scholarly journals Efectividad de la intervención formativa sobre la competencia comunicativa en futuros maestros

2020 ◽  
Vol 38 (3 Nov-Feb) ◽  
pp. 151-174
Author(s):  
Rocío Quijano López ◽  
Marcela Hernández González ◽  
Inmaculada García Martínez

La sociedad nos invita a mejorar constantemente nuestra forma de interaccionar con ella y la mejora en los procesos de comunicación, factor esencial en el desarrollo de la profesión del docente, ello nos obliga a reflexionar sobre los componentes de la competencia comunicativa y el dominio de la misma. El presente trabajo forma parte de una amplia investigación que analiza la formación sobre nuevas tecnologías que posee el alumnado del Grado de Maestro de Educación Primaria en tres universidades españolas (Granada, Jaén y Oviedo).  El estudio se centra en una muestra de 380 estudiantes del Grado de Maestro en Educación Primaria (en las universidades citadas). Se realiza un estudio descriptivo y cuasi-experimental, pretest-postest con grupo control no equivalente. Se evidencian deficiencias iniciales en los grupos control y experimental en situación pretest en la formación del estudiante en los niveles previos a los estudios universitarios con respecto a la competencia comunicativa, que mejoran con la aplicación del programa “Affective e-Learning+” al grupo experimental. Los estudiantes del grupo experimental manifiestan que el programa ha mejorado su interacción con los estudiantes de la otra universidad; que han compartido experiencias y el programa en línea les ha facilitado el aprendizaje de temas importantes para su formación, pudiendo utilizar tiempos y espacios que no han interrumpido su ritmo de estudio, tras la aplicación del programa en línea “Affective e-learning+” en los diferentes criterios de las subcompetencias Sociolingüística, Morfosintáctica, Pragmática y Ortográfica y registro lingüístico, que integran la competencia comunicativa The society encourages a constant improvement in how we interact with it as well as in the improvement of communication processes, a key factor in the development of the teaching profession. As a result, we have to think about the components of communicative competence and its knowledge. This research is part of an extensive research project that analyzes the training on new technologies that the Primary Education Teacher Degree students have at three Spanish universities (Granada, Jaén and Oviedo). The study focuses on a sample of 380 students of the Primary Education Teacher Degree (in the universities involved in the study). A descriptive and quasi-experimental, pretest-postest study is carried out with a non-equivalent control group. Initial deficiencies are evident in the control and experimental groups in pre-test situation in the student's pre-university training levels with respect to communicative competence, which improve through the application of the “Affective e-Learning+" programme in the experimental group. The students of the experimental group state that the program has improved their interaction with other university students; they have shared experiences and the online program has facilitated the learning of important subjects for their training, using times and spaces that have not interrupted their learning process. After the application of the online program "Affective e-learning+" in different criteria of Sociolinguistics, Morphosyntactics, Pragmatics and Orthographic sub-competences and Linguistic Registry, which integrate the communicative competence.

Retos ◽  
2019 ◽  
pp. 348-353
Author(s):  
Andrea Hernández Martínez ◽  
Ismael Martínez Urbanos ◽  
Sebastián Carrión Olivares

El presente trabajo tiene como objetivo principal resaltar la vital importancia que tiene la motivación en el contexto educativo. Para ello, se presenta el desarrollo de una propuesta de intervención basada en el factor novedad como elemento mediador para incrementar la motivación de los alumnos en las clases de Educación Física. Para su puesta en práctica, se diseñó una Unidad Didáctica, la cual fue implementada con el grupo experimental, incluyendo como factor novedad un juego alternativo desconocido para el alumnado, el Colpbol. Por otra parte, con el grupo control se trabajaron aquellos contenidos que recogía la programación didáctica en el momento del curso en el que se llevó a cabo el estudio. Finalmente, mediante el instrumento BNSGS-Evento, se comparó el grado de motivación del alumnado en los factores que lo componen, mostrando mejoras en el grupo experimental con respecto al grupo control, siendo la novedad un factor determinante en la motivación que los alumnos presentan en las clases de Educación Física. Abstract. The main aim of this work is to highlight the vital importance of motivation in the educational context. To do this, the development of an intervention based on novelty as a mediating element to increase students’ motivation in Physical Education lessons is proposed. A work unit was designed to implement the program on an experimental group, including an alternative game, Colpbol, unknown by the students, as the novelty element. On the other hand, the control group was presented with the contents already included in the didactic program for the duration of the period corresponding to the intervention program. Students’ motivation degree was compared based on its factors through the BNSGS-Event instrument, showing improvements in the experimental group with respect to the control group, being novelty a determining factor in the motivation that students reported in the Physical Education lessons.


2021 ◽  
Vol 10 (1) ◽  
pp. 107-112
Author(s):  
D. Zamorano García ◽  
JG. Fernández Bustos ◽  
JP. Vállez Gómez

El objetivo fue diseñar un programa para mejorar la condición física y evaluar su efecto sobre la intencionalidad de seguir siendo activo y autoestima general. Se diseñó un programa de 8 semanas de actividades para mejorar la condición física en Educación Física, además de actividad física deportiva en los recreos. El diseño cuasiexperimental incluyó 70 escolares (39 grupo experimental; 31 grupo control) de 6º de Educación Primaria. Como instrumentos de medida se utilizaron la batería ALPHA-Fitness de alta prioridad, la Escala de intencionalidad de ser físicamente activo en Educación Primaria, y el Cuestionario Multimedia y Multilingüe de Evaluación de la Autoestima. Se encontró efectividad del programa en todas las variables estudiadas, en especial en la mejora de la capacidad cardiorrespiratoria, la capacidad de salto y la dimensión socioafectiva de la autoestima. Se destaca la importancia de estos programas en la mejora de la salud física, psicológica y social del alumnado. The objective was to design a program to improve physical fitness and evaluate its effect on the intent to remain active and general self-esteem. An 8-week program of activities was designed to improve physical fitness in Physical Education, in addition to sports physical activity at recess. The quasi-experimental design included 70 schoolchildren (39 experimental group; 31 control group) from 6th grade of Primary Education. The high priority ALPHA-Fitness battery, the intentionality scale of being physically active in Primary Education, and the Multimedia and Multilingual Self-esteem Evaluation Questionnaire were used as measuring instruments. The effectiveness of the program was found in all the variables studied, especially in the improvement of cardiorespiratory capacity, jumping capacity and the socio-affective dimension of self-esteem. The importance of these programs in the improvement of the physical, psychological and social health of the students is highlighted.


Retos ◽  
2021 ◽  
Vol 44 ◽  
pp. 128-135
Author(s):  
Enrique García Ordóñez ◽  
Guillerme Fernández Lorenzo

  El objetivo de esta investigación fue evaluar los beneficios de una intervención educativa de gamificación en la mejora de adherencia a la dieta mediterránea, como uno de los ítems de los hábitos saludables. Se empleó un diseño cuasiexperimental de dos grupos, grupo experimental (GE) y un grupo control (GC) con medidas pretest y postest (tras las cinco semanas de duración de la propuesta). Participaron 38 estudiantes de primer ciclo de educación primaria, con edades comprendidas entre los 6 y los 7 años, pertenecientes a dos colegios distintos de Galicia. Se realizó una estadística descriptiva y se analizó la distribución de los datos con la prueba Kolmogorov-Smirnov. Para comprobar la existencia o no de diferencias significativas entre las variables dependientes de ambos grupos (experimental y control) se realizó una prueba t-Student para muestras independientes con el objetivo de comparar la variable de adherencia pre intervención y post intervención. Al término de la intervención los resultados, a pesar de no ser significativos, muestran una mejora en cuanto a la adherencia a la dieta mediterránea en el grupo experimental (aumentando en 1,1 puntos) así como un mayor porcentaje de adherencia alta en el grupo experimental (64,7%) después de la intervención que en el grupo control (61,9%). En conclusión, el conocimiento generado en la presente investigación hace posible la comprensión y el acercamiento en mayor profundidad a los niveles de adherencia a la dieta mediterránea y como una intervención de gamificación puede contribuir a mejorar los resultados. Todo ello habrá de ser utilizado por los docentes de educación primaria para la planificación, diseño y desarrollo de su docencia.  Abstract: The objective of this research was to evaluate the benefits of an educational gamification intervention in improving adherence to the Mediterranean diet, as one of the items of healthy habits. A quasi-experimental design of two groups, experimental group (EG) and a control group (CG) with pre-test and post-test measures (after the five-week duration of the proposal) participated. 38 students of the fist cycle of primary education, aged between 6 and 7 years old, belonging to two different schools in Galicia. Descriptive statistics were performed and the distribution of the data was analyzed with the Kolmogorov-Smirnov test. To verify the existence or not of significant differences between the dependent variables comparison of both groups (experimental and control), a t-student test was performed for independent samples in order to compare the pre-intervention and post-intervention adherence variable. At the end of the improvement in terms of adherence to the Mediterranean diet in the experimental group (increasing by 1.1 points), as well as higher percentage of high adherence in the experimental group (64,7%) after the intervention than in the control group (61,9%). In conclusion, the knowledge generated in the present research makes it possible to understand and approach in greater depth what is a level of adherence to the Mediterranean diet and how a gamification intervention can contribute to improving results. All of this will have to be used by primary education teachers for the planning, design and development of their teaching.


Author(s):  
Belen Castro Fernández ◽  
Ramón López Facal

La educación patrimonial en el ámbito formal no suele incorporar las vivencias de las personas. Entrar en contacto con una comunidad que vive en conflicto con su patrimonio ofrece otra comprensión de ese legado. Para constatarlo, se ha realizado un estudio con un grupo de maestros en formación, de educación primaria. Se establecieron dos subgrupos para comprobar si la inmersión de uno de ellos en un espacio donde el patrimonio es una cuestión incómoda modifica sus percepciones sobre cómo enfocar la educación patrimonial (grupo experimental), frente al otro que no tiene esa experiencia (grupo de control). Se ha estudiado la localidad de Portomarín (Lugo), anegada en 1963 por un embalse, reconstruida con traslado de algunas arquitecturas y obligada a revisar su historia local y su identificación patrimonial. Se han utilizado métodos cuantitativos y cualitativos para analizar cambios de percepciones y diferencias discursivas entre quienes tuvieron contacto con el escenario de referencia y los que no. Los resultados parecen confirmar que la aproximación a un contexto problemático desarrolla la capacidad de empatía y argumentación crítica del futuro docente, y modifica su consideración sobre cómo enfocar su práctica profesional. Formal heritage education does not usually incorporate people’s experiences. Coming into contact with a community which lives in continual conflict with its own heritage offers a different perspective of that legacy. In order to verify this, a study was carried out with a group of trainee primary education teachers. Two subgroups were formed, one of which (the experimental group) was immersed in a place with an uncomfortable heritage issue in order to ascertain whether their perceptions were modified in comparison to the other group (the control group), which did not have this experience. The study was carried out in the town of Portomarín (Lugo), which was flooded in 1969 due to the construction of a dam and rebuilt on higher ground with some buildings being transferred brick by brick. As part of this process, the residents of the town were forced to revise their local history and their identification with their own heritage. Both quantitative and qualitative methods have been used to analyse changes in perceptions and differences in discourse between those who came into contact with the area in question and those who did not. The results appear to confirm that contact with a problematic context develops the capacity for empathy and critical argumentation of trainee teachers and modifies their idea of how to approach the practice of their profession.


2020 ◽  
Vol 8 (5) ◽  
pp. 4084-4086

Technology can be a powerful tool for transforming learning. To be a successful teacher one should be learner always and should have the mind to comprehend and design new methodologies in their transaction process. ELearning courseware is an effective model of teaching and learning framework that can enhance academic achievement of students. In this research, E-Learning courseware is developed for B.Ed curriculum and the effectiveness of E-Learning courseware is studied on academic achievement of Prospective teachers studying B.Ed course. 80 students studying B.Ed. course are selected as sample by convenient sampling method. 40 of which are assigned in the experimental group and 40 in the control group. Experimental Group is subjected to E-Learning courseware and the Control group is subjected to Conventional method of teaching, Pre-test – Post Test non-equivalent groups design is used for the study. Achievement test developed and validated by the researcher is administered to measure the academic achievement of the prospective teachers as pre-test and post-test. Effectiveness of E-Learning courseware is studied on academic achievement of Prospective teachers studying B.Ed course. In the analysis of data, t-test and descriptive analysis were used. Results showed that there is significant effect of ELearning courseware in enhancing the academic achievement of Prospective Teachers. This research opens new avenues in teaching learning process which can empower students.


2021 ◽  
Vol 14 (28) ◽  
pp. 65-77
Author(s):  
Sonia Dólera-Montoya ◽  
Alfonso Valero-Valenzuela ◽  
José Francisco Jiménez-Parra ◽  
David Manzano-Sánchez

El objetivo de este estudio es implementar un Plan de Convivencia Gamificado con actividad física en un centro escolar para tratar de mejorar el clima en el aula, la percepción de violencia y aspectos psicológicos del alumnado. Se contó con un grupo control de 19 alumnos (7 chicas y 12 chicos) y un grupo experimental con 26 alumnos (11 chicas y 15 chicos) participando en cada grupo un docente. Todos con edades comprendidas entre los 10 y los 11 años (M = 10.24; DT = .43). Se empleó un método de investigación mixto, utilizando un análisis cualitativo con entrevistas al docente y diarios de los alumnos. Por otro lado, un análisis cuantitativo para conocer la percepción del alumnado sobre las variables principales de estudio con SPSS v.22. Los resultados mostraron una gran satisfacción con el plan, tanto por parte de la tutora como de los alumnos, así como una reducción de la violencia y la desmotivación. Como conclusión, el uso de desafíos físico-cooperativos y la gamificación pueden ser elementos adecuados para un plan de convivencia, permitiendo aprender a trabajar en grupo y adquirir conceptos y habilidades que mejoran el clima de aula.AbstractThe aim of this study is to implement a Plan of Coexistence Gamified with physical activity in a school to try to improve the climate in the classroom, the perception of violence and psychological aspects of the students. There was a control group with 19 students (7 girls and 12 boys) and an experimental group with 26 students (11 girls and 15 boys) with one teacher in each group. All of them were between 10 and 11 years old (M = 10.24; SD = .43). A mixed research method was carried out, using a qualitative analysis with teacher interviews and student diaries. On the other hand, a quantitative analysis to know the students' perception about the main study variables with SPSS v.22. The results showed great satisfaction with the plan, both on the part of the tutor and the students, as well as a reduction in violence and demotivation. As a conclusion, the use of physical-cooperative challenges and gamification can be adequate elements for a coexistence plan, allowing learning to work in groups and acquiring concepts and skills that improve the classroom climate.Abstracta concept or idea not associated with any specific instanceMore(Definitions, Synonyms, Translation)


2021 ◽  
Author(s):  
Leila Kianfard ◽  
Farkhonde Amin SHokravi ◽  
Sakineh Rakhshanderou ◽  
Shamsaddin Niknami

Abstract BackgroundPhysical activity during pregnancy period is one of the issues with priority during pregnancy period. Researches show that women reduce their physical activity during this period and are unaware of the benefits on the health of the mother and embryology. Although researchers regarding physical activity during pregnancy have prepared many guidelines; it is not however clear why pregnant women do not perform physical activity and the effectiveness factors that facilitate the desired behavior. MethodsThe research population included all pregnant women aged 18 to 40 years with gestational age of 12-38 weeks referring to the healthcare centers in District 5 of Tehran Municipality, from 22 districts of the city who had eliminated their physical activity during pregnancy. Questionnaires of physical activity assessment questionnaire after educational intervention in pregnant women (PPAQ) and a questionnaire designed based on the results of the needs assessment and the dimensions of the PEN-3 model were used for assessment. This study is a Research Clinical Trial (RCT). Due to the nature, a quasi-experimental research design (pre-test, post-test) with the control group was used in this research. ResultsBased on the obtained results, the intervention based on E-learning has a significant effect of enabling factors to increase physical activity in pregnant women in the experimental group. In addition, the intervention based on E-learning has a significant effect on the training factors in order to increase physical activity in pregnant women in the experimental group. ConclusionBased on the research results, it can be said that there is a statistically significant difference between the experimental and control groups in the scores obtained from training factors in the pretest and the experimental group. Furthermore, it can be said that there is a statistically significant difference between the experimental and control groups in the scores obtained from the enabling factors in the pre-test and the experimental group.


2022 ◽  
pp. 97-131
Author(s):  
Cornelia Nih Popescu ◽  
Elodie Attie ◽  
Laëtitia CHADOUTEAU

In the context of the current COVID-19 pandemic, e-learning represents a more and more important concern of all education providers and an inevitable direction for the current context in training and education. This chapter follows the theory of gamified learning and the theory of flow to understand to which extent game characteristics improve engagement and learning outcomes, such as performance and engagement. To do this, two groups of learners (N=20) were randomly assigned: the experimental group followed a gamified learning module, and the control group followed the same content without gamification mechanisms. The game mechanisms chosen involve a game, a challenge, virtual rewards, an avatar, a final badge, and a system of points and levels. Results show that the gamified course increased the time spent on the course and the overall performance. Hence, this chapter demonstrates the relevance of using gamification to improve learning outcomes.


2018 ◽  
Vol 6 (2) ◽  
pp. 69 ◽  
Author(s):  
Abdulkhaleq Q. A. Hassan ◽  
Sayed Salahuddin Ahmed

To investigate the effectiveness of e-learning by using a particular mobile application, namely WhatsApp, an empirical study was conducted on sixty undergraduate English language majors at King Khalid University in Saudi Arabia. The objective of the study was to determine whether the levels of motivation, content knowledge and grades of the students (who took the course “Syntax”)-, developed after receiving additional support through WhatsApp apart from traditional classroom lectures. The results showed that the experimental group that got extra support from fellow students and the course teachers through WhatsApp outperformed the students of the control group who studied the course only through traditional method. Moreover, the gap of success rate between the experimental group and the control group is about eighty nine percent with zero failure in the experimental group. The study proved that WhatsApp can be effectively used for providing supplementary support to motivate students to study properly and to get higher grades.


2015 ◽  
Vol 804 ◽  
pp. 355-358 ◽  
Author(s):  
Sirin Sirathanakul ◽  
Tanatta Amnuywattanakul

E-learning is a popular technique that can solve learning problems of student. In this study, the learning package of data analysis by using graphing paper to attain linear relationship between independent and dependent variables was invented and utilized. The learning package, consisting of contents and answer key video made from Power Point was converted to video format. The samples were 58 students of Bachelor of Science program who were selected by multi-stage sampling and divided into experimental and control groups. The experimental group composed of 29 students, learnt by using e-learning via LMS Moodle at RMUTP website. The control group, 29 students, was performed by a conventional technique through multimedia teaching with PowerPoint. The research tools consisted of the lesson of graphical analysis, the questionnaire for quality evaluation of the lesson and the achievement evaluation. The results were found that the quality of research tools was very good and the average value of learning achievement of the experimental group was higher than the control group, no significant statistic at level of 0.05 by comparing with statistical method of t-test (n=29). It indicated that e-learning system can be used as a practical tool for increasing skill of the samples as well as correspondence between them in classroom.


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