Eunice López-Camacho
Eunice López-Camacho has a total of 13 co-authors. Here are the top co-authors by number of shared publications:
Hugo Terashima-Marín
5 shared publicationsPeter Ross
Napier University, Edinburgh, United Kingdom
3 shared publications- Elvira Guadalupe Rincón Flores
Tecnológico de Monterrey
2 shared publications - Gabriela Ochoa
University of Stirling
2 shared publications - Hugo Terashima-Marín
School of Engineering and Sciences, Tecnologico de Monterrey, Monterrey, Mexico
2 shared publications - Juanjo Mena
Universidad de Salamanca
2 shared publications
Latest Publications
- Top Cited PapersOpen Access
- 14 January 2022
- Published by MDPI AG in Education Sciences
- Vol. 12 (1) , 49
Gamification as a Teaching Method to Improve Performance and Motivation in Tertiary Education during COVID-19: A Research Study from Mexico
Gamification is usually understood as a pedagogical strategy that favors student engagement and motivation. Traditionally it is composed of dynamics, mechanics, and components. The purpose of this study was to compare Engineering and Economics and Social Sciences undergraduate students in their performance (grades), motivation, quality of assignments, participation, and emotion when their teachers used gamification as an innovative teaching method during the COVID-19 pandemic. Pearson correlations, Principal Component Analysis (PCA), and Mann–Whitney test were conducted. Additionally, four students were interviewed to describe the emotional downside of the lockdown. The main results indicate that there are higher positive relationships among variables in the Engineering undergraduate students rather than in Economics and Social Sciences and show that emotion poorly correlates with performance, especially for the Economics and Social Sciences students, as many have a negative attitude toward learning mathematics. Additionally, gender and scholarship status are not differential factors. Gamification proved to be a useful pedagogical strategy to promote participation and enhance motivation among undergraduate students, particularly in a context of academic confinement. This study gives teachers an idea of the benefits and extent to which gamification can be used in the classroom.
- 14 January 2022
- Published by MDPI AG in Education Sciences
- Vol. 12 (1) , 49
Top Cited PapersOpen AccessGamification as a Teaching Method to Improve Performance and Motivation in Tertiary Education during COVID-19: A Research Study from Mexico
Gamification is usually understood as a pedagogical strategy that favors student engagement and motivation. Traditionally it is composed of dynamics, mechanics, and components. The purpose of this study was to compare Engineering and Economics and Social Sciences undergraduate students in their performance (grades), motivation, quality of assignments, participation, and emotion when their teachers used gamification as an innovative teaching method during the COVID-19 pandemic. Pearson correlations, Principal Component Analysis (PCA), and Mann–Whitney test were conducted. Additionally, four students were interviewed to describe the emotional downside of the lockdown. The main results indicate that there are higher positive relationships among variables in the Engineering undergraduate students rather than in Economics and Social Sciences and show that emotion poorly correlates with performance, especially for the Economics and Social Sciences students, as many have a negative attitude toward learning mathematics. Additionally, gender and scholarship status are not differential factors. Gamification proved to be a useful pedagogical strategy to promote participation and enhance motivation among undergraduate students, particularly in a context of academic confinement. This study gives teachers an idea of the benefits and extent to which gamification can be used in the classroom.
- 1 November 2021
- Published by IATED Academy in ICERI Proceedings
- Vol. 1, 8315-8320
BREAKING THE MYTH. WOMEN ALSO ENJOY LEARNING THROUGH GAMIFICATION
Information about the paper titled "BREAKING THE MYTH. WOMEN ALSO ENJOY LEARNING THROUGH GAMIFICATION" at IATED Digital Library
- 1 November 2021
- Published by IATED Academy in ICERI Proceedings
- Vol. 1, 8315-8320
BREAKING THE MYTH. WOMEN ALSO ENJOY LEARNING THROUGH GAMIFICATION
Information about the paper titled "BREAKING THE MYTH. WOMEN ALSO ENJOY LEARNING THROUGH GAMIFICATION" at IATED Digital Library
- 1 October 2013
- Published by Elsevier in International Journal of Production Economics
- Vol. 145 (2) , 488-499
Understanding the structure of bin packing problems through principal component analysis
- 1 October 2013
- Published by Elsevier in International Journal of Production Economics
- Vol. 145 (2) , 488-499
Understanding the structure of bin packing problems through principal component analysis
- 1 June 2013
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 2094-2101
Evolving feature selection for characterizing and solving the 1D and 2D bin packing problem
This paper presents an evolutionary framework that solves the one and two dimensional bin packing problem by combining several heuristics. The idea is to apply the heuristic that is more suitable at each stage of the solving process. To select a heuristic to apply, we characterize the problem employing a number of features. It is common in many existing approaches, that the user selects a set of features to represent the problem instances. In our solution model, we start with a large set of features, and those that succeed characterizing the instances are automatically selected during the evolutionary process. After providing a list of features, the user does not have to select the features that are best suitable to characterize problem instances. Therefore our system is more knowledge independent than previous approaches. This model produces better results employing the proposed feature selection approach compared against the use of other feature selection methodology.
- 1 June 2013
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 2094-2101
Evolving feature selection for characterizing and solving the 1D and 2D bin packing problem
This paper presents an evolutionary framework that solves the one and two dimensional bin packing problem by combining several heuristics. The idea is to apply the heuristic that is more suitable at each stage of the solving process. To select a heuristic to apply, we characterize the problem employing a number of features. It is common in many existing approaches, that the user selects a set of features to represent the problem instances. In our solution model, we start with a large set of features, and those that succeed characterizing the instances are automatically selected during the evolutionary process. After providing a list of features, the user does not have to select the features that are best suitable to characterize problem instances. Therefore our system is more knowledge independent than previous approaches. This model produces better results employing the proposed feature selection approach compared against the use of other feature selection methodology.
- 28 February 2013
- Published by Springer Nature in Annals of Operations Research
- Vol. 206 (1) , 241-264
An effective heuristic for the two-dimensional irregular bin packing problem
- 28 February 2013
- Published by Springer Nature in Annals of Operations Research
- Vol. 206 (1) , 241-264
An effective heuristic for the two-dimensional irregular bin packing problem
- Open Access
- 7 July 2012
- Published by Association for Computing Machinery (ACM)
- p. 1545-1546
The impact of the bin packing problem structure in hyper-heuristic performance
- 7 July 2012
- Published by Association for Computing Machinery (ACM)
- p. 1545-1546
Open AccessThe impact of the bin packing problem structure in hyper-heuristic performance
- Open Access
- 12 July 2011
- Published by Association for Computing Machinery (ACM)
- p. 257-258
A hyper-heuristic for solving one and two-dimensional bin packing problems
The idea behind hyper-heuristics is to discover rules that relate different problem states with the best single heuristic to apply. This investigation works towards extending the problem domain in which a given hyper-heuristic can be applied and implements a framework to generate hyper-heuristics for a wider range of bin packing problems. We present a GA-based method that produces general hyper-heuristics that solve a variety of instances of one- and two dimensional bin packing problem without further parameter tuning. The two-dimensional problem instances considered deal with rectangles, convex and non-convex polygons.
- 12 July 2011
- Published by Association for Computing Machinery (ACM)
- p. 257-258
Open AccessA hyper-heuristic for solving one and two-dimensional bin packing problems
The idea behind hyper-heuristics is to discover rules that relate different problem states with the best single heuristic to apply. This investigation works towards extending the problem domain in which a given hyper-heuristic can be applied and implements a framework to generate hyper-heuristics for a wider range of bin packing problems. We present a GA-based method that produces general hyper-heuristics that solve a variety of instances of one- and two dimensional bin packing problem without further parameter tuning. The two-dimensional problem instances considered deal with rectangles, convex and non-convex polygons.
- Open Access
- 7 July 2010
- Published by Association for Computing Machinery (ACM)
- p. 297-298
Problem-state representations in a hyper-heuristic approach for the 2D irregular BPP
In various approaches for combinatorial optimization, a problem instance is represented by a numerical vector that summarizes to some extent the state of such instance. Such representation intends to include the most relevant features related to the instance and the problem domain. Previous approaches for hyper-heuristics have been relying in intuitive ways to determine the feature set. In this paper, a more general methodology for establishing an adequate problem-state representation is proposed. As an experimental environment to test the methodology, we employed the irregular case of the two-dimensional Bin Packing Problem (2D irregular BPP) and a GA-based solution model with training and testing phases. Our developed representation shows a significant improvement in performance with respect to a more conventional representation.
- 7 July 2010
- Published by Association for Computing Machinery (ACM)
- p. 297-298
Open AccessProblem-state representations in a hyper-heuristic approach for the 2D irregular BPP
In various approaches for combinatorial optimization, a problem instance is represented by a numerical vector that summarizes to some extent the state of such instance. Such representation intends to include the most relevant features related to the instance and the problem domain. Previous approaches for hyper-heuristics have been relying in intuitive ways to determine the feature set. In this paper, a more general methodology for establishing an adequate problem-state representation is proposed. As an experimental environment to test the methodology, we employed the irregular case of the two-dimensional Bin Packing Problem (2D irregular BPP) and a GA-based solution model with training and testing phases. Our developed representation shows a significant improvement in performance with respect to a more conventional representation.
- 15 November 2008
- Published by Springer Nature in Annals of Operations Research
- Vol. 179 (1) , 369-392
Generalized hyper-heuristics for solving 2D Regular and Irregular Packing Problems
- 15 November 2008
- Published by Springer Nature in Annals of Operations Research
- Vol. 179 (1) , 369-392
Generalized hyper-heuristics for solving 2D Regular and Irregular Packing Problems