2023 |
Trilles-Oliver, Sergio; Monfort-Muriach, Aida; Lacomba, Diego; Granell-Canut, Carlos Introducción a los conceptos del pensamiento computacional en educación infantil y primaria con programación tangible Inproceedings Actas de las Jornadas sobre Enseñanza Universitaria de la Informática (JENUI), pp. 257-260, AENUI, 2023, ISSN: 2531-0607. Abstract | Links | BibTeX | Tags: Computational thinking, education, SUCRE, sucre4kids @inproceedings{Trilles2023a, title = {Introducción a los conceptos del pensamiento computacional en educación infantil y primaria con programación tangible}, author = {Sergio Trilles-Oliver and Aida Monfort-Muriach and Diego Lacomba and Carlos Granell-Canut}, url = {https://aenui.org/actas/pdf/JENUI_2023_032.pdf}, issn = {2531-0607}, year = {2023}, date = {2023-07-05}, booktitle = {Actas de las Jornadas sobre Enseñanza Universitaria de la Informática (JENUI)}, volume = {8}, pages = {257-260}, publisher = {AENUI}, abstract = {The Sucre programme aims to promote computational thinking and programming at each educational stage. After restructuring the programme, the Sucre4Kids initiative is reoriented to early childhood and primary education (between 5 and 10 years). Sucre4Kids introduces the basics of programming with as little friction as possible, dispensing with usual programming devices and instead using tangible elements for programming. The proposed tangible programming strategy is based on the use of cards with pictograms and each card carries a near field communication (NFC) tag that encodes the programming instructions. Students arrange the cards in sequence, representing the logical order of instructions. Depending on which sensors and actuators are wired, the reading of each card produces reactive code, that is, the execution is immediate as soon as a card is read. Sucre4Kids takes advantage of the development carried out within the Sucre programme, adapting a microcontroller with an NFC reader and a small display. The designed prototype includes several game modes in order to work with different computational thinking concepts.}, keywords = {Computational thinking, education, SUCRE, sucre4kids}, pubstate = {published}, tppubtype = {inproceedings} } The Sucre programme aims to promote computational thinking and programming at each educational stage. After restructuring the programme, the Sucre4Kids initiative is reoriented to early childhood and primary education (between 5 and 10 years). Sucre4Kids introduces the basics of programming with as little friction as possible, dispensing with usual programming devices and instead using tangible elements for programming. The proposed tangible programming strategy is based on the use of cards with pictograms and each card carries a near field communication (NFC) tag that encodes the programming instructions. Students arrange the cards in sequence, representing the logical order of instructions. Depending on which sensors and actuators are wired, the reading of each card produces reactive code, that is, the execution is immediate as soon as a card is read. Sucre4Kids takes advantage of the development carried out within the Sucre programme, adapting a microcontroller with an NFC reader and a small display. The designed prototype includes several game modes in order to work with different computational thinking concepts. |
2022 |
Trilles-Oliver, Sergio; Monfort-Muriach, Aida; Cueto-Rubio, Enrique; Granell-Canut, Carlos; Juan-Verdoy, Pablo Sucre4Stem: Internet of things in classrooms Inproceedings 2022 Congreso de Tecnología, Aprendizaje y Enseñanza de la Electrónica (XV Technologies Applied to Electronics Teaching Conference), pp. 1-4, IEEE, 2022, ISBN: 978-1-6654-2161-4. Abstract | Links | BibTeX | Tags: Computational thinking, Internet of things, STEM, SUCRE, sucre4stem @inproceedings{Trilles2022b, title = {Sucre4Stem: Internet of things in classrooms}, author = {Sergio Trilles-Oliver and Aida Monfort-Muriach and Enrique Cueto-Rubio and Carlos Granell-Canut and Pablo Juan-Verdoy}, doi = {https://doi.org/10.1109/TAEE54169.2022.9840703}, isbn = {978-1-6654-2161-4}, year = {2022}, date = {2022-08-09}, booktitle = {2022 Congreso de Tecnología, Aprendizaje y Enseñanza de la Electrónica (XV Technologies Applied to Electronics Teaching Conference)}, pages = {1-4}, publisher = {IEEE}, abstract = {We demonstrate Sucre4Stem, a training and informative resource for promoting computational thinking aimed at pre-university students, including visual programming through blocks, assembly of sensors and actuators in microcontrollers, network connectivity, and remote data sharing. Through the components of Sucre4Stem, students design, create and program collaborative sensorization projects that recreate real situations of the Internet of Things.}, keywords = {Computational thinking, Internet of things, STEM, SUCRE, sucre4stem}, pubstate = {published}, tppubtype = {inproceedings} } We demonstrate Sucre4Stem, a training and informative resource for promoting computational thinking aimed at pre-university students, including visual programming through blocks, assembly of sensors and actuators in microcontrollers, network connectivity, and remote data sharing. Through the components of Sucre4Stem, students design, create and program collaborative sensorization projects that recreate real situations of the Internet of Things. |
Trilles-Oliver, Sergio; Monfort-Muriach, Aida; Gómez-Cambronero, Águeda; Granell-Canut, Carlos Sucre4Stem: Collaborative Projects Based on IoT Devices for Students in Secondary and Pre-University Education Journal Article IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, 17 (2), pp. 150-159, 2022, ISSN: 1932-8540. Abstract | Links | BibTeX | Tags: computer science, education, SUCRE, sucre4stem @article{Trilles2022a, title = {Sucre4Stem: Collaborative Projects Based on IoT Devices for Students in Secondary and Pre-University Education}, author = {Sergio Trilles-Oliver and Aida Monfort-Muriach and Águeda Gómez-Cambronero and Carlos Granell-Canut}, doi = {https://doi.org/10.1109/RITA.2022.3166854}, issn = {1932-8540}, year = {2022}, date = {2022-05-01}, journal = {IEEE Revista Iberoamericana de Tecnologias del Aprendizaje}, volume = {17}, number = {2}, pages = {150-159}, abstract = {This paper describes a new technological evolution of the Sucre project, which aims to foster a vocation for science and develop computational thinking and programming skills in pre-university students. This improved version is called Sucre4Stem and has been designed from the Internet of Things perspective. At a technological level, we differentiate two main tools, SucreCore and SucreCode . SucreCore provides a new, more compact design, encapsulates an advanced microcontroller and supports wireless connectivity with the ability to create online variables and functions. SucreCode , the block-based visual programming tool, has a revamped interface and allows wireless communication with SucreCore . At the pedagogical level, Sucre4Stem makes it easier to implement new group dynamics and to create novel types of collaborative projects between groups of students. In this article, we also explore how these collaborative projects can be carried out by taking advantage of the different types of communications between SucreCore and the server-side platform using shared online variables and functions.}, keywords = {computer science, education, SUCRE, sucre4stem}, pubstate = {published}, tppubtype = {article} } This paper describes a new technological evolution of the Sucre project, which aims to foster a vocation for science and develop computational thinking and programming skills in pre-university students. This improved version is called Sucre4Stem and has been designed from the Internet of Things perspective. At a technological level, we differentiate two main tools, SucreCore and SucreCode . SucreCore provides a new, more compact design, encapsulates an advanced microcontroller and supports wireless connectivity with the ability to create online variables and functions. SucreCode , the block-based visual programming tool, has a revamped interface and allows wireless communication with SucreCore . At the pedagogical level, Sucre4Stem makes it easier to implement new group dynamics and to create novel types of collaborative projects between groups of students. In this article, we also explore how these collaborative projects can be carried out by taking advantage of the different types of communications between SucreCore and the server-side platform using shared online variables and functions. |
2020 |
Trilles-Oliver, Sergio; Tortosa, David; Granell-Canut, Carlos La evolución del proyecto Sucre4Kids mediante el paradigma del Internet de las Cosas Inproceedings Actas de las Jornadas sobre Enseñanza Universitaria de la Informática (JENUI) Valencia, Spain, Jul 2020, pp. 53-60, 2020, ISSN: 2531-0607. Abstract | BibTeX | Tags: education, Internet of things, RyC-Granell, SUCRE, sucre4kids, sucre4stem @inproceedings{Trilles-Oliver2020d, title = {La evolución del proyecto Sucre4Kids mediante el paradigma del Internet de las Cosas}, author = {Sergio Trilles-Oliver and David Tortosa and Carlos Granell-Canut}, issn = {2531-0607}, year = {2020}, date = {2020-07-09}, booktitle = {Actas de las Jornadas sobre Enseñanza Universitaria de la Informática (JENUI) Valencia, Spain, Jul 2020}, volume = {5}, pages = {53-60}, abstract = {Esta comunicación presenta la evolución tecnológica del proyecto Sucre4Kids, que tiene como objetivo el fomento de las vocaciones científicas, la promoción del pensamiento computacional y la programación en estudiantes preuniversitarios. Tras cuatro años de experiencia contrastada en aulas, se ha redefinido todo el ecosistema del proyecto desde la perspectiva del Internet de las Cosas. En el plano tecnológico, Sucre4Kids propone dos herramientas bien diferenciadas: Sucre-Core y SucreCode. La primera adopta un nuevo diseño más compacto, encapsulando un microcontrolador más avanzado, con soporte para conectividad inalámbrica, y con la capacidad de crear redes en malla. SucreCode, la herramienta de programación visual por bloques, tiene una interfaz renovada y permite actualizaciones sin cables en un SucreCore. En el plano pedagógico, las nuevas características tecnológicas abren la puerta a nuevos tipos de dinámicas y proyectos colaborativos entre grupos de estudiantes. Este mayor grado de interactividad y comunicación, que representaba una limitación en la anterior versión de Sucre4Kids, augura un interés creciente de los estudiantes, tal como hemos observado en las primeras intervenciones en aula.}, keywords = {education, Internet of things, RyC-Granell, SUCRE, sucre4kids, sucre4stem}, pubstate = {published}, tppubtype = {inproceedings} } Esta comunicación presenta la evolución tecnológica del proyecto Sucre4Kids, que tiene como objetivo el fomento de las vocaciones científicas, la promoción del pensamiento computacional y la programación en estudiantes preuniversitarios. Tras cuatro años de experiencia contrastada en aulas, se ha redefinido todo el ecosistema del proyecto desde la perspectiva del Internet de las Cosas. En el plano tecnológico, Sucre4Kids propone dos herramientas bien diferenciadas: Sucre-Core y SucreCode. La primera adopta un nuevo diseño más compacto, encapsulando un microcontrolador más avanzado, con soporte para conectividad inalámbrica, y con la capacidad de crear redes en malla. SucreCode, la herramienta de programación visual por bloques, tiene una interfaz renovada y permite actualizaciones sin cables en un SucreCore. En el plano pedagógico, las nuevas características tecnológicas abren la puerta a nuevos tipos de dinámicas y proyectos colaborativos entre grupos de estudiantes. Este mayor grado de interactividad y comunicación, que representaba una limitación en la anterior versión de Sucre4Kids, augura un interés creciente de los estudiantes, tal como hemos observado en las primeras intervenciones en aula. |
Trilles-Oliver, Sergio; Granell-Canut, Carlos Computer application engineering education, 28 (6), pp. 1490-1502, 2020, ISBN: 1099-0542. Abstract | Links | BibTeX | Tags: computer science, education, SUCRE, sucre4kids @article{Trilles-Oliver2020e, title = {Advancing preuniversity students' computational thinking skills through an educational project based on tangible elements and virtual block‐based programming}, author = {Sergio Trilles-Oliver and Carlos Granell-Canut}, doi = {10.1002/cae.22319}, isbn = {1099-0542}, year = {2020}, date = {2020-03-05}, journal = {Computer application engineering education}, volume = {28}, number = {6}, pages = {1490-1502}, abstract = {University students enroling in Science, Technology, Engineering and Mathematics (STEM)‐related studies such as computer science continue to decline, even though worldwide educational policy reports warn about the need for this type of professionals in the immediate future. Promoting computer science studies among preuniversity students seems the most direct solution to reverse this issue. In this context, we present the Sucre4Kids project whose main objectives are to engage young people into computational thinking and programming concepts using tangible elements and social interaction. We apply the Sucre4Kids approach to introductory courses of computational thinking and programming concepts to high‐school students. The main results of the 3‐year intervention in the classroom with 256 high‐school students reached suggest that tangible elements and social interaction in groups are determining factors in increasing students' motivation to learn to code and to raise their interest in STEM disciplines}, keywords = {computer science, education, SUCRE, sucre4kids}, pubstate = {published}, tppubtype = {article} } University students enroling in Science, Technology, Engineering and Mathematics (STEM)‐related studies such as computer science continue to decline, even though worldwide educational policy reports warn about the need for this type of professionals in the immediate future. Promoting computer science studies among preuniversity students seems the most direct solution to reverse this issue. In this context, we present the Sucre4Kids project whose main objectives are to engage young people into computational thinking and programming concepts using tangible elements and social interaction. We apply the Sucre4Kids approach to introductory courses of computational thinking and programming concepts to high‐school students. The main results of the 3‐year intervention in the classroom with 256 high‐school students reached suggest that tangible elements and social interaction in groups are determining factors in increasing students' motivation to learn to code and to raise their interest in STEM disciplines |
2019 |
Trilles-Oliver, Sergio; Granell-Canut, Carlos; Aguilar-Moreno, Estefanía SUCRE4Kids: tres años de experiencia en la incentivación del pensamiento computacional en edades preuniversitarias Book Chapter Fidalgo, Andrés Vaz; para el de la Óscar Martínez Bonastre, (Eds.) TICAI TICs Aprendizaje Ingeniería O 2018: (Ed.): pp. 49-56, Universidad de Vigo, Vigo, 2019, ISSN: 978-84-8158-838-5 . Abstract | BibTeX | Tags: education, SUCRE, sucre4kids @inbook{Trilles-Oliver2019c, title = {SUCRE4Kids: tres años de experiencia en la incentivación del pensamiento computacional en edades preuniversitarias}, author = {Sergio Trilles-Oliver and Carlos Granell-Canut and Estefanía Aguilar-Moreno}, editor = {Andrés Vaz Fidalgo and Óscar Martínez Bonastre, O. (Eds.) TICAI 2018: TICs para el Aprendizaje de la Ingeniería }, issn = {978-84-8158-838-5 }, year = {2019}, date = {2019-07-08}, pages = {49-56}, publisher = {Universidad de Vigo}, address = {Vigo}, abstract = {This chapter presents the results obtained during the three years of the SUCRE4Kids project, whose main objectives are the promotion of scientific vocations, the promotion of computational thinking and programming in high school students and Vocational Education and Training students. SUCRE4Kids combines the use of smart devices and electronic components with visual programming for the consecution of real projects. Far from being an individual activity, as in most educational initiatives related to programming learning, the novelty lies in the introduction of social aspects and tangible interaction in sessions with students. During these three years the project has directly reached more than 250 students, who have directly used the tool, and over 4000 students who have heard about it through participation in fa}, keywords = {education, SUCRE, sucre4kids}, pubstate = {published}, tppubtype = {inbook} } This chapter presents the results obtained during the three years of the SUCRE4Kids project, whose main objectives are the promotion of scientific vocations, the promotion of computational thinking and programming in high school students and Vocational Education and Training students. SUCRE4Kids combines the use of smart devices and electronic components with visual programming for the consecution of real projects. Far from being an individual activity, as in most educational initiatives related to programming learning, the novelty lies in the introduction of social aspects and tangible interaction in sessions with students. During these three years the project has directly reached more than 250 students, who have directly used the tool, and over 4000 students who have heard about it through participation in fa |
2018 |
Granell-Canut, Carlos; Trilles-Oliver, Sergio El proyecto SUCRE4Kids: una iniciativa de hardware y software libre para la introducción a la programación Journal Article Novática, (240), 2018, ISBN: 2444-6629. Abstract | Links | BibTeX | Tags: education, RyC-Granell, SUCRE, sucre4kids @article{Granell-Canut2018c, title = {El proyecto SUCRE4Kids: una iniciativa de hardware y software libre para la introducción a la programación}, author = {Carlos Granell-Canut and Sergio Trilles-Oliver}, url = {https://www.novatica.es/el-proyecto-sucre4kids-una-iniciativa-de-hardware-y-software-libre-para-la-introduccion-a-la-programacion/}, isbn = {2444-6629}, year = {2018}, date = {2018-11-13}, journal = {Novática}, number = {240}, abstract = {SUCRE4Kids es un proyecto que intenta fomentar la curiosidad y la vocación científica, el pensamiento computacional y la programación en el alumnado de educación secundaria, ciclos formativos y bachillerato. Enmarcado dentro de las competencias STEM, SUCRE4Kids combina el uso de dispositivos inteligentes y componentes electrónicos con la programación visual basada en bloques para la realización de proyectos reales. El maletín de componentes SUCREKit incluye los diferentes dispositivos hardware (microcontrolador, sensores y actuadores) que se ensamblan para dar forma a los proyectos propuestos. La programación del montaje hardware se realiza mediante una herramienta de programación visual basada en bloques, donde cada bloque identifica conceptos de computación y los dispositivos electrónicos del maletín, para así dar funcionalidad al montaje y resolver el proyecto}, keywords = {education, RyC-Granell, SUCRE, sucre4kids}, pubstate = {published}, tppubtype = {article} } SUCRE4Kids es un proyecto que intenta fomentar la curiosidad y la vocación científica, el pensamiento computacional y la programación en el alumnado de educación secundaria, ciclos formativos y bachillerato. Enmarcado dentro de las competencias STEM, SUCRE4Kids combina el uso de dispositivos inteligentes y componentes electrónicos con la programación visual basada en bloques para la realización de proyectos reales. El maletín de componentes SUCREKit incluye los diferentes dispositivos hardware (microcontrolador, sensores y actuadores) que se ensamblan para dar forma a los proyectos propuestos. La programación del montaje hardware se realiza mediante una herramienta de programación visual basada en bloques, donde cada bloque identifica conceptos de computación y los dispositivos electrónicos del maletín, para así dar funcionalidad al montaje y resolver el proyecto |
Trilles-Oliver, Sergio; Granell-Canut, Carlos SUCRE4Kids: El fomento del pensamiento computacional a través de la interacción social y tangible Inproceedings XXIV Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI 2018), jenui, 2018. BibTeX | Tags: Conference, SUCRE, sucre4kids @inproceedings{Trilles-Oliver2018b, title = {SUCRE4Kids: El fomento del pensamiento computacional a través de la interacción social y tangible}, author = {Sergio Trilles-Oliver and Carlos Granell-Canut}, year = {2018}, date = {2018-01-01}, booktitle = {XXIV Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI 2018)}, publisher = {jenui}, keywords = {Conference, SUCRE, sucre4kids}, pubstate = {published}, tppubtype = {inproceedings} } |
IF Journal
Journal
Book
Book chapter
Congress
Thesis & M. Thesis
2023 |
Introducción a los conceptos del pensamiento computacional en educación infantil y primaria con programación tangible Inproceedings Actas de las Jornadas sobre Enseñanza Universitaria de la Informática (JENUI), pp. 257-260, AENUI, 2023, ISSN: 2531-0607. |
2022 |
Sucre4Stem: Internet of things in classrooms Inproceedings 2022 Congreso de Tecnología, Aprendizaje y Enseñanza de la Electrónica (XV Technologies Applied to Electronics Teaching Conference), pp. 1-4, IEEE, 2022, ISBN: 978-1-6654-2161-4. |
Sucre4Stem: Collaborative Projects Based on IoT Devices for Students in Secondary and Pre-University Education Journal Article IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, 17 (2), pp. 150-159, 2022, ISSN: 1932-8540. |
2020 |
La evolución del proyecto Sucre4Kids mediante el paradigma del Internet de las Cosas Inproceedings Actas de las Jornadas sobre Enseñanza Universitaria de la Informática (JENUI) Valencia, Spain, Jul 2020, pp. 53-60, 2020, ISSN: 2531-0607. |
Computer application engineering education, 28 (6), pp. 1490-1502, 2020, ISBN: 1099-0542. |
2019 |
SUCRE4Kids: tres años de experiencia en la incentivación del pensamiento computacional en edades preuniversitarias Book Chapter Fidalgo, Andrés Vaz; para el de la Óscar Martínez Bonastre, (Eds.) TICAI TICs Aprendizaje Ingeniería O 2018: (Ed.): pp. 49-56, Universidad de Vigo, Vigo, 2019, ISSN: 978-84-8158-838-5 . |
2018 |
El proyecto SUCRE4Kids: una iniciativa de hardware y software libre para la introducción a la programación Journal Article Novática, (240), 2018, ISBN: 2444-6629. |
SUCRE4Kids: El fomento del pensamiento computacional a través de la interacción social y tangible Inproceedings XXIV Jornadas sobre la Enseñanza Universitaria de la Informática (JENUI 2018), jenui, 2018. |