105 research outputs found

    Estudio De Los Centros Privados Concertados Religiosos, Desde La Perspectiva De Sus Directores Titulares, En El Contexto Multicultural De La Ciudad Autónoma De Ceuta

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    World population is constantly changing. That fact offers contexts where the multiculturalism is more important. Ceuta, a Spanish city located in the North of Africa, is one of the best examples of this multiculturalism. In this context, it is interesting to study the development of the education and its staging. In this research, some schools which form the educational offer in the city of Ceuta were taken as models. We were attracted by the idea of carrying out a detailed research about the private and the receiving state subsidy schools which a religious nature, in order to know their features, the connections inside and outside of the centre and the maintenance of them, among other factors. To get that, a quantitative research with surveys has been carried out. At the same time, the semi-structured interviews have provided some qualitative data. In this research, the results show how “difficult” is the survival of these institutions and the preservation of the thinking of all of them in the multicultural context aforementioned. In spite of the complex reality, we conclude by affirming that these institutions are highly regarded in the city of Ceuta

    Estudio Descriptivo De La Autonomía Motivacional En El Alumnado De Educación Secundaria De La Provincia De Benguela (Angola)

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    The study of motivation has a very important role in understanding of school success. The teachers and the education of parents and tutors are the key elements that influence the motivational dynamics for student learning, which is a crucial aspect to self-regulate the learning process in a positive way. This research aims to analyze the influence of the school context on the development of the motivational autonomy of Secondary Education students in the municipality of Baía Farta, Benguela province, Angola. For this purpose, a quantitative descriptive methodology was developed through a Likert scale questionnaire administered to teachers and students. The total sample of the study consisted of 650 students (60.1% men and 39.9% women) and 72 teachers (54.2% men and 45.8% women). The main results point to the commitment and active participation of students through motivational strategies that are implemented through the activities planned by the school. Creating a supportive environment for the student to be motivated requires the development of a role of the guiding teacher, guide and support in the teaching and learning process, as opposed to a traditional conception of teaching more closed and hierarchical

    Expanding borders of communication and collaboration through the network: digital competence as a means to promote academic interculturality

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    Las Tecnologías de la Información y la Comunicación han permitido el establecimiento de espacios virtuales que modifican el modo de interacción social. En este trabajo se analiza la percepción de los futuros docentes del grado de Educación Infantil sobre el uso de redes digitales para fomentar la interculturalidad académica. Se ha utilizado una metodología cuantitativa, basada en la aplicación de un cuestionario construido ad hoc. Entre los resultados se resalta principalmente el uso social que los estudiantes hacen de las redes digitales por encima del académico para la comunicación y colaboración entre iguales. Finalmente se constata que el uso de las redes digitales en la actividad docente favorece la interculturalidadInformation and Communication Technologies allow the establishment of virtual spaces that modify the way people interacts between themselves. This paper analyzes the perception of future teachers who are studying Preschool Education on the use of digital networks to promote academic interculturality. For this, we carry out a quantitative methodology by applying an ad hoc questionnaire. Among the results, it is highlighted the social use that students make of digital networks over academic use for communication and collaboration among equals. Finally, we found that the use of digital networks in teaching bring on interculturalit

    Twitch as a Techno-Pedagogical Resource to Complement the Flipped Learning Methodology in a Time of Academic Uncertainty

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    Flipped learning methodology has the potential to be combined with a multitude of didactic actions and techno-pedagogical resources that are adapted to the needs of the student. Access to resources and training outside the classroom can be carried out from various platforms. Following this line, Twitch is an interactive video transmission platform that is presented as an interesting digital resource to enhance the motivation of students in turning over learning moments. The objective of the study is to analyze the motivation of students in two different methodological approaches, one traditional and the other innovative through the Twitch application. A quasi-experimental pre-post design was carried out. A total of 52 Spanish students from the fourth level of secondary education participated in the research. Data collection was carried out by adapting the Motivated Strategies for Learning Questionnaire (MSLQ) instrument to the Spanish context. The results reflect higher levels of motivation in the implementation of Twitch with respect to its materialization without using said techno-pedagogical complement. This difference is especially significant in intrinsic motivation, since in the case of extrinsic motivation, the difference between both pedagogical proposals is smaller. In short, the implementation of Twitch in the flipped learning supposes an optimization of this pedagogical methodology, increasing the extrinsic and intrinsic motivation of the students and modifying the centers of interest of students from quantitative aspects to other, qualitative ones.I+D+i OTRI-Universidad de Granada CNT-431

    Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning

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    Innovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, escape rooms can be found as a technical aspect, which is focused on providing enigmas and tracks for the various educational content that students have assimilated through learning based on problem solving. The aim of this study is to identify how the use of gamification with the use of educational escape rooms affects activation and absence of a negative effect on students. 61 Master students of the Autonomous City of Ceuta participated in this case study. They were divided into three study groups (1 control group; 2 experimental groups) that followed different formative actions (control group—traditional; experimental groups—escape rooms). To achieve the objectives, a mixed research design based on quantitative and qualitative techniques was followed. The instrument used for data collection was the GAMEX (Gameful Experience Scale). The results reveal that the students who had taken a gamified formative action through escape rooms obtained better assessment results in the indicators concerning motivation, teamwork, commitment, activation, and absence of a negative effect on the learning process than those with the traditional methodology

    Formative Transcendence of Flipped Learning in Mathematics Students of Secondary Education

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    Educational technology is achieving great potential in the formative processes of today’s society. Flipped learning is considered as a pedagogical innovation derived from the technological influence in learning spaces. The general objective of the research is to analyze the e ectiveness of flipped learning on a traditional teaching and learning approach in the subject of Mathematics. To achieve this objective, an experimental design of a descriptive and correlational type has been followed through a quantitative research method. Two study groups have been set up. In the control group, the contents have been imparted from a traditional perspective, and in the experimental group, innovation has been applied through the use of flipped learning. The sample of participants has been chosen by means of intentional sampling and reached the figure of 60 students in the 4th year of Secondary Education at an educational center in Ceuta (Spain). A questionnaire has been used for data collection. The results reflect that the application of flipped learning has obtained better assessment in established attitudinal and mathematical indicators. It is concluded that with the use of flipped learning, motivation and skills are increased in the analysis and representation of graphs

    Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education

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    Purpose: This study aims to analyze the effects of a flipped and gamified program on the autonomy, competence, relation with others, satisfaction/enjoyment, intrinsic and extrinsic motivation, and boredom of students of Physical Education. Method: The study used a control group and an experimental group to compare pretest and posttest data in both of them. Instruments used were the Basic Psychological Needs in Exercise Scale, Sport Motivation Scale, and Sport Satisfaction Instrument, all of them validated in academic literature. Results: On one hand, data indicated that autonomy has been increased with the application of these teaching methodologies. On the other hand, students’ satisfaction, enjoyment, and intrinsic motivation have improved based on the interaction with gamification and flipped learning. Finally, with all dimensions, it seems that academic performance has been improved, although not in a significative way. Discussion/Conclusion: Results of the study provide to educational researchers valuable information for a better understanding of how flipped learning and gamification influence personal performance of Physical Education students

    Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification

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    Introduction: Nowadays, education is immersed in a process of constant renewal due to the inference of two fundamental facts: The emergence of new technologies and the development of new active methodologies that lead the teaching and learning processes. Methods: A case study was developed to analyze the effects caused in these processes by the implementation of “flipped learning” and “gamification” as teaching models; after the implementation of each one, variables such as learning achievement, learning anxiety, motivation, and autonomy were compared. This work was carried out with secondary school subjects (n = 60) of an educational center of the Autonomous City of Ceuta. A descriptive experimental study was carried out. Gamification and flipped learning effects were compared to analyze both their potentials as educational methodologies. Results: The results show the benefits of both methodologies. All measured dimensions increased positively, in accordance with previous studies on the subject. Conclusion: The implementation of both methodologies in the classroom causes an improvement in the students’ learning processes, in their achievements, and in their enthusiasm

    Uses and integration of augmented reality in the educational cooperatives of Andalusia (Spain)

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    The use of mobile devices in classrooms is becoming more and more common. The introduction of these resources to produce learning is part of the mobile learning methodology. Among the possibilities of these devices provide we can find, as an emerging technology, augmented reality, which combines elements of the real world with virtual images. The purpose of this paper is to know the impact of the augmented reality in the educational cooperatives of Andalusia. In this regard, educational cooperatives are centers characterized in their origin by promoting the development of methodologies based on Information and Communication Technologies (ICT). The data collection instrument used in this questionnaire is a quantitative methodology of a descriptive nature. The questionnaire was prepared ad hoc according to the existing literature and the answers coded on a Likert scale. The results show that only a minority of teachers implement the augmented reality in their classes. In addition, there are statistically significant differences in terms of professional experience, so that younger teachers tend to implement methodologies based on the use of emerging mobile technologies such as augmented reality. Finally, it is emphasized that despite the constant technological advance of mobile devices in society, their application in the classroom occurs slowlyPeer Reviewe

    Eficácia da aprendizagem invertida e realidade aumentada na nova normalidade educacional da era Covid-19

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    Flipped learning and augmented reality have become two emerging didactic proposals today in the field of education. This study analyzes the effectiveness of flipped learning and augmented reality in various dimensions related to the learning process. A quasi-experimental design has been carried out in a sample of 116 students from Spain, of the third level of Secondary Education. A questionnaire has been used to collect the research data. The results show that there is a high appreciation by students of both educational experiences, although differences in various dimensions are present. Those who have received teaching based on flipped learning show significance in the dimensions teacher-student, autonomy, deepening and classtime. On the other hand, those who have developed the experience with augmented reality show significance in the dimensions of motivation, interrelation with content and students, and resolution. In conclusion, both the application of an emerging methodology based on flipped learning and the use of educational technology with augmented reality contributes positively to the optimization of learning processes in the Mathematics classroom.A aprendizagem invertida e a realidade aumentada tornaram-se duas propostas didáticas emergentes hoje no campo da educação. O objetivo do estudo é analisar a eficácia da aprendizagem invertida e da realidade aumentada nas várias dimensões relacionadas com o processo de aprendizagem. Para isso, foi realizado um desenho quase experimental em uma amostra de 116 alunos espanhóis do terceiro nível do ensino médio. Os dados foram coletados por meio de questionário. Os resultados mostram que há uma alta avaliação pelos alunos de ambas as experiências educacionais, embora existam diferenças em várias dimensões. Aqueles que receberam ensino com base na aprendizagem invertida mostram significados nas dimensões professor-aluno, autonomia, aprofundamento e tempo de aula. Por outro lado, aqueles que desenvolveram a experiência com a realidade aumentada mostram significância nas dimensões motivação, aluno-conteúdo, aluno-aluno e resolução. Concluindo, tanto a aplicação de uma metodologia emergente baseada na aprendizagem invertida quanto o uso de tecnologia educacional com realidade aumentada contribuem positivamente para a otimização dos processos de aprendizagem em aulas de Matemática
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