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    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Preface</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <abstract>
        <p>Universidad Católica Santo Toribio de Mogrovejo,</p>
      </abstract>
    </article-meta>
  </front>
  <body>
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      <title>-</title>
      <p>
        CISETC 2021
CONGRESO INTERNACIONAL SOBRE
EDUCACIÓN Y TECNOLOGÍA EN CIENCIAS
Chiclayo-Perú
© 2021 for the individual papers by the papers’ authors. Copying permitted for private and
academic purposes. Re-publication of material from this volume requires permission by the
copyright owners.
In a world that is increasingly shaped by science and technology, the need for multi-literate
citizenry and workforce for the 21st century has never been greater [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The advent of new
and emerging technologies has highlighted the need to equip students with the knowledge
and skills set necessary they’ll need to succeed in a post-pandemic world with a growing
emphasis on STEAM (Science, Technology, Engineering, the Arts and Math) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. STEAM
is an educational discipline that ties all the subjects to each other in an interdisciplinary
way as well as to the full spectrum of the rapidly changing global world we live in. Experts
and scholars agree that science, technology, engineering, arts, and math will drive new
innovations across different disciplines, institutional contexts, and regions [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. STEAM
education includes grades from pre-school to post-doctoral levels and from formal (e.g.,
classrooms), informal (e.g., afterschool programmes), and non-formal (e.g., vocational
education), open (e.g., MOOCs) and distance education (e.g. Web-based courses) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
To be prepared for the demands of modern societies, all learners must have an equitable
access to STEAM knowledge and skills [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. STEAM education has been recognized as an
important educational reform to prepare students for the twenty-first century incorporating
a unique perspective offered by linking critical thinking, collaboration, innovation,
creativity, and productivity [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. It is an opportunity for scholars and students to
collaboratively understand how people learn with modern technology.
      </p>
      <p>
        This need has led to a paradigm shift from traditional educational philosophy towards
innovative and progressive methods of teaching to create more personalized learning
experiences, to inspire learning, and to prevent any possible future skills gap. Emerging
technologies (i.e., educational technology, information technology, nanotechnology,
biotechnology, cognitive science, robotics, and artificial intelligence) are reshaping the
educational landscape [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. They need to adapt to the inevitable impacts in teaching and
learning, leading to their reconceptualization following the principles underlying the
interdisciplinary STEAM approach; through the design of interactive, collaborative, and
inquiry-based learning environments [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        Educational research literature indicates that successful integration of technology in
STEAM education, requires reconstruction of curricula and methods of teaching, learning,
and assessment to more closely align with the affordances of new technologies and with
STEAM pedagogy [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. STEAM education should exploit the capabilities and
possibilities of modern technologies to create high quality learning experiences that foster
students' innovation, creativity, communication and collaboration, critical thinking, and
problem-solving skills.
      </p>
      <p>For the edition of this Conference Proceedings, the focus is on the interdisciplinary
approach to learning and skills development that transcends throughout cognitive fields
and focuses on addressing authentic, real-world problems by means of the complex use of
technological tools.
In terms to exploit the capabilities and possibilities of new and emerging technologies,
there is a necessity for scholarly publications investigating these technologies' infiltration
into STEAM as well as international best practices in the design, development, and
educational use of new and emerging technologies in support of learners' STEAM learning
processes and outcomes.</p>
      <p>CISETC 2021 welcomes relevant contributions from research scholars in authentic
contexts. This is an ambitious effort to discuss the challenges surrounding the
implementation of modern technologies into the learning process taking in consideration
the strengths and limitations of STEAM approaches.</p>
      <p>
        The studies and research that appear in this volume are aimed at the development of
computational thinking; and, at broadening student and teacher participation, taking the
inclusion of all without distinction of race, sex, or socioeconomic position [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. This
edition presents new initiatives, to ensure theoretical and practical contributions to science
education research overall and achievement gaps in both STEAM and non-STEAM fields.
Besides, CISETC 2021 shows a series of practical implications which directly affect
groups such as teachers, students, researchers, policymakers, education, and training
Institutions. This knowledge has been collated in this volume intended to provide guidance
to international and national actors on the potential role of STEAM education to provoke
thought among practitioners and academics to understand their implications and maximize
the potential opportunities, to encourage critical assessments, and to provide pedagogical
tools to underpin STEAM’s transdisciplinary.
      </p>
    </sec>
    <sec id="sec-2">
      <title>December 2021</title>
    </sec>
    <sec id="sec-3">
      <title>The editors. 4</title>
      <p>Organizing Committee
Emma Margarita Wong (Universidad Católica Santo Toribio de Mogrovejo, Chiclayo, Perú)
Klinge Villalba-Condori (Universidad Católica de Santa María, Perú)
Agustín Aduriz-Bravo (Universidad de Buenos Aires, Argentina)
Aman Yadav (Michigan State University EEUU)
Lung-Hsiang Wong (Nanyang Technological University Singapur)
Jari Lavonen (Universidad de Helsinki, Finlandia)
Eliana Gallardo Echenique (Universidad Peruana de Ciencias Aplicadas, Perú)
Carla Gamarra Flores (Universidad Católica Santo Toribio de Mogrovejo, Chiclayo, Perú)
Mery Mendoza Rodas (Universidad Católica Santo Toribio de Mogrovejo, Chiclayo, Perú)
Jimena Campodónico Bustíos (Universidad Católica Santo Toribio de Mogrovejo, Chiclayo,
Perú)</p>
      <p>Modification of Scientific Skills through a Robotics Ecology Program</p>
      <p>Jhon Holguin-Alvarez, Juana Cruz-Montero, Jenny Ruiz-Salazar &amp;</p>
      <p>Fernando Ledesma-Pérez
Development and Validation of a Gamified Videogame for Math Learning
in Attention Deficit Hyperactivity Disorder Children (ADHD)</p>
      <p>Rodrigo Castro, Deyby Huamanchahua
Self-Perception of Digital Competences Among Peruvian Teachers</p>
      <p>Ambrosio Tomás-Rojas, Úrsula Freundt-Thurne, Eliana
Gallardo</p>
      <p>Echenique &amp; Jorge Bossio
Process Mining Model to Guarantee the Privacy of Personal Data in the
Healthcare Sector</p>
      <p>Sebastian Saavedra, José Llatas &amp; Jimmy Armas-Aguirre
Predictive Model for Assigning Exercises to Students in Spreadsheet
Functions Using Artificial Neural Networks</p>
      <p>Edwar Saire-Peralta
Levels of Information Literacy and its Influence in Reciprocal Teaching in
Communication Sciences Students</p>
      <p>Guillermo Ocrospoma, Doris Fuster-Guillen, Yolvi Ocaña &amp; Klinge</p>
      <p>Villalba-Condori
Use and Design of Virtual and Remote Free Access Experiments: World
Pendulum Alliance and DLab in Times of COVID 19</p>
      <p>Freddy Torres-Payoma, Manuel Escobar, Leyton Castro, Karla Triana &amp;</p>
      <p>Diana Herrera
Vocational Preferences Towards STEM Degrees in High School Students
in Peru</p>
      <p>Iván Montes-Iturrizaga, Eduardo Franco-Chalco &amp; Klinge Orlando</p>
      <p>Villalba-Condori
Raising Awareness in the Adoption of COVID-19 Preventive Measures in
Higher Education Students Through an Epidemiological Surveillance
Mobile App</p>
      <p>Jessie Bravo, María Arangurí, Roger Alarcón &amp; Fiorella Li
Real-time Identification of the Emotional State in The Classroom to
Improve the Teaching-learning Process</p>
      <p>Edward Flores, José Livia, Alfredo García &amp; María Dávila
10
17
26
34
44
53
61
69
77
86
Design and Implementation of an Integrated Academic Management
Model with LMS: A Peruvian Private University Study Case</p>
      <p>Emma Margarita Wong-Fajardo, Hugo Saavedra-Sánchez, Mery
MendozaRodas &amp; Ronald Hernández-Vásquez
Design and Implementation of a Virtual Laboratory for Electromagnetics
Teaching in Engineering</p>
      <p>Nereyda Castro-Gutiérrez, Jesús Flores-Cruz &amp; Fermín
Acosta</p>
      <p>Magallanes</p>
    </sec>
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