TY - JOUR
T1 - Intelligent pedagogical model with kinesthetic-static immersion based on the neuro-linguistic programming approach (NLP)
AU - Palomino, Simón Choquehuayta
AU - Quispe, José Herrera
AU - Alfaro, Luis
AU - Llamoca, Blas Choquehuayta
N1 - Publisher Copyright:
© 2019, Science and Information Organization.
PY - 2019
Y1 - 2019
N2 - In this paper, the authors propose a teaching/learning pedagogical model, based on an approach that uses neurolinguistic programming, educational data mining and haptic interaction. It also uses the theory of learning styles, which are identified with data mining techniques, clustering and the Farthest First algorithm, as well as a test of Neurolinguistic Programming. Depending on the results obtained, the teaching/learning strategies are defined, and the activities of an educational coaching are suggested, with the purpose of boosting the students' attention in the classroom, stimulating their communicative and psychomotor skills. The proposal was evaluated with a sample of students of regular basic education, to whom an instrument was applied before and after carrying out the tests of applying the plan of the teaching/learning activities. For this purpose, a multifunctional learning kit was constructed, which is a didactic and playful resource, applicable to the student's psychomotor area. The kit contains an application and a hardware device called "Tusuna-pad 1.0", which was implemented in the Unity games engine and was programmed using the C# language. The pedagogical model was validated with the participation of students of Regular Basic Education, considering pedagogical and computational aspects, results that were validated and duly analyzed. Finally, conclusions and recommendations for future work were established.
AB - In this paper, the authors propose a teaching/learning pedagogical model, based on an approach that uses neurolinguistic programming, educational data mining and haptic interaction. It also uses the theory of learning styles, which are identified with data mining techniques, clustering and the Farthest First algorithm, as well as a test of Neurolinguistic Programming. Depending on the results obtained, the teaching/learning strategies are defined, and the activities of an educational coaching are suggested, with the purpose of boosting the students' attention in the classroom, stimulating their communicative and psychomotor skills. The proposal was evaluated with a sample of students of regular basic education, to whom an instrument was applied before and after carrying out the tests of applying the plan of the teaching/learning activities. For this purpose, a multifunctional learning kit was constructed, which is a didactic and playful resource, applicable to the student's psychomotor area. The kit contains an application and a hardware device called "Tusuna-pad 1.0", which was implemented in the Unity games engine and was programmed using the C# language. The pedagogical model was validated with the participation of students of Regular Basic Education, considering pedagogical and computational aspects, results that were validated and duly analyzed. Finally, conclusions and recommendations for future work were established.
KW - Educational data mining
KW - Haptic interaction
KW - Learning styles
KW - Neuro-linguistic programming
KW - Viral immersion
UR - http://www.scopus.com/inward/record.url?scp=85077238536&partnerID=8YFLogxK
U2 - 10.14569/IJACSA.2019.0101176
DO - 10.14569/IJACSA.2019.0101176
M3 - Artículo (Contribución a Revista)
AN - SCOPUS:85077238536
SN - 2158-107X
VL - 10
SP - 564
EP - 573
JO - International Journal of Advanced Computer Science and Applications
JF - International Journal of Advanced Computer Science and Applications
IS - 11
ER -