Pilar Sancho

Learn More
In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational point-and-click adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of previous(More)
OBJECTIVES To create a virtual laboratory system in which experimental science students could learn required skills and competencies while overcoming such challenges as time limitations, high cost of resources, and lack of feedback often encountered in a traditional laboratory setting. DESIGN A blended learning experience that combines traditional(More)
University courses about computer programming usually seek to provide students not only with technical knowledge, but also with the skills required to work in real-life software projects. Nowadays, the development of software applications requires the coordinated efforts of the members of one or more teams. Therefore, it is important for software(More)
Problem-Based Learning (PBL) is an educational paradigm that promotes the development of highly valuable soft skills. PBL can be combined with other approaches, such as collaborative learning, to enhance students' team skills. Nucleo is a blended learning approach where students work in self-regulated teams. Nucleo combines Problem-Based Learning,(More)
BACKGROUND The WHO has recently published the FRAX® tool to determine the absolute risk of osteoporotic fracture at 10 years. This tool has not yet been validated in Spain. METHODS/DESIGN A prospective observational study was undertaken in women in the FRIDEX cohort (Barcelona) not receiving bone active drugs at baseline. Baseline measurements: known risk(More)
In this paper we present some results obtained in an ongoing research project aimed at developing a collaborative 3D fantasy virtual learning scenario (which we have given the name Nucleo) for teaching subjects related to computer programming in engineering education and technical schools. Our system has three basic objectives. The first is to induce a(More)
In this paper we present a general framework, called NUCLEO, for the application of socio-constructive educational approaches in higher education. The underlying pedagogical approach relies on an adaptation model in order to improve group dynamics, as this has been identified as one of the key features in the success of collaborative learning scenarios.(More)
This paper presents the adaptation model used in NUCLEO, a pilot e-learning environment that is currently being developed at the Complutense University of Madrid. The NUCLEO system combines two approaches grounded in the constructive pedagogical stream, the Computer Supported Collaborative Learning and the Problem Based Learning, with the engaging and(More)
The growth in the field of Information Technology (IT) has been very fast in last few decades and the various applications depending on IT are also changing very drastically. One of the very popular IT applications is online teaching and learning. The main focus of this article is to survey the various online e-learning architectures and then make a(More)
The use of Multi-User Virtual Environments (MUVEs) is a trend topic in virtual education and e-learning. A number of research papers and literature reviews addresses how digital natives learn in a different way than the previous generation and how these kinds of highly interactive environments may positively affect their motivation. But actual efficacy of(More)