scholarly journals Las TIC en la formación de docentes de la especialidad de dibujo. La propuesta "aula infinita" para el nuevo master universitario de profesorado en Educación Secundaria

Author(s):  
Ricard Huerta ◽  
Ricardo Domínguez

El presente artículo analiza la influencia que tienen las TIC entre los estudiantes del nuevo Master Universitario en Profesor/a de Educación Secundaria. Hemos indagado en la imagen que los estudiantes generan sobre ellos y sobre su papel como educadores. Utilizamos la fotografía y del blog como instrumentos para publicar y comentar las imágenes realizadas por el alumnado en un ambiente de aprendizaje colaborativo que propicia el uso educativo del web.2.0. Aplicamos la metodología cualitativa de los estudios de caso, útiles en el campo de la cultura visual y las pedagogías culturales.ICT uses in drawing secondary school training teachers. The project "infinite classroom" for a new university master in secondary school teachersAbstractThis article introduces certain identity aspects of the students in the Training Teacher Master for Secondary School. We have centred the work on the groups of Visual Arts speciality, searching the image that the future teachers generate on them and on his paper as educators. We focuses in the influence from the ICT in this sector. Students use the photography and the blog as instruments for the publication and comment their images and works. This practice introduces the new environments of collaborative learning that propitiates the educational use of web.2. We have used a qualitative methodology from the case studies, the recent researches on studies in cultural pedagogies.

Retos ◽  
2015 ◽  
pp. 24-27
Author(s):  
Meritxell Monguillot Hernando ◽  
Montse Guitert Catasús ◽  
Carles González Arévalo

La presente investigación ha tenido por objetivo analizar la influencia del trabajo colaborativo virtual como herramienta para la creación y mejora del conocimiento curricular de tres profesores de educación física de secundaria. Se ha basado en la investigación educativa de modalidad en línea y en un enfoque cualitativo mediante el diseño de investigación-acción. Los resultados obtenidos han mostrado el potencial del trabajo colaborativo virtual como herramienta de formación para el profesorado de educación física.Palabras clave: aprendizaje virtual, formación permanente, profesorado, educación física.Abstract: The present research is based on the qualitative methodology perspective related to online educational tools. The work aims to evaluate the influence of the collaborative learning to improve the knowledge of three P.E. teachers of secondary school. The obtained results show the potential of collaborative learning as a tool to improve the weaknesses and the knowledge of the PE teachers. Keywords: Learning environments, lifelong learning, teacher, physical education.


Author(s):  
Gilda Sotomayor García

El artículo trata de ofrecer una aproximación teórica al campo del aprendizaje y la escritura colaborativa (en línea) de una segunda lengua, la cual nos sirve de marco de comprensión para reflexionar sobre una de las herramientas más importantes que nos ofrece la Web 2.0 como son las Redes Sociales.  De hecho, estas aplicaciones ya se utilizan como apoyo para la enseñanza-aprendizaje de una segunda lengua, y si aprovechamos muy bien todas sus potencialidades pueden convertirse en todo un entorno y recurso tecno-pedagógico para la mediación de un aprendizaje colaborativo, realmente significativo.Social networks as environments of computer supported collaborative learning for second languages (L2)AbstractThe article tries to provide a theoretical approach to the collaborative learning and writing (online) field regarding a second lenguage, used as comprehension framework to reflect on one of the most important tools offered by Web 2.0 such as Social Networks. In fact, these applications are already used as support for teaching and learning a second language, while their potential turn them in real  techno-pedagogical environments for an Computer Supported  Collaborative Learning, really meaningful.


Author(s):  
Maureen Thomas ◽  
Marianne Selsjord ◽  
Robert Zimmer

Web 2.0 offers exciting possibilities and challenges for extending the museum visit, engaging new visitors and attracting distant audiences. However, the digital media technologies that enable distributed, shared and user/novice-generated audiovisual content can be deployed by experts in other fruitful ways to augment and rejuvenate actual visits to interpretation centres. Going beyond the e-guide, integrated audiovisual media can offer original new visions of ancient cultures, bring intangible as well as physical heritage to the museum, and make exploring it a lively and vivid contemporary experience. Developing and exhibiting original digital art to make the museum visit more dynamic requires new ways of researching, funding, supporting and curating exhibitions. This chapter contextualizes and reviews two recent European case-studies which aim to enhance the museum visit, noting how they were funded and developed, commenting on these approaches and reviewing how improved infrastructures might support attractive, revitalising, dynamic vision in the future


2019 ◽  
Vol 4 (1) ◽  
pp. 94-97
Author(s):  
WAN JULIANA EMEIH Juliana WAHED

The aim of the paper is to highlight some of the findings on the study on the impact of the 'Artist in Schools' (AiS) collaboration on the motivation of students of selected secondary schools in Malaysia in visual art education. AiS is aimed at establishing a collaboration between the students of nine schools and nine Malaysian artists in order to share their experiences, skills, and knowledge consecutively. The research design of multi-case studies or multisite studies was selected and Keller’s ARCS Motivational Theory has been used for assessment purposes and as the main conceptual framework. The open-ended questionnaires were distributed to obtain the data of the students’ motivation, and the collaboration between the AiS program and the students.


2012 ◽  
Vol 4 (1) ◽  
pp. 216-237 ◽  
Author(s):  
Kristin den Exter ◽  
Stephen Rowe ◽  
William Boyd ◽  
David Lloyd

Author(s):  
Isabel Álvarez

El propósito de este artículo es fortalecer la colaboración entre dos instituciones que buscan integrar e-learning en sus prácticas más cotidianas y en contextos donde antes no habían tenido experiencia previa. El objetivo principal es acercar a los estudiantes universitarios, en este caso a los usuarios del Banco del Tiempo (BdT) del Ayuntamiento de Terrassa, Barcelona, a las prácticas reales para que obtengan un aprendizaje más significativo,. La experiencia relata el proceso de coordinación, diseño, gestión y valoración desde el punto de vista del aprendizaje en la formación inicial de los estudiantes de grado.


Humaniora ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 137-144
Author(s):  
Ahmad Faisal Choiril Anam Fathoni ◽  
Jehezkiel Christian Ray

The research aimed to apply batik motifs to strengthen the differentiation of characters in the form of adventure games that could be an interesting and effective learning medium for introducing music theory. In order to work towards achieving its objective, developing interest in music theory by using games and animations specifically to approach more people and make this project sustainable, these games were supposed to be aimed into intellectual property. Therefore to be able to make it competitive, strong differentiation was needed as so many IP characters emerged as competitors. One of the strengths that could be added to these characters was by applying local content. It was a strong differentiator and could be developed with a deeper philosophy so that it had a wealth that could be developed more widely in the future, which in this case was using batik. To achieve goal, the research used the design thinking method and qualitative methodology to collect data. The researchers collected data through the process of document research, an observation about the implementation of batik patterns in character design for animation. The result is the characters’ designs of a game to teach music theory using batik pattern application. In conclusion, the batik pattern has the potential to strengthen differences in character design.


Geosciences ◽  
2021 ◽  
Vol 11 (3) ◽  
pp. 133
Author(s):  
Jérémie Sublime

The Tohoku tsunami was a devastating event that struck North-East Japan in 2011 and remained in the memory of people worldwide. The amount of devastation was so great that it took years to achieve a proper assessment of the economical and structural damage, with the consequences still being felt today. However, this tsunami was also one of the first observed from the sky by modern satellites and aircrafts, thus providing a unique opportunity to exploit these data and train artificial intelligence methods that could help to better handle the aftermath of similar disasters in the future. This paper provides a review of how artificial intelligence methods applied to case studies about the Tohoku tsunami have evolved since 2011. We focus on more than 15 studies that are compared and evaluated in terms of the data they require, the methods used, their degree of automation, their metric performances, and their strengths and weaknesses.


Episteme ◽  
2009 ◽  
Vol 6 (1) ◽  
pp. 25-37 ◽  
Author(s):  
Luciano Floridi

ABSTRACTThe paper develops some of the conclusions, reached in Floridi (2007), concerning the future developments of Information and Communication Technologies (ICTs) and their impact on our lives. The two main theses supported in that article were that, as the information society develops, the threshold between online and offline is becoming increasingly blurred, and that once there won't be any significant difference, we shall gradually re-conceptualise ourselves not as cyborgs but rather as inforgs, i.e. socially connected, informational organisms. In this paper, I look at the development of the so-called Semantic Web and Web 2.0 from this perspective and try to forecast their future. Regarding the Semantic Web, I argue that it is a clear and well-defined project, which, despite some authoritative views to the contrary, is not a promising reality and will probably fail in the same way AI has failed in the past. Regarding Web 2.0, I argue that, although it is a rather ill-defined project, which lacks a clear explanation of its nature and scope, it does have the potentiality of becoming a success (and indeed it is already, as part of the new phenomenon of Cloud Computing) because it leverages the only semantic engines available so far in nature, us. I conclude by suggesting what other changes might be expected in the future of our digital environment.


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