathematics and Science Study (TIMSS) framework and employing a Design-Based Research methodology, the project involved 400 students from the Philippines who created digital artworks using GeoGebra. To uncover learner profiles…
Applying the torrance test
This study addresses the absence of a standardized approach to evaluating student-created function art in STEAM education. • A rubric grounded in the TTCT dimensions of Fluency, Flexibility, and Originality was developed and validated. • The rubric was applied to 51 function artworks produced by Grade 11 students, enabling objective scoring of individual works. • Psychometric analysis demonstrated strong reliability and construct validity, with p…
Integrating 3D modeling and printing with model-eliciting activity for pre-service mathematics teachers
To understand three-dimensional modeling and printing (3DMP) technology, pre-service mathematics teachers (PMTs) need to experience it within their education program. This technology can be used to solve model-eliciting activities (MEAs). The present qualitative study aimed to investigate the challenges and opportunities of PMTs in integrating 3DMP while solving one MEA. To this end, the qualitative data—the researchers’ field notes and the PMTs’…
Art Education and Development (2 works) · Mathematics Education and Teaching Techniques (2 works) · Teaching and Learning Programming (2 works) · 3D modeling (1 works) · 3D printing (1 works) · Advanced Graph Neural Networks (1 works) · Advanced Materials and Mechanics (1 works) · Art, Technology, and Culture (1 works) · Big Data and Digital Economy (1 works) · Cluster analysis (1 works)