2 research outputs found

    La educomunicaci贸n en entornos digitales: una perspectiva de la interacci贸n dentro y m谩s all谩 de las aulas de clase

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    In a highly interconnected and technology-mediated world, the way in which education is recognized as a communicative phenomenon is highly relevant to understand its development and future possibilities. In this text, educommunication is analyzed from the point of view of interactions that occur in different digital learning environments, especially in ICT-enhanced classrooms, blended learning, e-learning, mobile learning and Massive Open Online Courses (MOOC). This analysis was conducted from a systematic literature review of 240 papers that describe research generated on these topics, during the last 20 years.The results show that beyond the importance of interaction for the development of educational practices, different digital environments involve different ways of conceiving and deploying interaction processes, inside and outside the classroom.This implies the imperative need to adjust the current processes of teacher training in such a way that teachers can understand these differences and recognize both their theoretical and practical implication.En un mundo altamente interconectado y mediado por tecnolog铆as, la forma como la educaci贸n se reconoce como un fen贸meno comunicativo resulta de alta relevancia para comprender su desarrollo y posibilidades futuras. En este texto, se analiza la educomunicaci贸n desde las interacciones que suceden en distintos entornos digitales de aprendizaje, especialmente desde la presencialidad apoyada en Tecnolog铆as de la informaci贸n y la comunicaci贸n (TIC), el blended learning, e-learning, el aprendizaje m贸vil y los Cursos Masivos Abiertos y En l铆nea (MOOC). Este an谩lisis se condujo a partir de una revisi贸n sistem谩tica de literatura de 240 art铆culos sobre la investigaci贸n generada sobre estos t贸picos, durante los 煤ltimos 20 a帽os.Los resultados muestran que m谩s all谩 de la evidente importancia que tiene la interacci贸n para el desarrollo de las pr谩cticas educativas, los distintos entornos digitales suponen distintas maneras de concebir y desplegar los procesos de interacci贸n, dentro y fuera de las aulas de clase.Lo anterior supone la necesidad imperiosa de ajustar los actuales procesos de formaci贸n docente de tal manera que lo profesores logren comprender estas diferencias y reconozcan sus implicaciones tanto te贸ricas como pr谩cticas

    EDUCATION GAME AS AN EFFORT DELIGHTFUL LEARNING IN THE ELEMENTARY SCHOOL

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    This study aims to develop a thematic learning media in the era of industrial revolution 4.0 by using educational games for elementary students that are valid, practical and effective. Thematic learning media using educational games is closely related to innovation and the use of technology following the demands of the industrial revolution 4.0 era to increase student鈥檚 attractiveness in learning. Thematic media learning was the result of development by using adobe flash CS6 program. The contained of media was thematic learning that integrates of several subjects. The development model used was 4-D (define, design, develop, disseminate). The research data was obtained from the validity test (media validation sheet), practicality (student and teacher response questionnaire), and effectiveness (student learning activities and results). Data were analyzed descriptively. The results showed that the thematic learning media was valid (media content according to curriculum, attractive design and layout, ease of operation, easy to understand students' language, and clear presentation according to student characteristics), practical (clear contents and objectives, easy to read, attractive appearance, and student interest increases), and effective (can increase student activity and learning outcomes). Learning media using educational games can create a fun learning proces
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