VLDB 2026 Research / reviewers in the wild / expert
Aldo Gordillo
dblp:170/9467 · also Aldo Gordillo Méndez
· DBLP profile ↗
20ranked-venue papers
9as first author
8since 2021 · last 2026
0000-0001-9785-4827ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 15 · 9 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | From Play to Pedagogy: A Structured Topic Modeling Analysis of Escape Rooms ResearchabstractEscape rooms have evolved from recreational activities to engaging educational tools, combining storytelling, puzzlesolving, and teamwork. Despite their popularity, research on escape rooms remains highly decentralized with no clear focus or pathway. To shed some light on this growing field, this study analyzes 1,051 published articles on escape rooms using natural language processing, specifically keyword analysis and structured topic modeling. Our study addresses four key research questions related to (1) commonly used phrases, (2) research topics, (3) the evolution of these topics, and (4) their interconnections. We identified 24 distinct topics categorized into design and development, field of application, participants, and technology. The analysis reveals an almost exclusive focus on educational applications (>90%), particularly in healthcare and STEM education, highlighting soft skills and practical knowledge development. Based on our findings, we provide a research agenda where we highlight future research opportunities which include expanding research methods, incorporating generative artificial intelligence and easing the barriers to adoption for teachers. Sonsoles López-Pernas, Alexandra Santamaría Urbieta, Aldo Gordillo, Enrique Barra, Daniel López-Fernández, Mohammed Saqr |
IEEE Trans. Games | 3 |
| 2024 | Tracking Students' Progress in Educational Escape Rooms Through a Sequence Analysis Inspired Dashboard
Sonsoles López-Pernas, Aldo Gordillo, Enrique Barra, Mohammed Saqr |
EC-TEL (2) | 2 |
| 2024 | MeriCOIN: Enhancing Motivation and Continuous Learning in Computer Engineering Students through 3D Printed RewardsabstractThis research-to-practice full paper describes a case study conducted at the Escuela Técnica Superior de Ingeniería de Sistemas Informáticos at the Universidad Politécnica de Madrid, within the subject of Software Engineering Fundamentals. In this study, physical rewards, called MeriCOINs, were introduced as a way to gamify the subject. These rewards were progressively awarded to incentivize students throughout the course. These MeriCOINs were given as prizes within educational games and multiplechoice exam simulations presented as contests through the Wooclap tool. Students could use these MeriCOINs as part of the course process for queue advancement and late submissions. A notable improvement in student motivation and performance was achieved according to the perceptions of both students and teachers. A process for manufacturing and editing MeriCOINs using sustainable and low-cost processes was designed, which not only allow for easy and inexpensive implementation of the rewards but also establish them as a valid educational approach that can be replicated in different courses and contexts. Joaquín Gayoso-Cabada, Daniel López-Fernández, Edmundo Tovar, Aldo Gordillo, Gustavo Adolfo Hernandez Peñaloza |
FIE | 4 |
| 2024 | Integration of an Open Source Identity Management System in Educational PlatformsabstractMaking research advances available to the community in the shape of open source software has the potential to introduce cutting-edge innovations from early on, foster collaborative development, and revolutionize industrial applications. However, including open source software resulting from a research project as part of a production system poses some risks and must be evaluated in detail, considering all pros and cons. This is especially delicate when that piece of software is in charge of authentication and authorization. This article reports on an experience of integrating open source identity and access management (IAM) software that is the result of multiple research projects, the FIWARE Keyrock IAM, into three educational web-based platforms: two learning object repositories and a course management platform. We intend to draw the lessons learned from this experience so they can guide software practitioners when deciding if they should integrate open source software developed in research projects. Enrique Barra, Alejandro Pozo, Sonsoles López-Pernas, Aldo Gordillo |
J. Web Eng. | 5 |
| 2024 | An autonomous low-cost studio to record production-ready instructional videosabstractAbstract Producing high-quality educational videos usually requires a large budget as it involves the use of expensive recording studios, the presence of a technician during the entire recording session and often post-production tasks. The high costs associated with video production represent a major hindrance for many educational institutions and, thus, many teachers regard high-quality video recording as inaccessible. As a remedy to this situation, this article presents SAGA (Autonomous Advanced Recording Studio in its Spanish acronym), a low-cost autonomous recording set that allows teachers to produce educational content in video format in an agile way and without the need for post-production. The article provides an overview of SAGA, including a description of its hardware and software so that anyone with basic technical knowledge can replicate and operate the system. SAGA has been used to record more than 1,500 videos including the contents of six MOOCs hosted on the MiriadaX platform, as well as four courses at UPM. SAGA has been evaluated in two ways: (1) from the video producers’ perspective, it was evaluated with a questionnaire based on the Technology Acceptance Model, and (2) from the video consumers’ perspective, a questionnaire was conducted among MOOC participants to assess the perceived technical quality of the videos recorded with SAGA. The results show a very positive general opinion of the SAGA system, the recorded videos and the technical features thereof. Thus, SAGA represents a good opportunity for all those educational institutions and teachers interested in producing high-quality educational videos at a low cost. Enrique Barra, Juan Quemada, Sonsoles López-Pernas, Aldo Gordillo, Abel Carril Fuentetaja |
Multim. Tools Appl. | 4 |
| 2023 | A Comparison of the Usefulness of Game-Based Learning and Video-Based Learning for Teaching Software Engineering in Online EnvironmentsabstractDespite prior research has shown several benefits of game-based and video-based learning and has compared these methodologies versus traditional instruction, little work has been done to compare their usefulness, especially in online education settings. This paper examines and compares the usefulness of game-based learning using educational video games and video-based learning for teaching software engineering in online environments. The design of this research is quasi-experimental, involving a control and an experimental group. A total of 193 software engineering students participated in this research, 45 in the control group and 148 in the experimental group. Both groups took a lesson about software design, but the students in the control group learned through online video-based learning, whereas their counterparts in the experimental group learned through online game-based learning. A survey was used to collect students' perceptions and pre- and post-tests were used to measure acquired knowledge. The results indicate that both learning methodologies were found to be beneficial for student learning and that online game-based learning outperformed online video-based learning in terms of students' perceptions. Aldo Gordillo, Daniel López-Fernández, Edmundo Tovar, Jesús Mayor |
FIE | 1 |
| 2023 | Gamification in Computer Science Education: An Empirical Study of a Meme ContestabstractContests have long been used in computer science education to address themes such as artificial intelligence, video games, cybersecurity, computer programing, or robotics. However, the organization of these contests usually require a lot of resources and are very focused on a specific topic. Furthermore, there are a wide variety of gamification techniques that can complement traditional teaching activities such as points, badges, leaderboards and rewards. Prior research suggests that computer science students especially welcome these techniques, which represents a good opportunity for computer science educators. This paper presents a novel gamified learning activity that serves students to review the concepts they have learned throughout a computer science course. The activity has a contest format and makes use of multiple gamification techniques. The designed contest is performed face-to-face and uses points, leaderboards, and awards as gamification techniques. Specifically, the contest employs the dot-voting technique to collect students' votes and uses stickers and 3D-printed trophies as awards. The trophies were designed through the Tinkercad tool and printed by using the Ultimaker S3 3D printer. Moreover, an essential element of the contest that enhances its ludic aspect is that it is based on the usage of memes, which are audiovisual elements that represent in a funny way the ideas, thoughts or feelings of some people about a certain topic. The contest can be easily replicated and can address concepts related to any computer science course. The empirical validation of the contest was performed during two academic years with 72 computer science students of a database administration course. The obtained results, gathered through a survey, indicate that the perception of the participants about the contest was very positive. The students indicated that the activity helped them to reinforce their knowledge of the course and that it was extremely fun and motivating. Indeed, some students defined the learning experience as unforgettable. Daniel López-Fernández, Aldo Gordillo, Edmundo Tovar, Pedro Pablo Alarcón |
FIE | 2 |
| 2023 | Learning and Motivational Impact of Using a Virtual Reality Serious Video Game to Learn ScrumabstractToday, there is a great variety of learning techniques and methodologies: traditional lectures, role-plays, group dynamics, project-based learning, simulations, educational games, and so on. Regarding technology-enhanced learning, the educational usage of virtual reality is innovative and the initiatives carried out suggest that this technology is an appealing medium for young people that facilitates an active and effective teaching. On the other hand, agile methodologies are widely spread across the IT industry and it is necessary to look for the best techniques to learn them in the most appropriate way. This contribution presents a virtual reality serious video game, named ScrumVR, which aims to teach the key aspects of the most widespread agile methodology for software development: Scrum. To do so, this video game tries to gets players closer to their first weeks of work within a Scrum team. The empirical results, gathered through a case study conducted with 78 software engineering students and supported by instruments, such as prepost tests and questionnaires, indicate that ScrumVR facilitates the learning of the roles, meetings, artifacts, and practices employed in Scrum, and contributes to enhance student's motivation and the whole learning experience. Daniel López-Fernández, Jesús Mayor, Jennifer Pérez, Aldo Gordillo |
IEEE Trans. Games | 4 |
| 2020 | Analysis of management systems for virtual and remote labsabstractThis article analyzes the existing management systems to be used as repository of Open Educational Resources for acquiring practical competences. The resources to be managed are mainly virtual and remote labs used in several European projects focused on improving the competitiveness of European SMEs. These virtual and remote labs may be based on different technologies, such as web pages, mobile apps, web services, virtual machines, etc. This wide variety of educational resources makes difficult the selection of a common management system to be used as repository for storage and delivery. The result of the analysis shows that the ViSH platform fits all the defined requirements. Sergio Martín 0001, Aldo Gordillo, Elio San Cristóbal, Manuel Castro 0001, Juan Quemada |
EDUCON | 2 |
| 2020 | Ediphy: A modular and extensible open-source web authoring tool for the creation of interactive learning resourcesabstractNowadays, the use of authoring tools has become the most popular way in which teachers create learning resources. These tools commonly facilitate the creation of educational content by combining text, self-assessed activities, and multimedia resources, often allowing authors to export the result in a standard format. Although there are many tools available, it is difficult to find a tool that meets the needs of all users. In order to fulfill the requirements of specific learning scenarios, one possible solution is to adapt an existing e-Learning authoring tool. However, to do so in an easy way, authoring tools should be built on the principles of modular architecture to facilitate and encourage developers to contribute, which is often not the case. This article presents Ediphy, a modular and extensible open-source web authoring tool for the creation of interactive educational content. Its modular nature, based on plugins, makes it easy to extend the tool with new functionalities to meet the requirements of specific educational settings. In order to evaluate Ediphy, two surveys have been conducted: one among end users who have used Ediphy to create learning resources and another one among developers who have contributed to its improvement. Results show that end users have a great opinion of Ediphy and developers find it easy to contribute. Sonsoles López-Pernas, Alfonso Jiménez, Aldo Gordillo, Enrique Barra, Lourdes Marco, Juan Quemada |
Intelligent Environments | 3 |
| 2014 | The usefulness of usability and user experience evaluation methods on an e-Learning platform development from a developer's perspective: A case studyabstractThe development of a web platform is a complex and interdisciplinary task, where people with different roles such as project manager, designer or developer participate. Different usability and User Experience evaluation methods can be used in each stage of the development life cycle, but not all of them have the same influence in the software development and in the final product or system. This article presents the study of the impact of these methods applied in the context of an e-Learning platform development. The results show that the impact has been strong from a developer's perspective. Developer team members considered that usability and User Experience evaluation allowed them mainly to identify design mistakes, improve the platform's usability and understand the end users and their needs in a better way. Interviews with potential users, clickmaps and scrollmaps were rated as the most useful methods. Finally, these methods were considered unanimously very useful in the context of the entire software development, only comparable to SCRUM meetings and overcoming the rest of involved factors. Aldo Gordillo, Enrique Barra, Sandra Aguirre, Juan Quemada |
FIE | 1 |
| 2014 | Facilitating the creation of interactive multi-device Learning Objects using an online authoring toolabstractLearning Objects facilitate reuse leading to cost and time savings as well as to the enhancement of the quality of educational resources. However, teachers find it difficult to create or to find high quality Learning Objects, and the ones they find need to be customized. Teachers can overcome this problem using suitable authoring systems that enable them to create high quality Learning Objects with little effort. This paper presents an open source online e-Learning authoring tool called ViSH Editor together with four novel interactive Learning Objects that can be created with it: Flashcards, Virtual Tours, Enriched Videos and Interactive Presentations. All these Learning Objects are created as web applications, which can be accessed via mobile devices. Besides, they can be exported to SCORM including their metadata in IEEE LOM format. All of them are described in the paper including an example of each. This approach for creating Learning Objects was validated through two evaluations: a survey among authors and a formal quality evaluation of 209 Learning Objects created with the tool. The results show that ViSH Editor facilitates educators the creation of high quality Learning Objects. Aldo Gordillo, Enrique Barra, Juan Quemada |
FIE | 1 |
| 2014 | A flexible open source web platform to facilitate Learning Object evaluationabstractSystematic evaluation of Learning Objects is essential to make high quality Web-based education possible. For this reason, several educational repositories and e-Learning systems have developed their own evaluation models and tools. However, the differences of the context in which Learning Objects are produced and consumed suggest that no single evaluation model is sufficient for all scenarios. Besides, no much effort has been put in developing open tools to facilitate Learning Object evaluation and use the quality information for the benefit of end users. This paper presents LOEP, an open source web platform that aims to facilitate Learning Object evaluation in different scenarios and educational settings by supporting and integrating several evaluation models and quality metrics. The work exposed in this paper shows that LOEP is capable of providing Learning Object evaluation to e-Learning systems in an open, low cost, reliable and effective way. Possible scenarios where LOEP could be used to implement quality control policies and to enhance search engines are also described. Finally, we report the results of a survey conducted among reviewers that used LOEP, showing that they perceived LOEP as a powerful and easy to use tool for evaluating Learning Objects. Aldo Gordillo, Enrique Barra, Juan Quemada |
FIE | 1 |
| 2014 | Enhancing web-based learning resources with quizzes through an authoring tool and an audience response systemabstractQuizzes are among the most widely used resources in web-based education due to their many benefits. However, educators need suitable authoring tools that can be used to create reusable quizzes and to enhance existing materials with them. On the other hand, if teachers use Audience Response Systems (ARSs) they can get instant feedback from their students and thereby enhance their instruction. This paper presents an online authoring tool for creating reusable quizzes and enhancing existing learning resources with them, and a web-based ARS that enables teachers to launch the created quizzes and get instant feedback from the class. Both the authoring tool and the ARS were evaluated. The evaluation of the authoring tool showed that educators can effectively enhance existing learning resources in an easy way by creating and adding quizzes using that tool. Besides, the different factors that assure the reusability of the created quizzes are also exposed. Finally, the evaluation of the developed ARS showed an excellent acceptance of the system by teachers and students, and also it indicated that teachers found the system easy to set up and use in their classrooms. Aldo Gordillo, Enrique Barra, Juan Quemada |
FIE | 1 |
| 2014 | Towards a Learning Object pedagogical quality metric based on the LORI evaluation modelabstractEvaluating and measuring the pedagogical quality of Learning Objects is essential for achieving a successful web-based education. On one hand, teachers need some assurance of quality of the teaching resources before making them part of the curriculum. On the other hand, Learning Object Repositories need to include quality information into the ranking metrics used by the search engines in order to save users time when searching. For these reasons, several models such as LORI (Learning Object Review Instrument) have been proposed to evaluate Learning Object quality from a pedagogical perspective. However, no much effort has been put in defining and evaluating quality metrics based on those models. This paper proposes and evaluates a set of pedagogical quality metrics based on LORI. The work exposed in this paper shows that these metrics can be effectively and reliably used to provide quality-based sorting of search results. Besides, it strongly evidences that the evaluation of Learning Objects from a pedagogical perspective can notably enhance Learning Object search if suitable evaluations models and quality metrics are used. An evaluation of the LORI model is also described. Finally, all the presented metrics are compared and a discussion on their weaknesses and strengths is provided. Aldo Gordillo, Enrique Barra, Juan Quemada |
FIE | 1 |
| 2013 | Integration of SCORM packages into web gamesabstractThis paper presents a model that enables the integration of SCORM packages into web games. It is based on the fact that SCORM packages are prepared to be integrated into Learning Management Systems and to communicate with them. Hence in a similar way they can also be integrated into web games. The application of this model results in the linkage between the Learning Objects inside the package and specific actions or conditions in the game. The educational content will be shown to the players when they perform these actions or the conditions are met. For example, when they need a special weapon they will have to consume the Learning Object to get it. Based on this model we have developed an open source web platform which main aim is to facilitate teachers the creation of educational games. They can select existing SCORM packages or upload their own ones and then select a game template in which the Learning Objects will be integrated. The resulting educational game will be available online. Details about the model and the developed platform are explained in this paper. Also links to the platform and an example of a generated game are provided. Enrique Barra, Aldo Gordillo, Daniel Gallego, Juan Quemada |
FIE | 2 |
| 2013 | Enhanced recommendations for e-Learning authoring tools based on a proactive context-aware recommenderabstractAuthoring tools are powerful systems in the area of e-Learning that make easier for teachers to create new learning objects by reusing or editing existing educational resources coming from learning repositories or content providers. However, due to the overwhelming number of resources these tools can access, sometimes it is difficult for teachers to find the most suitable resources taking into account their needs in terms of content (e.g. topic) or pedagogical aspects (e.g. target level associated to their students). Recommender systems can take an important role trying to mitigate this problem. In this paper we propose a new model to generate proactive context-aware recommendations on resources during the creation process of a new learning object that a teacher carries out by using an authoring tool. The common use cases covered by the model for having recommendations in online authoring tools and details about the recommender model itself are presented. Daniel Gallego, Enrique Barra, Aldo Gordillo, Gabriel Huecas |
FIE | 3 |
| 2013 | A model for integrating learning object repository resources into web videoconference servicesabstractReusing Learning Objects saves time and reduces development costs. Hence, achieving their interoperability in multiple contexts is essential when creating a Learning Object Repository. On the other hand, novel web videoconference services are available due to technological advancements. Several benefits can be gained by integrating Learning Objects into these services. For instance, they can allow sharing, co-viewing and synchronized co-browsing of these resources at the same time that provide real time communication. However, several efforts need to be undertaken to achieve the interoperability with these systems. In this paper, we propose a model to integrate the resources of the Learning Object Repositories into web videoconference services. The experience of applying this model in a real e-Learning scenario achieving interoperability with a web videoconference service is also described. Aldo Gordillo, Enrique Barra, Daniel Gallego, Juan Quemada |
FIE | 1 |
| 2013 | An online e-Learning authoring tool to create interactive multi-device learning objects using e-Infrastructure resourcesabstractEducation can take advantage of e-Infrastructures to provide teachers with new opportunities to increase students' motivation and engagement while they learn. Nevertheless, teachers need to find, integrate and customize the resources provided by e-Infrastructures in an easy way. This paper presents ViSH Editor, an innovative web-based e-Learning authoring tool that aims to allow teachers to create new learning objects using e-Infrastructure resources. These new learning objects are called Virtual Excursions and are created as reusable, granular and interoperable learning objects. This way they can be reused to build new ones and they can be integrated in websites or Learning Management Systems. Details about the design, development and the tool itself are explained in this paper as well as the concept, structure and metadata of the new learning objects. Lastly, some real examples of how to enrich learning using Virtual Excursions are exposed. Aldo Gordillo, Enrique Barra, Daniel Gallego, Juan Quemada |
FIE | 1 |
| 2013 | The city as a learning gamified platformabstractThe area of mobile city guides has grown really fast in the last years based on new mobile capabilities. This growth has been fostered by the evolution of ubiquitous systems and the great penetration of smartphones in the society. In this paper we propose a generic model to support a new way of visiting the city: instead of as a place for tourism, we see it as a place for learning in which located educational resources are available for end users. The model has been conceived as a way to encourage them to create their own educational tours, in which Learning Points Of Interest are set up to be discovered. Two main use cases are supported by the model: formal (conducted by a teacher) and informal (no educator is related to the learning experience) outdoor mobile learning. Details about the impact of the conjunction of tourism, learning and gamification dimensions in the model design, as well as about the model itself are provided. Finally, a mobile application prototype developed in the context of the FI-CONTENT European project is presented as a proof of concept of the model. Aldo Gordillo, Daniel Gallego, Enrique Barra, Juan Quemada |
FIE | 1 |