Tuesday, February 23, 2010

Sergio Martín

Sergio Martín

Sergio Martín, Spain, University

Sergio Martín received the B.S. degree from Carlos III University of Madrid in Computer Engineering in 2006, and the M.S. degree from the Spanish University for Distance Education (UNED) in 2008. He is now studying for his PhD in Educative Technologies in the Electrical and Computer Engineering Department (DIEEC) of UNED.

He is assistant professor in such institution since 2007. He has participated since 2002 as a researcher in national and international research projects related to ubiquitous computing, and mobility, specially focusing on its application on education. He has published more than 70 papers both in international journals and in international conferences. He was awarded in 2009 with the Best Paper Award in the Fourth International Multi-Conference on Computing in the Global Information Technology; and in 2007 with the 2nd best paper in the Jean Peperstraete contest in the 18th Annual Conference on Innovation in Education for Electrical and Information Engineering.

He is reviewer of international journals such as IEEE Multidisciplinary Engineering Education Magazine; and international conferences such as Frontiers in Education (2009 and 2008), UBICOMM (2009 and 2008), and IEEE EDUCON (2009). He also acts as project reviewer for the IEEE Education Society in the Spanish Chapter; and is editor of the IEEE UNED-Student Branch Magazine. He is a committee board member of the IEEE Technology Management Council of Spain, and member of the IEEE Computer Society, and IEEE Education Society.

The Future of Technology and Education
Blog intended to show my reflections, research, results, ideas and interesting news about mobile learning, e-learning, ubiquitous and location-based technologies, augmented reality, electronics, services, context-awareness, games, virtual worlds, virtual and remote laboratories, e-books, and any new trend!

Theme: e-learning, m-learning, ubiquitous learning, augmented reality, electronics, services, context-awareness, games, virtual worlds, e-books

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