This study aimed to analyze government policies in education during the Covid-19 pandemic and how teachers exercised discretion in dealing with limitations in policy implementation. This research work used the desk review method to obtain data on government policies in the field of education during the Covid-19 pandemic. In addition, interviews were conducted to determine the discretion taken in implementing the learning-from-home policy. There were three learning models during the pandemic: face-to-face learning in turns (shifts), online learning, and home visits. Online learning policies did not work well at the pandemic’s beginning due to limited infrastructure and human resources. To overcome various limitations, the government provided internet quota assistance and curriculum adjustments and improved online learning infrastructure. The discretion taken by the teachers in implementing the learning-from-home policy was very dependent on the student’s condition and the availability of the internet network. The practical implication of this research is that street-level bureaucrats need to pay attention to discretionary standards when deciding to provide satisfaction to the people they serve.
Gamification is an active methodology of great value that, in a quality educational environment, provides students with the necessary motivation to participate in their teaching-learning process. An emerging active methodology, which is based on the use of information and communication technologies (ICT) and requires an educational space that guarantees greater flexibility in the pedagogical dynamics in favor of academic achievement. This increase in interest in active methodologies, and specifically in gamification, has raised doubts about whether current educational spaces are prepared to host a renewal in methodology or if, on the contrary, they could undermine the attitude of change. For this reason, this research seeks to analyze whether current educational spaces are facilitating elements for the incorporation of gamification in the classroom. The methodological cut of the research is quantitative, specifically in two phases. On the one hand, a descriptive analysis of the results is carried out, obtaining information on the trend of each item. On the other hand, an inferential analysis is carried out around different variables to verify their possible influence on the evaluations of the participants. The results obtained, in the sample made up of 210 teachers distributed in the different centers and who carry out their educational activity from 3rd to 6th grade of primary school, indicate that teachers believe it is relevant to take into account the educational space when incorporating active methodologies in class.
The objective of this work was to analyze the effect of the use of ChatGPT in the teaching-learning process of scientific research in engineering. Artificial intelligence (AI) is a topic of great interest in higher education, as it combines hardware, software and programming languages to implement deep learning procedures. We focused on a specific course on scientific research in engineering, in which we measured the competencies, expressed in terms of the indicators, mastery, comprehension and synthesis capacity, in students who decided to use or not ChatGPT for the development and fulfillment of their activities. The data were processed through the statistical T-Student test and box-and-whisker plots were constructed. The results show that students’ reliance on ChatGPT limits their engagement in acquiring knowledge related to scientific research. This research presents evidence indicating that engineering science research students rely on ChatGPT to replace their academic work and consequently, they do not act dynamically in the teaching-learning process, assuming a static role.
Copyright © by EnPress Publisher. All rights reserved.