Katja Gilly
Biographic Data
| ID | 9973763 |
|---|---|
| NAME | Katja Gilly |
| GIVEN NAMES | Katja |
| FAMILY NAME | Gilly |
| SIGNATURE | GILLY K |
| AFFILIATIONS | Universitat de Miguel Hernández d'Elx |
| ORCID | 0000-0002-8985-0639 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2023 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Arithmetic modeling of a multilevel escape room
The acceptance of educational escape rooms as active evaluation tools is growing throughout the educational field, covering all areas and levels. In this paper, a multilevel educational escape room has been proposed, which is composed of a series of independent levels, such that each level has to be completed prior to taking up the next one. This specific layout allows instructors to allocate a given part of a course syllabus to each level, where…
Applying active learning to work with time series predictions
This study examines whether active learning activities based on time series forecasting for engineering students yield statistically significant improvements with respect to performance and engagement. In this context, a pair of team-based learning activities were implemented across two consecutive academic years in a STEM-related course. In the first one, students completed two activities involving statistical analysis of generic datasets, where…
Combining Active Learning Methodologies in a STEM-Related Course
Active learning methodologies have been widely reported to improve academic performance in STEM education. This paper presents a case study on the implementation of a combination of such methodologies in a college course devoted to computer networking fundamentals. The study begins in 2018, when the course was taught in a traditional manner, namely through lectures and written exams. From that point onward, different active learning methodologies…
A CTF-like Escape Room for STEM Assessment
Educational escape rooms have been widely used in education in recent years. On the other hand, capture the flag (CTF) competitions have been spreading from the cybersecurity area into other domains. In this paper, a fusion of both concepts is proposed in the form of a CTF-like escape room in order to carry out the assessment of a STEM course. Each puzzle within the escape room consisted of designing a short code snippet as part of a protocol eng…
Combining Space, Time, and Language in Active Learning Setups
Online education provides a wide range of possibilities in order to setup active learning environments. Different dimensions related to the teaching/learning process are available in such environments, although the focus in this paper is set on just three. Those are the space where this process takes place, the time when this process is undertaken, and the language in which this process is carried out. Some combinations of those three dimensions …
Study on Hybrid Education in Terms of Space, Time, Language, and Frameset
Hybrid education is a model that combines different settings within the learning process. In this paper, four dimensions related to different features of the learning process are considered, namely, space, time, language, and frameset. The first one relates to its location, the second one relates to when it takes place, the third one relates to how it is imparted, and the fourth one relates to the way in which it is conducted. The goal is to modi…
A Generic Multilevel Structure for Educational Escape Rooms
The use of active learning activities for evaluation purposes has been reported to improve results in all areas within the education field. In this paper we describe a generic multilevel structure for educational escape rooms, along with a use case where such a design was applied for assessment in a course within the STEM area. Furthermore, a project-based learning activity was also added to complement that assessment. The results obtained expose…
Design and Assessment of an Active Learning-Based Seminar
The Internet of Things (IoT) is an emerging paradigm, even though it does not receive enough attention in many academic plans. In order to introduce our students to IoT, in this paper we present the overall results of a seminar dedicated to encourage them to design basic IoT projects on a software application called Packet Tracer v8.2.1. Such projects were carried out in groups, whereas the evaluation process was performed by means of filling in …
An Active Learning Approach to Evaluate Networking Basics
Active learning is a paradigm where students take a more active role in their learning process. In this paper, two team-based evaluation activities are established for students according to the principles of active learning in order to assess their knowledge, skills and attitudes. These activities were based on scenarios related to network administration issues, and at a later stage, each team had to make a pitch presentation about what they did …
Using Escape Rooms as Evaluation Tool in Active Learning Contexts
The adoption of the active learning paradigm presents a series of challenges and uncertainties. However, its adoption may result in better academic results and a more engaging attitude towards learning. In this sense, this paper presents a case scenario in which such a change of paradigm has been deployed, where escape rooms have been introduced as an assessment tool in an active learning context. The way to move through those escape rooms is by …
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Using Escape Rooms as Evaluation Tool in Active Learning Contexts
The adoption of the active learning paradigm presents a series of challenges and uncertainties. However, its adoption may result in better academic results and a more engaging attitude towards learning. In this sense, this paper presents a case scenario in which such a change of paradigm has been deployed, where escape rooms have been introduced as an assessment tool in an active learning context. The way to move through those escape rooms is by …
A Generic Multilevel Structure for Educational Escape Rooms
The use of active learning activities for evaluation purposes has been reported to improve results in all areas within the education field. In this paper we describe a generic multilevel structure for educational escape rooms, along with a use case where such a design was applied for assessment in a course within the STEM area. Furthermore, a project-based learning activity was also added to complement that assessment. The results obtained expose…
Design and Assessment of an Active Learning-Based Seminar
The Internet of Things (IoT) is an emerging paradigm, even though it does not receive enough attention in many academic plans. In order to introduce our students to IoT, in this paper we present the overall results of a seminar dedicated to encourage them to design basic IoT projects on a software application called Packet Tracer v8.2.1. Such projects were carried out in groups, whereas the evaluation process was performed by means of filling in …
An Active Learning Approach to Evaluate Networking Basics
Active learning is a paradigm where students take a more active role in their learning process. In this paper, two team-based evaluation activities are established for students according to the principles of active learning in order to assess their knowledge, skills and attitudes. These activities were based on scenarios related to network administration issues, and at a later stage, each team had to make a pitch presentation about what they did …
Combining Space, Time, and Language in Active Learning Setups
Online education provides a wide range of possibilities in order to setup active learning environments. Different dimensions related to the teaching/learning process are available in such environments, although the focus in this paper is set on just three. Those are the space where this process takes place, the time when this process is undertaken, and the language in which this process is carried out. Some combinations of those three dimensions …
Study on Hybrid Education in Terms of Space, Time, Language, and Frameset
Hybrid education is a model that combines different settings within the learning process. In this paper, four dimensions related to different features of the learning process are considered, namely, space, time, language, and frameset. The first one relates to its location, the second one relates to when it takes place, the third one relates to how it is imparted, and the fourth one relates to the way in which it is conducted. The goal is to modi…
Arithmetic modeling of a multilevel escape room
The acceptance of educational escape rooms as active evaluation tools is growing throughout the educational field, covering all areas and levels. In this paper, a multilevel educational escape room has been proposed, which is composed of a series of independent levels, such that each level has to be completed prior to taking up the next one. This specific layout allows instructors to allocate a given part of a course syllabus to each level, where…
Applying active learning to work with time series predictions
This study examines whether active learning activities based on time series forecasting for engineering students yield statistically significant improvements with respect to performance and engagement. In this context, a pair of team-based learning activities were implemented across two consecutive academic years in a STEM-related course. In the first one, students completed two activities involving statistical analysis of generic datasets, where…
Combining Active Learning Methodologies in a STEM-Related Course
Active learning methodologies have been widely reported to improve academic performance in STEM education. This paper presents a case study on the implementation of a combination of such methodologies in a college course devoted to computer networking fundamentals. The study begins in 2018, when the course was taught in a traditional manner, namely through lectures and written exams. From that point onward, different active learning methodologies…
A CTF-like Escape Room for STEM Assessment
Educational escape rooms have been widely used in education in recent years. On the other hand, capture the flag (CTF) competitions have been spreading from the cybersecurity area into other domains. In this paper, a fusion of both concepts is proposed in the form of a CTF-like escape room in order to carry out the assessment of a STEM course. Each puzzle within the escape room consisted of designing a short code snippet as part of a protocol eng…
Innovative Teaching Methods (6 works) · Computer Science (5 works) · Mathematics education (5 works) · Psychology (5 works) · Artificial Intelligence (4 works) · Biomedical and Engineering Education (3 works) · Experimental Learning in Engineering (3 works) · Online and Blended Learning (3 works) · Multimedia (2 works) · Problem and Project Based Learning (2 works)