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Carlos Andrés Arango L. Tatiana Joya C. Mario Mayoral

Design, implementation and evaluation of an active learning activity in the teaching of Genetic Algorithms. Carlos Andrés Arango L. Tatiana Joya C. Mario Mayoral. Active learning games. Some questions?. The game works? If I want to improve my game, how can I DO?. Experimental design.

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Carlos Andrés Arango L. Tatiana Joya C. Mario Mayoral

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  1. Design, implementation and evaluation of an active learning activity in the teaching of Genetic Algorithms Carlos Andrés Arango L. Tatiana Joya C. Mario Mayoral

  2. Active learning games

  3. Some questions? • The game works? • If I want to improve my game, how can I DO?

  4. Experimental design Design type: Factor design 2k. k=4.

  5. Treatments

  6. Experimental design • Figure1. Effect of the factors on the response variable Figure2. Pareto chart of effects

  7. ANOVA All factors are significant at the a = 0.05

  8. Results • Active and significant principal factors: GENDER METHOD http://www.pekesapiens.com/caricaturas-infantiles.html

  9. Results • Active and significantinteractionfactors: GENDER WORKING STATUS INTERACTION http://vector-images.com/clipart.php?id=17618 http://www.pekesapiens.com/caricaturas-infantiles.html

  10. Results • Active and significantinteractionfactors: WORKING STATUS METHOD INTERACTION http://vector-images.com/clipart.php?id=17618

  11. Results • Active and significantinteractionfactors: ACADEMIC HISTORY METHOD INTERACTION http://urbantitan.com/10-greatest-cheating-scandals-in-college-history/

  12. Results • Active and significantinteractionfactors: METHOD GENDER WORKING STATUS INTERACTION http://vector-images.com/clipart.php?id=17618 http://www.pekesapiens.com/caricaturas-infantiles.html

  13. Conclusions • In some way the four factors has influence on the results variable. • Only in this case: • Student who works has better results with active learning games. • Students with low grades has better results with active learning games, as consequence students with high grades has better results with traditional methods.

  14. Improvement oportunities • Improvement the active learning game. Example: • Design a second part game.

  15. Thanks

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