Capítulos de libros
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capítulo de libro.listelement.badge (Heterogeneous) Structured specifications in logics without interpolation(2018) López Pombo, Carlos G.; Frías, Marcelo"The world of software development has become intrinsically heterogeneous. Many formal languages have been made available to help analysts and designers model different aspects of software. Some examples in the logic realm are equational logic and classical rst-order logic, propositional temporal logics such as LTL and CTL (and their rst-order versions), multimodal logics such as the dynamic logic PDL and its rst-order version, etc. One important feature of a specification language is the existence of structuring mechanisms enabling the modular construction of system descriptions. Structured specifications were introduced by Wirsing for rst-order logic, and later presented in the language-independent setting of institutions by Sannella and Tarlecki. Afterwards, Borzyszkowski presented suffcient conditions for a calculus for (homogeneous) structured speci cations to be complete. These conditions include some form of Craig's interpolation, which results in a scenario that excludes many formalisms employed in the description of software. The contributions of this article are then summarised as follows: a) We present a calculus for structured specifications whose completeness proof does not require any form of interpolation. b)We extend this calculus to a complete calculus for heterogeneous structured specifications."capítulo de libro.listelement.badge Immersive virtual reality for learning experiences(2020) Gómez, Leticia Irene"The emergence of immersive virtual reality systems, which offer virtual environments of high interactivity for the user, become attractive to be incorporated into the classroom because they generate motivation in the students and facilitate the tasks that lead to a better representation of spatial knowledge. Virtual worlds are an excellent means of experimental learning, especially to replace real contexts that are impossible to use due to time or space restrictions, or that are unsafe for a student to address. Neuroeducation experts believe that virtual reality technology is promising for its ability to create 3D scenes that allow students to generate vivid and emotional experiences."capítulo de libro.listelement.badge Games and gamification in the classroom(2020) Gómez, Silvia Alicia"The power of seduction generated by video games in the new generations makes its use in education promising, which helps to achieve a highly motivated group of students and obtain a more efficient learning. This is how the Serious Games and the Gamification arise. The first ones are interactive software specially designed to favor the acquisition of knowledge and skills or behavior changes, in an environment similar to videogames. The second one just applies the elements and mechanisms that make videogames captivating, although used in non-game contexts. The idea behind this consists in offering students playful/fun motivational experiences and transforming the learning process into a much more attractive one. The experiences already conducted with both proposals provide results that invite us to continue moving forward on that path."