4 research outputs found

    Learning Social Research Techniques through Digital Resources and Collaborative Approaches: the Point of View of Sociology Students

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    In this paper we will illustrate the main results of a student evaluation activity aimed at exploring the learning process in a multivariate data analysis course, offered as part of the Bachelor degree in Sociology at the University of Barcelona. More specifically, by using a structured questionnaire, students evaluated the experience realized during a workshop, i.e. a problem based and collaborative learning activity, that allowed them to design an empirical research on a ‘real’ and contemporary social phenomena; moreover, the workshop – made up of two sessions – was designed to foster an aware use of the digital resources and tools which in recent years are taking on an important role in the social research process

    Mobile devices in education: trends and impact for innovation

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    La innovación es fundamental para el desarrollo de nuevos productos que contribuyan a la generación de valor en la sociedad. Dentro de la educación, la integración de tecnologías de la información y las comunicaciones ha posibilitado la innovación de los procesos de enseñanza-aprendizaje, como es el caso de la utilización de dispositivos móviles (M-Learning) dentro y fuera del salón de clase. En la presente investigación se analiza producción académica sobre la utilización de dispositivos móviles con fines educativos, privilegiando el análisis de las tendencias e impacto. Los principales hallazgos de esta investigación evidencian que la adaptación del M-Learning debe ser una prioridad dado que es la base para el desarrollo de otras estrategias como la realidad aumentada, realidad virtual, realidad mixta, gamificación, laboratorios virtuales y remotos, y la integración de la inteligencia artificial en pro de fortalecer los desafíos del sistema educativo.Innovation is essential for the development of new products that contribute to the generation of value in society. Within education, the integration of information and communication technologies has enabled the innovation of teaching-learning processes, as is the case of the use of mobile devices (M-Learning) inside and outside the classroom. This research analyzes academic production on the use of mobile devices for educational purposes, favoring the analysis of trends and impact. The main findings of this research show that the adaptation of M-Learning must be a priority since it is the basis for the development of other strategies such as augmented reality, virtual reality, mixed reality, gamification, virtual and remote laboratories, and integration of artificial intelligence in order to strengthen the challenges of the educational system.Innovation is essential for the development of new products that contribute to the generation of value in society. Within education, the integration of information and communication technologies has enabled the innovation of teaching-learning processes, as is the case of the use of mobile devices (M-Learning) inside and outside the classroom. This research analyzes academic production on the use of mobile devices for educational purposes, favoring the analysis of trends and impact. The main findings of this research show that the adaptation of M-Learning must be a priority since it is the basis for the development of other strategies such as augmented reality, virtual reality, mixed reality, gamification, virtual and remote laboratories, and integration of artificial intelligence in order to strengthen the challenges of the educational system.La innovación es fundamental para el desarrollo de nuevos productos que contribuyan a la generación de valor en la sociedad. Dentro de la educación, la integración de tecnologías de la información y las comunicaciones ha posibilitado la innovación de los procesos de enseñanza-aprendizaje, como es el caso de la utilización de dispositivos móviles (M-Learning) dentro y fuera del salón de clase. En la presente investigación se analiza producción académica sobre la utilización de dispositivos móviles con fines educativos, privilegiando el análisis de las tendencias e impacto. Los principales hallazgos de esta investigación evidencian que la adaptación del M-Learning debe ser una prioridad dado que es la base para el desarrollo de otras estrategias como la realidad aumentada, realidad virtual, realidad mixta, gamificación, laboratorios virtuales y remotos, y la integración de la inteligencia artificial en pro de fortalecer los desafíos del sistema educativo

    Games para o ensino de metodologia científica: revisão de literatura e boas práticas

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    "Este artigo avalia jogos digitais produzidos para o ensino da metodologia da pesquisa científica. Trata-se de uma revisão de literatura que envolveu também jogar e analisar os games, quando disponíveis. Seu objetivo é propor boas práticas para o desenvolvimento de jogos digitais que sirvam de apoio ao ensino da disciplina Metodologia Científica. A revisão de literatura excluiu da análise propostas de gamificação e utilização de games de entretenimento. Incluiu nos resultados apenas jogos digitais desenvolvidos especificamente para o ensino de metodologia da pesquisa. A busca no Google Acadêmico e outras bases identificou diversos jogos vinculados a atividades em bibliotecas e desenvolvimento de habilidades em literacia informacional, um game para visualização de dados e projetos mais amplos, como Gaming Against Plagiarism, Operation ARA e Chermug Games, que se propõem a desenvolver nos alunos diversas habilidades de pesquisa e de pensamento científico. Esses jogos foram analisados a partir de critérios de design de games como narrativa, arte, mecânica e som. A partir dessa análise, a discussão propõe um modelo de boas práticas para games elaborados com o intuito de apoiar o ensino da metodologia científica. A conclusão sugere que uma revisão mais sistemática de literatura seja repetida, incluindo a proposta de um modelo para a análise dos games. Palavras-chave: Biblioteca, ensino, jogos de computador, método de investigação, metodologia. Videogames for the teaching research: literature review and good practices Abstract: This article analyzes videogames for the teaching of methodology of scientific research. It is a literature review that also involved playing and evaluating the games, when available. Its objective is to define good practices for the development of digital games for the support of the teaching of the discipline Research Methodology. The literature review excluded from the analysis proposals for gamification and use of games already produced, educational or entertainment, including in the results only digital games developed specifically for the teaching of research methodology. The review identified several games linked to library activities and information literacy, a game for data visualization, as well as larger projects such as Gaming Against Plagiarism, Operation ARA and Chermug Games, which are proposed to develop various students’ research and scientific thinking skills. These games were analyzed from various game design criteria, such as: narrative, art, mechanics, and audio. The discussion proposes a model of good practices for games designed with the purpose of supporting the teaching of scientific methodology. The conclusion suggests that a more systematic review of the literature is replicated, including the proposal of a model for the analysis of the games. Keywords: Computer games, library, methodology, research method, teaching.
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