1,534 research outputs found
Media panic : the duo media - youth as problem for didactic and teaching plan
Relacja: młodzież i nowe media jest przedmiotem sprzecznych interpretacji, pełnych utopii lub wypełnionych niepokojami i lękami. Debaty o nowych mediach powodują rozgrzanie reakcji emocjonalnych. W tym przypadku mamy do czynienia z tym, co może być określane jako panika medialna. Panika przechodzi i jest zapominana, z wyjątkiem pamięci zbiorowej, innym razem powoduje zmiany o charakterze prawnym i społecznym. Moda na nowe media odsyła starsze media na drugi plan. K. Drotner twierdzi, że nowe media służą jako mentalne metafory do dyskutowania i debatowania o szeroko pojętych zagadnieniach społecznych. Autor podziela poglądy, że poprzez tworzenie sloganów określających konkretne pokolenie zwalniamy od odpowiedzialności wychowawców, nauczycieli i rodziców za dzieci i uczniów, w kwestii ich korzystania z nowych mediów. Jednocześnie firmy informatyczne bronią swoich pozycji w debacie publicznej.The relation between the modern media technologies and youth is extremely problematic because their debates are polarized. There is a view which emphasises benefits provided by new technologies and the genius of young digital natives; on the other hand, there is a point on the downside which is destructive and crumbles potentials. Therefore, youth and new media are subjects of contradictory representations full of utopia or full of anxieties and fears. In some cases, a debate of a new medium brings about heated, emotional reactions. In that case we have what may be defined as a media panic. The panic passes over and is forgotten, except in collective memory; at other times it has repercussions and might produce such change as those in legal and social policy. Like this the intense preoccupation with the latest media fad immediately relegates older media to the shadows of acceptance. K. Drotner argues that new media serve as mental metaphors for discussing and debating wider social concerns. We argue, with an approach close to S. Hall et al., that through the creation of slogans to indicate a specific generation, we give alibis to educators, teachers and parents not to feel their responsibilities for their children and students when they approach new media. At the same time, publishing and information technology companies are able to feed public debate about concerns or idealization inherent to new media, in order to defend their advantageous position
Can videogames be used to develop the infant stage educational curriculum?
The utilization of videogames is not too common due to their
consideration as an element that interferes with the educational
and learning process. Thus, few teachers are ready to include
videogames as didactic tools. Nevertheless, some educators who
consider that they have a potential to become didactic tools are
progressively adopting videogames as part of their teaching
strategies. This paper presents the result of an academic
experiment conducted with university students from the degree of
Primary Education. The initial step in this experience consisted in
determining whether videogames could be seen as another of the
many tools employed to develop the infant stage educational
curriculum. A survey was developed in order to achieve this goal.
The interviewees answered this survey in two different stages,
providing as a result that these future teachers would definitely be
willing to incorporate videogames in their classrooms once they
have been trained to do so
Academical and Research Wiimote Applications
IADIS MULTI CONFERENCE ON COMPUTER SCIENCE AND
INFORMATION SYSTEMS 2008
Amsterdam, The Netherlands
JULY 22 - 24, 2008This paper proposes the employment of the Wii Remote controller, better known as Wiimote, as an useful tool for
educators and researchers. The quick development on fields such as Wireless Sensors and Actuators Networks or Hybrid
Systems, and their applications, requires engineers with a solid knowledge in these areas. To achieve this goal the
Wiimote becomes a great alternative to other options due to its great variety of analog and digital components, for a very
low price, and the good documentation about it existing in Internet. As will be seen in this paper, the possible academical
and research uses of the Wiimote are almost endless and cover many interesting problems in control engineering
Exploring the Benefits of Using Gamification and Videogames for Physical Exercise: a Review of State of Art
There is a lack of motivation in children and adolescents to do physical exercise and at the same time a worldwide obesity epidemic. Gamification and active videogames can be used to increase the motivation of young people, promoting healthy habits. In this work we explore different studies on active videogames, eSports and gamification applied to physical exercise and health promotion. Main findings include positive effects in a reduction in body weight and in the promotion to continue performing of physical exercise. It also contributes to increase the motivation in children and adolescents to practice exercise. The personalization of user experience and emerging technologies (big data, wearables, smart technologies, etc.) are presented as promising opportunities to keep the engagement in game-based program and gamification of physical exercise
Teaching geography for a sustainable world: a case study of a secondary school in Spain
Geography has a major responsibility in delivering education for sustainable development (ESD),
especially because the geographical concepts of place and space are key dimensions for the
analysis and pursuit of sustainability. This paper presents the results of a research that investigated
how the teaching of geography in secondary education in Catalonia (Spain) contributes to ESD.
For the development of this research it was explored what is involved in understanding and
resolving issues about sustainable development and how geography teachers might best
conceptualize and teach in this new domain. As a result of this theoretical reflection it has been
defined a proposal or model for reorienting the geography curriculum from the basis of the ESD
paradigm, which is based and structured in four groups of criteria and recommendations as
follows: recommendations for defining competences and learning objectives; criteria for selecting
geographical contents and themes; criteria for selecting geographical areas and for the use of
scale; and finally, recommendations for choosing the most suitable teaching and learning
approach
Realia as a means for teaching culture in the EFL classroom
The use of realia as pedagogical support to improve language learning has been positively
demonstrated in the last three decades. This is due to the numerous benefits this practice offers,
such as the refinement of the communicative competence in the target language and the
advantage of learning in an engaging and motivational way by allowing the students to make
use of their five senses. For this reason, this Master’s Thesis presents a didactic proposal for
the English as a Foreign Language (EFL) classroom that focuses on using realia as a means to
teach the culture of different English-speaking countries through the themes of music,
gastronomy, festivities and celebrations, video games, and art and museums. For this purpose,
five didactic sessions have been developed with activities focusing on improving the students’
knowledge and appreciation towards cultural diversity and on refining their ability to mediate
in everyday situations in the target language.El uso de realia como apoyo pedagógico para mejorar el aprendizaje de idiomas ha dado
resultados positivos en las últimas tres décadas. Esto se debe a los numerosos beneficios que
ofrece esta práctica, como el desarrollo de la competencia comunicativa en la lengua meta y la
ventaja de aprender de una manera participativa y motivadora al permitir que los estudiantes
hagan uso de sus cinco sentidos. Por eso, este Trabajo de Fin de Máster presenta una propuesta
didáctica accesible para el aula de Inglés como Lengua Extranjera (ILE) que se centra en el uso
de realia como medio para enseñar la cultura de distintos países de habla inglesa abordando
temas como la música, la gastronomía, las fiestas y celebraciones, los videojuegos, y el arte y
los museos. Para ello, se han desarrollado cinco sesiones didácticas con actividades enfocadas
en mejorar el conocimiento y la comprensión de los alumnos sobre la diversidad cultural y
fomentar así su capacidad de mediación en situaciones cotidianas en la lengua meta.Departamento de Filología InglesaMáster en Profesor de Educación Secundaria Obligatoria y Bachillerato, Formación Profesional y Enseñanzas de Idioma
ransmedia literacy in the new media ecology: Teens’ transmedia skills and informal learning strategies
The emergence of new media and platforms has compelled media literacy scholars to review their theoretical frameworks and methodological approaches. Based on a new conception –‘transmedia literacy’– that moves from traditional media literacy (teaching critical media skills at school) to informal learning and participatory cultures, the research behind the present article aims to understand how new generations are doing things with media and how they learn to do the things they do. The outputs of this international research that involved 8 countries were organised into three sections: 1) transmedia skills, 2) informal learning strategies and 3) emergent issues regarding teens, new media and collaborative cultures. Finally, the article deals with the future perspectives of transmedia literacy as a research and action programme
Computer games in the EFL classroom: a suitable tool to teach English
Treball Final de Màster Universitari en Professor/a d'Educació Secundària Obligatòria i Batxillerat, Formació Professional i Ensenyaments d'Idiomes. Codi SAP419. Curs: 2018/2019.During the past few decades, literature has experienced numerous changes due to the spread
and development of new techniques of telling stories, many through the new technologies.
Several authors have studied the implications of these techniques in education, extrapolating
the traditional role that literature has played in this field, to what has been defined as ‘digital
storytelling.’
Therefore, the present paper aims to implement a Didactic Unit based on a video game in a
real high school context. The results of this implementation are shown in order to give
evidence that video games are a suitable tool to teach English as a Foreign Language
Use of three-dimensional environments in educational multimedia: new possibilities for improving learning
5 pages, 4 figures.-- Contributed to: IV International Conference on Multimedia and Information and Communication Technologies in Education: "Current Developments in Technology-Assisted Education" (m-ICTE2006, Seville, Spain, Nov 22-25, 2006).This investigation analyzes the design of didactic materials based on a model similar to games. The degree of attraction and entertainment that show the young people towards games seems to mark new line of educative hypermedia development. Several projects exist where it advances in this line of research. Nevertheless, a certain ignorance in the use of guidelines of design as pedagogical in the development of these resources is observed as much. In this research several of the resources analyze themselves multimedia that follows this line. It is divided in three sections: one, the analysis of the use of virtual scenes, from the point of view of the realism degree and its incidence on the attention generated in the subject; two, the navigation used that it makes possible to the subject to happen from a scene to another one, and the repercussions on the space interpretation; and three, the necessities of collaboration between the teaching staff and the multimedia professional to be able to transmit the pedagogical values that they
require this type of didactic materials.Publicad
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