Pentsamendu konputazionala mahai-jokoen bidez
Zergatik ikasi pentsamendu konputazionala programatzaileak ez bagara? Gaur, inoiz baino gehiago, arazoak logikaz eta sormenez ulertu eta ebatzi behar ditugu.
Vice-Dean of Institutional Relations and Communication and Associate Professor
Faculty of Engeneering, University of Deusto
MARI LUZ GUENAGA GÓMEZ
Vice-dean of Institutional Relations and Communication and Associate professor.
Faculty of Engineering, University of Deusto
PhD in computer engineering, I am Vice-dean of Institutional Relations and Communication (2025) and associate professor (1998) at the Engineering Faculty – University of Deusto. Director of Deusto LearningLab group (2011-2022). I obtained my PhD with the thesis “Integral Accessibility of Digital Resource Centres for People with Visual Disability”. My research interests focus on the innovative use of technology in STEAM* education, learning analytics and game-based learning. I teach subjects related to computer programming, human-computer interaction and data visualization. I participate in European projects aiming at improving STEM education, developing computational thinking skills among primary and secondary school students, and raising their interest towards technology, especially among girls. I also participate and organize dissemination and knowledge transference actions to reach the educational community and improve the STEAM education with the result of our work.
*STEAM (Science, Technology, Engineering, Arts, Maths).
Teach programming to first year undergraduate students
Teach UX-User Experience and Visual Analytics subjects
Teach about serious games and gamification to doctorate students
Participate and organize events to disseminate the result of our work
Coordinate projects at national and European level
Networking from the local to the international level to design and develop innovative projects
Zergatik ikasi pentsamendu konputazionala programatzaileak ez bagara? Gaur, inoiz baino gehiago, arazoak logikaz eta sormenez ulertu eta ebatzi behar ditugu.
This work is expected to clarify the advantages and pitfalls of generative AI applied to college-level programming learning.
This study discusses creating and using GAME (Goals And Motivation Engine), a system that can be changed to fit different CS projects like SOCIO-BEE. It helps overcome the problems of keeping people interested and motivated.

BRIDGE is a 2-year Erasmus+ funded project running until the end of 2026. It aims to enhance digital literacy among educators and students by providing training, resources, and social dialogue sessions about computational thinking.

Translated as “Women in Science”, it aims at promoting the presence of women in the field of science and research, seeking to increase their visibility and participation in scientific disciplines, especially in fields where they have historically been underrepresented.

The GALAXIA program aims to improve the professional guidance of young people (+14 y.o.), especially those linked to STEM (science, technology, engineering, and mathematics).
El objetivo es que los y las jóvenes conozcan mejor las profesiones STEM de la mano de profesionales cercanos de su entorno.
El Ministerio de Educación, Formación Profesional y Deportes distingue la labor de Inspira STEAM en la reducción de la brecha de género en ciencia y tecnología.
Es esencial que nuestra perspectiva sobre la IA se apoye en nuestros valores: un uso ético y responsable de la tecnología, que sitúe siempre a las personas, su integridad y su desarrollo humano en el eje principal.