scholarly journals LOS ADOLESCENTES Y EL USO DE LOS TELÉFONOS MÓVILES Y DE VIDEOJUEGOS

Author(s):  
Ángela Del Barrio Fernández

Abstract:This paper presents some of the results of a wider research on critical issues related to “adolescents and new technologies.” In particular, some data related to mobile phone usage and video games are analyzed. The most striking phenomenon today is Whatsapp, which is a very powerful group messaging tool, but whose misuse can also entail significant risks for teens. It could be used to propagate inadequate pictures and videos, spread hoaxes with unsurpassed speed, contribute to bullying, etc. When employed correctly it is very useful, though when misused it can cause much damage. A second example is set by researching video game culture, which yielded some unexpected results. The House of Representatives approved a proposition of law in 2009 that considers video games as a cultural industry and equates them to movies and music. The progression of video game usage has been uninterrupted up til this day in our society. Adolescents are fascinated by technology. Moreover, it strengthens their identity and they prefer to have as much as possible. Today’s, teenagers are heavily attached to their mobile phones, not to TV or computers. The smartphone is now their main screen. After the mobile phones and television, the technology most used by adolescents is video game consoles. 87.3 % of the sample has reported to possess a video game console, and 80.91 % have a smartphone. It is expected that soon all high school students will have this type of phone. Only 7% of the sample said they did not have a phone. The data analyzed here refer to the use of social networks by students of ESO and 1º Bachelor in Cantabria.Resumen:En este trabajo se presentan algunos de los resultados obtenidos en una investigación más amplia sobre aspectos cruciales relativos a “los adolescentes y las nuevas tecnologías”. En concreto se analizan algunos datos relacionados con el uso del teléfono móvil y de los videojuegos. El fenómeno más llamativo en la actualidad es el del Whatsapp, que es una herramienta grupal potentísima, pero cuyo mal uso también puede entrañar importantes riesgos para los adolescentes. Puede propagar imágenes y vídeos inadecuados, difundir bulos con una rapidez insuperable, contribuir al acoso escolar, etc…Bien usado es enormemente útil. Mal empleado puede causar mucho daño. Por otra parte, los videojuegos, como hecho cultural nos han cogido por sorpresa. El Congreso de los Diputados en 2009 aprobó una proposición no de ley que considera a los videojuegos como una industria cultural y lo equipara al cine y a la música. La progresión de los videojuegos es imparable en nuestra sociedad. El adolescente se siente fascinado por la tecnología que además refuerza su identidad y es proclive a tener cuanta más mejor. En la actualidad, los adolescentes viven “pegados” al móvil. Ni televisión ni ordenadores. El smartphone es hoy en día su principal pantalla. Después del móvil y de la televisión, los adolescentes tienen como medio de comunicación más utilizado la videoconsola. El 87,3% de la muestra consultada, tiene videoconsola, y el 80,91% smartphone, siendo la previsión de que en breve la totalidad de los alumnos de educación secundaria dispongan de este tipo de teléfono; Solamente el 7% de la muestra quienes reseñaban no disponer de móvil. Los datos que aquí se analizan, se refieren a algunos aspectos relacionados con el uso de las Redes Socialesde los alumnos de la ESO y 1º de Bachillerato de la Comunidad Autónoma de Cantabria.Palabras clave: teléfono móvil, Smartphone, WhatsApp, videoconsola, videojuegos, adolescencia

Author(s):  
Vishal Thelkar

Computer and video game has gain enough popularity among teenagers also in children which is alarming and raised concern about the impact it may have on the youngsters. The games have violent themes, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Addiction is one of the reason it might hamper the effect on health. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value This research focuses on what are the views of people towards the computer gaming and to identify the actual effects of computer games on high school students. This paper covers earlier studies on the same topic and their findings in literature survey To reach to the objective, responses from significant no of people taken with systematic design of questionnaire. At the end it covers and conclude the relation of different variables & the effect of games on students.


Author(s):  
I Dewa Putu Eskasasnanda

Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia.The traditional games that are famous formerly have been replaced by the modern games like online video game.This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang.This study reveal that students play video games online due to peers pressure; and online video games are liked because they are considered more modern, practical, realistic and varied. Initially, students play online video games to relieve the fatigue due to studying at school, but subsequently, they are becoming addicted, and reach a condition that they find it difficult to stop playing games.This condition will directly affect their achievement in school.


Author(s):  
Milagros Carla Trigoso Rubio ◽  
Jesús Nicasio García Sánchez ◽  
Deilis Ivonne Pacheco Sanz

Abstract.INTERCULTURAL STUDY OF EMOTIONAL INTELLIGENCE AND PSYCHOEDUCATIONAL VARIABLES THROUGH SURVEYMONKEYThis intercultural study searches to analyse the relationship between emotional intelligence and psychoeducational varibales in young and teenager Spanish and Peruvovian people. We use the new techonologies for assess a simple of 1074 high school students from Spain and Peru by an online system application SurveyMonkey for recovering the information of every self report. This application le tus code and digitalize the data, and after to analyse data through 21.0 version SPSS. We included the General Data Questionnaire (CDG) bult by the team; the TMMS-24 for assess emotional intelligence; and the personality NEO-FFI questionnaire. Results show statistical significative differences in the majority of variables in favour of Peru, exaplaining those results to motivational level of the students. Related with the genre, we can say tha women have higher emotional perception and men higuher emotional comprehension, in line with other studies. When we consider the educational level, the Elder students reach higher marks in self-eficacy and in solve strategies, as the haigher expertice with the school tasks. Finally, the knowledge about the intelligence, the emotions and the emotional intelligence are not related with high levels in openess, emotional perception and clarity, as we expected. We discuss the results to the light of educational implications.Keywords: Intercultural, emotional intelligence, new technologies, Survey monkeyResumen.Este estudio intercultural busca analizar la relación de la inteligencia emocional, variables psicoeducativas en jóvenes y adolescentes Españoles y Peruanos, utilizando las nuevas tecnologías. En una muestra de 1074 alumnos de colegios e institutos de España y Perú utilizando el sistema on-line Survey Monkey para la cumplimentación de todos los cuestionarios, facilitando la codificación e informatización de los datos para la realización de análisis estadísticos, presentadas como evidencias empíricas en este estudio. Se utilizó el cuestionario de datos generales (CDG) elaborado ad hoc por el equipo de investigación, el TMMS-24 que mide la inteligencia emocional percibida, el cuestionario de estrategias de aprendizaje y motivación (CEAM) y finalmente el de personalidad (NEO-FFI). Los resultados indican diferencias significativas en la mayoría de las variables a favor de Perú, atribuyendo estos resultados al grado de motivación que presentaban los estudiantes peruanos. Respecto al género podemos destacar que las mujeres puntúan más alto en percepción emocional y los varones en compresión emocional como lo prueban en diversos estudios. Al tomar en cuenta el curso, los alumnos superiores puntúan más alto en autoeficacia y estrategias de solución. Finalmente el tener conocimiento de lo que es la inteligencia, las emociones y la inteligencia emocional no está relacionado con altos puntajes en apertura, percepción y claridad emocional como se esperaba. Se discuten los resultados a la luz de las implicaciones educativas.Palabras Clave: Intercultural, Inteligencia emocional, nuevas tecnologías: Survey monkey


2017 ◽  
Vol 10 (2) ◽  
pp. 1 ◽  
Author(s):  
Mohsen Ebrahimzadeh

The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12–18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers, involved those who learned vocabulary through intensive reading; the second group, Players, learned vocabulary through playing a digital video game; the third group, Watchers, were trained through watching two classmates play the digital video game. The vocabulary items were first pretested. Next, each group underwent training for five weeks (one session a week). Then, the vocabulary items were posttested. Also, field notes were made. To compare the three groups, a mixed between within subjects ANOVA was run. Results indicated that the Players and Watchers outperformed the Readers. It is concluded that digital video games can be beneficial complementary activities for vocabulary acquisition in high school classrooms.


Author(s):  
Antonieta Kuz

La globalización, las nuevas tecnologías, la migración, la competencia internacional, los desarrollos del mercado, los desafíos transnacionales, ambientales y políticos son factores que rigen la adquisición de las habilidades y el conocimiento que los estudiantes necesitan, para sobrevivir y salir airosos durante la pandemia ocasionada por la enfermedad causada por el virus SARS-COV2. La pandemia ha acelerado muchos problemas subyacentes en torno a las escuelas secundarias en Argentina y el desafío de preparar a los estudiantes para el trabajo, la ciudadanía y la vida en el siglo XXI. A través de este estudio buscamos conocer cómo las Tecnologías de la Información y la Comunicación (TICs) son utilizadas por estudiantes de Educación Secundaria de un colegio público de la provincia de Buenos Aires, más específicamente los recursos digitales imperantes que son comunes en el proceso de enseñanza-aprendizaje. Para ello, combinamos metodología cuantitativa y cualitativa. Por un lado, se ha realizado una investigación descriptiva desde y hacia la metodología cuantitativa, en la cual la recolección de datos se ha realizado a través de un cuestionario elaborado para este estudio, el cual fue respondido por un total de 80 estudiantes. Los resultados obtenidos revelan que el teléfono celular y en cuanto a las aplicaciones que estos permiten, el WhatsApp ha sido la herramienta que más utilizan. Por otro lado, mediante un análisis cualitativo realizamos una entrevista con una profesora para conocer su perspectiva. Para ello, denotamos, en términos generales, como resultado de ambos análisis, que el sistema no se preparó, a pesar de los planes gubernamentales implementados, visibilizando la compleja realidad educativa argentina. Globalization, new technologies, migration, international competition, market developments, transnational, environmental and political challenges are all factors that govern the acquisition of the skills and knowledge that students need to survive and get out graceful during the pandemic occasioned by the disease caused by the SARS-COV2 virus. The pandemic has accelerated many underlying issues surrounding high schools in Argentina and the challenge of preparing students for work, citizenship, and life in the 21st century.  Through this study we seek to learn about how Technology of the Information and Communication (ICTs) are used by Secondary Education students of a public school in the province of Buenos Aires, specifically the prevailing digital resources that are common in the teaching-learning process.  For this purpose, we combine quantitative and qualitative methodology. On the one hand, a descriptive investigation has been performed from and towards the quantitative methodology, in which the data collection has been accomplished through a questionnaire prepared for this study, which was answered by a total of 80 students. The results obtained reveal that the cell phone and, in terms of the applications that they allow, WhatsApp has been the tool they use the most. On the other hand, through a qualitative analysis, we conducted an interview with a teacher to find out her perspective. To do this, we denote, in general terms, that ,as a result of both analysis, the system was not prepared, despite the government plans implemented, making visible the complex argentine educational reality.


2021 ◽  
Vol 1 (1) ◽  
pp. 28-37
Author(s):  
Adela Mašić ◽  
Aida Tarabar

In the last couple of years, there has been an obvious increase in the number of school children proficient in English. One of the main reasons is the influence of the media, as well as students’ great exposure to video games. The aim of this study was to investigate the connection between video-game playing and English language proficiency based on age, gender and latest grade in English language. A questionnaire was completed by 71 middle and high school students answering a range of questions on the quantity and quality of the video game they play. The results showed that video games have a great impact on language learning, as well as that vocabulary and communication are areas of most benefit. Therefore, as a form of highly desirable entertainment, video games provide a positive and motivating atmosphere which is perfect for adopting a foreign language and may have positive impacts on obtaining and improving vocabulary.


2019 ◽  
Vol 4 ◽  
pp. e5407
Author(s):  
Franciele Cristiane Oliveira Costa Alves da Luz ◽  
Sandro Aparecido Dos Santos ◽  
Elaine Maria Dos Santos

A educação no Brasil possui muitas questões a serem resolvidas, principalmente no que diz respeito à diversidade, como é o caso da Educação do Campo, que há muito tempo tem sido enfatizada como uma forma de melhorar a educação para os sujeitos inseridos no ambiente rural. Quando voltamos nosso olhar para a utilização das Tecnologias de Informação e Comunicação (TIC’s), percebemos que muitos são os avanços necessários para que os povos do campo tenham o acesso ideal e que isso auxilie no processo de ensino/aprendizagem dos educandos. Dentro dessa perspectiva, o presente trabalho teve como foco a busca de informações referentes ao conhecimento e a utilização das TIC’s por estudantes das terceiras séries do Ensino Médio das escolas públicas localizadas em assentamentos no município de Rio Bonito do Iguaçu - Paraná, através da aplicação de questionário sobre o uso das novas tecnologias para o processo de ensino/aprendizagem. Os principais resultados apontam para a necessidade de um direcionamento frente à utilização das TIC’s pelos educandos, visto que a escola possui papel fundamental no acesso às informações pelos alunos inseridos no campo, buscando assim o avanço na qualidade do ensino. Palavras-chave: Educação do Campo, TIC’s, Ensino/Aprendizagem.   Use of ICTs by High School students in rural schools ABSTRACT. Education in Brazil has many issues to be solved, especially regarding diversities, such as Rural Education, which has long been emphasized as a way to improve education for rural subjects. When we turn our attention to the use of Information and Communication Technologies (ICT’s), we realize that many are the necessary advances so that the rural people have the ideal access and that this helps in the process of teaching/learning of the students. In this perspective, the present work focused on the search for information about the knowledge and the use of ICT’s by students of the third high school series of public schools located in settlements in the city of Rio Bonito do Iguaçu - Paraná, through the application of questionnaire on the use of new technologies for the teaching/learning process. The main results point to the need for a direction towards the using of ICT’s by the students, since the school has a fundamental role in the access to information by the students inserted in the rural environment, thus seeking the advancement in the quality of teaching. Keywords: Rural Education, ICT’s, Teaching/Learning.   Uso de las TIC’s por educandos de la Enseñanza Media de escuelas del campo RESUMEN. La educación en Brasil tiene muchas cuestiones a ser resueltas, principalmente en lo que se refiere a la diversidad, como es el caso de la Educación del Campo, que desde hace mucho ha sido enfatizada como una forma de mejorar la educación para los sujetos insertos en el ambiente rural. Cuando volvemos nuestra mirada a la utilización de las Tecnologías de Información y Comunicación (TIC’s), percibimos que muchos son los avances necesarios para que los pueblos del campo tengan el acceso ideal y que eso auxilie en el proceso de enseñanza/aprendizaje de los educandos. Dentro de esta perspectiva, el presente trabajo tuvo como foco la búsqueda de informaciones referentes al conocimiento y la utilización de las TIC’s por estudiantes de las terceras series de la Enseñanza Media de las escuelas públicas ubicadas en asentamientos en el municipio de Rio Bonito do Iguaçu - Paraná, a través de cuestionario sobre el uso de las nuevas tecnologías para el proceso de enseñanza-aprendizaje. Los principales resultados apuntan a la necesidad de un direccionamiento frente a la utilización de las TIC’s por los educandos, ya que la escuela tiene un papel fundamental en el acceso a las informaciones por los alumnos insertados en el campo, buscando así el avance en la calidad de la enseñanza. Palabras clave: Educación del Campo, TIC, Enseñanza/Aprendizaje.


Author(s):  
Ángela Del Barrio Fernández ◽  
Isabel Ruiz Fernández

Abstract:This paper presents some results obtained from a wider research on critical issues related to “adolescents and new technologies”. Given the complexity of factors that surrounds the lives of our adolescents in modern society and the complexity of society itself, we considered it interesting to investigate ICTs and its influence on our adolescents. ICTs are supposed to contribute in an important way to improve our quality of living, both in the personal environment and in the professional environment, although in some cases we are seeing that this is not the case. For this reason, and in the context of Secondary Education, it is important part to know how pupils use ICTs and how ICTs are employed in education. Specifically, the data analyzed are related to the usage of social networks by students of ESO and 1º Bachelor in Cantabria.Resumen:En este trabajo se presentan algunos de los resultados obtenidos en una investigación más amplia sobre aspectos cruciales relativos a “los adolescentes y las nuevas tecnologías”. Dada la complejidad de factores que rodea la vida de nuestros jóvenes en la sociedad actual, igualmente compleja, que nos ha tocado vivir; nos pareció relevante investigar el tema de las TIC y su influencia en la vida de nuestros adolescentes. Se supone que las nuevas tecnologías contribuyen de manera importante a mejorar nuestra calidad de vida, tanto en lo personal como en lo profesional, aunque en algunos casos estamos viendo que no siempre es así. Por ello, cuando nos referimos a los alumnos de la Educación Secundaria entendemos que lo importante, es saber cómo las utilizan y cómo las TIC intervienen en la formación de la persona. En concreto, los datos que aquí se analizan, se refieren a algunos aspectos relacionados con el uso de las Redes Sociales de los alumnos de la ESO y 1º de Bachillerato de la Comunidad Autónoma de Cantabria.Palabras clave: Internet, Redes Sociales, TIC, Adolescencia


EDUSAINS ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 114-121
Author(s):  
Rosita Putri Rahmi Haerani

AbstractIn education, many empirical studies have shown evidence that video games have the potential to improve student learning outcomes, but there is still great controversy in the literature regarding the impact of video game. More evidence is needed to convince educators and researchers regarding the actual value and the efficiency of video game in learning science. The purpose of this study was to examine the use of video game in learning to improve the mastery of concepts about the interaction of living beings and the environment of junior high school students who played the “Selamatkan Dunia Digital!” educational gaming application that has been developed by author in previous studies. This weak experimental study collected pretest and posttest results to determine students' mastery of concepts before and after Intervention. Normalized Gain of the pretest and posttest are assumed to be the effect of the intervention. The results show a low increasing mastery of concept by students who learned by playing game, so this study stated that learning science by using instructional video game media are still not able to facilitate mastery of concept of students.Keywords: interactive media; video game; mastery of conceptsAbstrakDalam dunia pendidikan, banyak penelitian empiris telah berhasil menunjukkan bukti bahwa video game memiliki potensi dalam meningkatkan hasil belajar siswa, tetapi kontroversi besar masih ada pada literatur mengenai pengaruh game yang sebenarnya. Dibutuhkan lebih banyak bukti untuk meyakinkan pendidik dan peneliti mengenai nilai aktual dan efisiensi pembelajaran menggunakan video game. Penelitian ini dilakukan untuk mengetahui penggunaan game dalam pembelajaran untuk meningkatkan penguasaan konsep tentang Interaksi makhluk hidup dengan lingkungan siswa SMP.  Game yang digunakan dalam penelitian ini adalah game yang berjudul “Selamatkan Dunia Digital!” yang telah dikembangkan oleh peneliti pada penelitian sebelumnya. Penelitian ini merupakan penelitian eksperimen semu, dengan desain The one-Group Prettest-Posttest Design untuk memperoleh gambaran penguasaan konsep siswa sebelum dan sesudah perlakuan. Peningkatan nilai pada pretest dan posttest diasumsikan merupakan efek dari perlakuan. Hasil penelitian ini menunjukkan bahwa peningkatan nilai N-gain rata-rata siswa masih dalam kategori rendah, dan pencapaian skor posttest rata-rata siswa juga masih rendah, sehingga dapat disimpulkan bahwa pembelajaran IPA dengan menggunakan media pembelajaran media video game masih belum dapat memfasilitasi penguasaan konsep IPA siswa pada konsep Interaksi Makhluk Hidup dengan Lingkungan.Kata Kunci: media pembelajaran interaktif; video game; penguasaan konsep Permalink/DOI: http://dx.doi.org/10.15408/es.v8i2.1576


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


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