In this paper, the authors propose a teaching/learning pedagogical model, based on an approach that uses neurolinguistic programming, educational data mining and haptic interaction. It also uses the theory of learning styles, which are identified with data mining techniques, clustering and the Farthest First algorithm, as well as a test of Neurolinguistic Programming. Depending on the results obtained, the teaching/learning strategies are defined, and the activities of an educational coaching are suggested, with the purpose of boosting the students' attention in the classroom, stimulating their communicative and psychomotor skills. The proposal was evaluated with a sample of students of regular basic education, to whom an instrument was applied before and after carrying out the tests of applying the plan of the teaching/learning activities. For this purpose, a multifunctional learning kit was constructed, which is a didactic and playful resource, applicable to the student's psychomotor area. The kit contains an application and a hardware device called "Tusuna-pad 1.0", which was implemented in the Unity games engine and was programmed using the C# language. The pedagogical model was validated with the participation of students of Regular Basic Education, considering pedagogical and computational aspects, results that were validated and duly analyzed. Finally, conclusions and recommendations for future work were established.
在本文中,作者提出了一种教学法模型,该模型基于一种运用神经语言程序学、教育数据挖掘和触觉交互的方法。它还运用了学习风格理论,这些学习风格通过数据挖掘技术、聚类和最远优先算法以及神经语言程序学测试来确定。根据所获得的结果,定义教学策略,并提出教育辅导活动,目的是提高学生在课堂上的注意力,激发他们的沟通和心理运动技能。该提案通过对普通基础教育学生的样本进行评估,在实施教学活动计划的测试前后对这些学生使用了一种工具。为此,构建了一个多功能学习工具包,这是一种教学性和趣味性的资源,适用于学生的心理运动领域。该工具包包含一个应用程序和一个名为“Tusuna - pad 1.0”的硬件设备,该设备在Unity游戏引擎中实现,并使用C#语言编程。该教学法模型在普通基础教育学生的参与下,从教学和计算方面进行了验证,对结果进行了验证和适当分析。最后,得出了结论并对未来的工作提出了建议。