This paper proposes to apply data mining techniques to predict school failure and dropout. We use real data on 670 middle-school students from Zacatecas, México, and employ white-box classification methods, such as induction rules and decision trees. Experiments attempt to improve their accuracy for predicting which students might fail or dropout by first, using all…
IEEE Revista Iberoamericana de Tecnologias del Aprendizaje Template
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About the IEEE Revista Iberoamericana de Tecnologias del Aprendizaje format
IEEE Revista Iberoamericana de Tecnologias del Aprendizaje is a peer-reviewed journal published by IEEE, covering E-Learning and Knowledge Management, Educational Innovations and Technology, Experimental Learning in Engineering.
| Publisher | IEEE |
|---|---|
| Reference style | Numbered (IEEE) Numbered — [1], [2] in the text [1] A. Smith, B. Jones, and C. Lee, "A representative article title," IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, vol. 12, no. 3, pp. 45–58, 2023.
Formats any DOI in IEEE Revista Iberoamericana de Tecnologias del Aprendizaje style. No sign-up. |
| Publishes research in | E-Learning and Knowledge Management Educational Innovations and Technology Experimental Learning in Engineering Online Learning and Analytics Teaching and Learning Programming |
| ISSN | 1932-8540 |
| Citation impact (2-yr) | 1.01 |
| h-index | 32 |
| i10-index | 175 |
| Total citations | 5,455 |
| Top institutions publishing here | University of Cauca |
| You get | A submission-ready PDF and the editable LaTeX source — ready to submit. |
Papers published in IEEE Revista Iberoamericana de Tecnologias del Aprendizaje per year
Citation impact of IEEE Revista Iberoamericana de Tecnologias del Aprendizaje by publication year
Citations each year’s papers have accumulated so far — the most recent years are still building up.
Most-cited papers in IEEE Revista Iberoamericana de Tecnologias del Aprendizaje
Although several definitions of gamification can be found in the literature, they all have in common certain aspects: the application of strategies, models, dynamics, mechanics, and elements of the games in other contexts than games, and the objective of producing a playful experience that fosters motivation, involvement, and fun. In this paper, our approach gamifying…
This paper presents the results of applying an educational data mining approach to model academic attrition (loss of academic status) at the Universidad Nacional de Colombia. Two data mining models were defined to analyze the academic and nonacademic data; the models use two classification techniques, naïve Bayes and a decision tree classifier, in order to…
In the area of Information and Communication Technologies, in addition to the problem of engagement, students often have difficulties in learning subjects related to modeling and programming. The reasons for these difficulties are well known and described in the literature, pointing to difficulties in abstraction and logic thinking. Knowing that the value of flexible and…
The gender gap in Science, Technology, Engineering and Mathematics (STEM) has drawn the attention of research and academic communities due to its impact in the Digital Society, targeting the fourth and fifth 2030 sustainable development goals of achieving quality education and gender equality. Recent studies show that women are enrolling STEM studies in smaller proportion…