Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Beatriz Barros

dblp:61/2816 · also Beatriz Barros Blanco · DBLP profile ↗
← Back
16ranked-venue papers
3as first author
1since 2021 · last 2022
0000-0001-6546-3688ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 14 · 3 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 10 · 2 first-authorArtificial intelligence and machine learning · 1Computer networks · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 48% Learning and educational technologies · 32% Personal fabrication and tangible interfaces · 14%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › collaborative learning
computer-supported collaborative learning
0.612022
How do preschoolers interact with peers? Characterising child and group behaviour in games with tangible interfaces in school · Int. J. Hum. Comput. Stud. 2022
Personal fabrication and tangible interfaces
tangible interaction
0.212022
How do preschoolers interact with peers? Characterising child and group behaviour in games with tangible interfaces in school · Int. J. Hum. Comput. Stud. 2022

Methods — techniques the papers use, named apart from their topics

data mining · 0.6working memory training · 0.2attentional control training · 0.2
YearPublicationVenuePosition
2022 How do preschoolers interact with peers? Characterising child and group behaviour in games with tangible interfaces in school
abstract
Learning social skills is an important part of the socialisation process of children, which should occur at school, at home and in any place where children live. There are very few studies on social interaction and collaboration roles with 3–4 year old. In this paper, we aim to understand collaboration in young children to help them develop their social skills and improve their overall development. To get this, we have designed an observational experiment to monitor and characterise group activity and roles, mediated by technology and using data mining techniques. First, we have designed a game as a free-play situation where the conditions require interplay of three children with toys and among interaction among peers. Children interacts with game through tangible toys. The environment collects accurate data on children’s actions automatically and non-intrusively. We also consider other data from direct observation by psychologists and educators. Then, we have organised a study for groups(triads) of 3 to 4-year-old children playing with this game. We analyse data from 81 children (51.9% boys and 48.1% girls) in groups of three randomly selected. The work proposes a set of actions in the game and from them a set of indicators, which are used as intermediate measures of observation to analyse the playing process. Social interaction is characterised in 5 levels: Coordination, Cooperation, Collaboration, Troubled and Unproductive; and five roles: Saboteur, Missing, Explorer, Actor, Collaborator and Director. We found that children interact socially, engage in play, help each other and mostly reach the level of collaboration. There are minority cases of non-cooperation (Troubled or Unproductive), with conflict situations or trial and error solving processes, which cause the task to last a long time before it is finally finished. We have also found that children can adopt different roles in the group. Occasionally, there are cases of children who act as conductors, organising the work while others follow. This work provides a contribution for teachers and educators in the preschool classroom, relating to social interaction. It tells us that young children can play in randomly organised groups, collaborate and take roles, help their peers and learn to do so in classroom games. It shows a learning situation that can serve as an example of how to conduct technology-mediated activities in the classroom to promote social interaction among children in an effective, engaging and motivating way.
Beatriz Barros, José Luis Triviño-Rodriguez, Mónica Trella-López, Javier Marco
Int. J. Hum. Comput. Stud.1
2018 Measuring the Quality of Assessment Using Questions Generated from the Semantic Web
Ricardo Conejo, Beatriz Barros, Manuel F. Bertoa
AIED (1)2
2015 Experiences with tasks supported by a cognitive e-learning system in preschool: Modelling and training on working memory and attentional control
Milagros Fernández-Molina, Mónica Trella, Beatriz Barros
Int. J. Hum. Comput. Stud.3
2014 An empirical study on the quantitative notion of task difficulty
Ricardo Conejo, Eduardo Guzmán 0001, José-Luis Pérez-de-la-Cruz, Beatriz Barros
Expert Syst. Appl.4
2013 A new cloud computing architecture for music composition
Jesús L. Alvaro, Beatriz Barros
J. Netw. Comput. Appl.2
2011 Using Collaborative Concept Maps for Coordination and Knowledge-sharing in Learning Communities for Science
abstract
Concept maps are commonly used as knowledge representation mechanisms to classify a given domain in the scope of a constructivist knowledge building process. In this paper we carry out social constructivist learning experiences using concept maps as a collaborative knowledge-sharing tool with applications in the coordination of virtual communities for learning. In our experiment, the community studies an environmental area-theoretically and in-situ, collects data from a variety of experiments and makes a representation of it. Then, they build a common concept map representing their understanding of this area using a set of tools developed ad-hoc and integrated by a metamodel wrapping approach. Finally, they complete it linking their node with the collected information as a way to organize and to navigate through the different pieces of knowledge that they have been accumulating during several fieldtrips.
Emilio Julio Lorenzo, Miguel Rodríguez-Artacho, Beatriz Barros
ICALT3
2010 TRAZO: a tool to acquire handwriting skills using tablet-PC devices
abstract
The purpose of the paper is to describe TRAZO, a system aimed at the acquisition of handwriting skills using tablet-PC devices. This tool focuses on the pre-writing phase and is aimed at 3-year-old children, who practice different strokes following a sequence defined by the teacher. They usually draw straight lines first, then curves, and then move on to a combination of both. The system evaluates the exercises automatically, maintains a user model and includes a monitoring tool to show the learning processes graphically. The aim is to achieve hand coordination, visual perception; to learn to grip the pencil properly, and to practice the direction and pressure of the pencil (or any other object used to write).
Alberto de Diego-Cottinelli, Beatriz Barros
IDC2
2009 An experiment to measure learning in a collaborative assessment environment
abstract
The SIETTE collaborative environment allows students to take tests together in small groups. Individuals can communicate and hold discussions to solve test questions. This paper describes the summative evaluation of the SIETTE collaborative environment and the relationship between the collaboration and the actual improvement which occurs in the student knowledge level. We conclude that under certain conditions improvement occurs and can be measured.
Ricardo Conejo, Beatriz Barros, Eduardo Guzmán 0001, Jaime Gálvez
AIED2
2009 Collaborative assessment with SIETTE
Ricardo Conejo, Beatriz Barros, Eduardo Guzmán 0001, Jaime Gálvez
AIED2
2008 Towards a Group Model for Learning Communities. First Steps with the Comtella D Collaborative Learning Community
abstract
In this paper we define some indicators that are useful to analyze the behavior of an individual within a learning community and hypothesize that there must exist some underlying factors relating to the user that explain the result obtained. We analyze the learner behaviors in the Comtella-D learning community and conclude that the actual data do not contradict our hypothesis.
Ricardo Conejo, Amparo Ruiz, Beatriz Barros, Julita Vassileva
ICALT3
2008 Primary Preschool Experiences with Computers in the Classroom
abstract
This paper presents some experiences of learning with computers in a preschool setting. The MEDEA framework (a Spanish acronym of Methodology and Tools for the Development of Intelligent Environments of Teaching and Learning) is used to define the activities and construct the user models. The result is an environment that has been installed in the classroom as a new resource and which has been used in conjunction with traditional learning tasks. The system has been successfully evaluated with children from different countries and cultures.
Mónica Trella, Beatriz Barros, Ricardo Conejo
ICALT2
2007 Measuring the Effect of Collaboration in an Assessment Environment
Beatriz Barros, Ricardo Conejo, Eduardo Guzmán 0001
AIED1
2007 From Communities of Interest to Social Learning Communities
Beatriz Barros, Julita Vassileva
AIED1
2006 Coalescing individual and collaborative learning to model user linguistic competences
Timothy Read, Beatriz Barros, Elena Bárcena, Jesús Pancorbo
User Model. User Adapt. Interact.2
2005 An Ontology-driven Portal for a Collaborative Learning Community
José Ignacio Mayorga, Beatriz Barros, Carlos Celorrio, M. Felisa Verdejo
AIED2
2002 A System for the Specification and Development of an Environment for Distributed CSCL Scenarios
M. Felisa Verdejo, Beatriz Barros, Timothy Read, Miguel Rodríguez-Artacho
Intelligent Tutoring Systems2