50 research outputs found

    Implantación de Software Libre en el Centro de Desarrollo Infantil (CENDI) No. 4

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    El presente proyecto consiste en la implantación de Software Libre en el Centro de Desarrollo Infantil (CENDI) No. 4, que es un centro de educación infantil de niños de 0 a 6 años con equipos antiguos de recursos limitados, de forma que se incorporen programas que sean adecuados a la edad de los niños, y además el profesorado pueda aprovechar los ordenadores, todo ello con el menor coste posible, debido a que el presupuesto del centro es muy limitado.Aquest projecte consisteix en la implantació de programari lliure al Centre de Desenvolupament Infantil (CENDI) No 4, que és un centre d'educació infantil de nens de 0 a 6 anys amb equips antics de recursos limitats, de manera que s'incorporin programes que siguin adequats a l'edat dels nens, i que a més el professorat pugui aprofitar els ordinadors, tot això amb el menor cost possible, atès que el pressupost del centre és molt limitat.This project involves the implementation of Free Software in the Children's Development Center (CENDI) No. 4, a nursery school or kindergarten for children from 0-6 years with old computers and limited resources, in order to incorporate software more appropriate to the age of the children and allowing also the teachers to take advantage of the computers, and at the lowest possible cost, because the school budget is very limited

    Supporting teacher orchestration of across-spaces learning situations

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    La tesis doctoral trata sobre la orquestación de situaciones de aprendizaje “a través de espacios” (across-spaces, AS, en inglés): situaciones de aprendizaje que integran actividades que tienen lugar en múltiples espacios físicos y virtuales, y donde se da una transición suave, o continua, entre los distintos espacios. En particular, la tesis intenta proporcionar herramientas conceptuales y tecnológicas para apoyar a los docentes en la orquestación de este tipo de situaciones de aprendizaje, que puedan incluir espacios físicos, web y mundos virtuales 3D. Siguiendo la Metodología de Investigación de Desarrollo de Sistemas, y con un paradigma de investigación interpretativo subyacente, se proponen dos constructos (modelo de POI y noción de cubo de aprendizaje o learning bucket) y dos sistemas (GLUEPS-AR y Bucket-Server), para ayudar a los docentes en la orquestación de situaciones de aprendizaje AS. Para la evaluación de las propuestas, se realizaron múltiples análisis de características, estudios pilotos y estudios de evaluación, enmarcados en un modelo de evaluación “receptivo”Departamento de Teoría de la Señal y Comunicaciones e Ingeniería TelemáticaNota: In reference to IEEE copyrighted material which is used with permission in this thesis, the IEEE does not endorse any of Universidad de Valladolid's products or services. Internal or personal use of this material is permitted. If interested in reprinting/republishing IEEE copyrighted material for advertising or promotional purposes or for creating new collective works for resale or redistribution, please go to http://www.ieee.org/publications_standards/publications/rights/rights_link.html to learn how to obtain a License from RightsLink. If applicable, University Microfilms and/or ProQuest Library, or the Archives of Canada may supply single copies of the dissertation

    Using virtual learning environments in bricolage mode for orchestrating learning situations across physical and virtual spaces

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    Producción CientíficaTeachers usually implement their pedagogical ideas in Virtual Learning Environments (VLEs) in a continuous refinement approach also known as “bricolage”. Recently, different proposals have enabled the ubiquitous access to VLEs, thus extending the bricolage mode of operation to other learning spaces. However, such proposals tend to present several limitations for teachers to orchestrate learning situations conducted across different physical and virtual spaces. This paper presents an evaluation study that involved the across-spaces usage of Moodle in bricolage mode and learning buckets (configurable containers of learning artifacts) in multiple learning situations spanning five months in a course on Physical Education in the Natural Environment for pre-service teachers. The study followed a responsive evaluation model, in which we conducted an anticipatory data reduction using an existing orchestration framework (called “5 + 3 aspects”) for structuring data gathering and analysis. The results showed that learning buckets helped the teachers in the multiple aspects of orchestration, overcoming the limitations of alternative approaches in some specific orchestration aspects: helping the involved teachers to connect different physical and physical spaces, while supporting technologies and activities of their everyday practice, and transferring part of the orchestration load from teachers to students. The results also suggested lines of future improvement, including the awareness of outdoor activities.Ministerio de Economía, Industria y Competitividad (Project TIN2011-28308-C03-02 and TIN2014-53199-C3-2-R)Junta de Castilla y León (programa de apoyo a proyectos de investigación - Ref. VA277U14 and VA082U16

    Game of Blazons: Helping teachers conduct learning situations that integrate web tools and multiple types of augmented reality

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    Producción CientíficaSeveral studies have explored how to help teachers carry out learning situations involving Augmented Reality (AR), a technology that has shown different affordances for learning. However, these proposals tend to rely on specific types of AR, focus on particular types of spaces, and are generally disconnected from other technologies widely used in education, such as VLEs or Web 2.0 tools. These constraints limit the possible range of activities that can be conducted and their integration into the existing classroom practice. GLUEPS-AR is a system that can help overcome these limitations, aiding teachers in the creation and enactment of learning situations that may combine multiple types of AR with other common web tools. This paper presents an evaluation study conducted on Game of Blazons, a learning situation carried out by two university teachers using GLUEPS-AR, and framed within two days of outdoor activities in a village in Spain. The evaluation showed that GLUEPS-AR provided an affordable support to the participant teachers to integrate several activities that made use of multiple types of AR, common web tools and augmented paper, into a unique learning situation.Ministerio de Economía, Industria y Competitividad (Projects TIN2011-28308-C03-02 and TIN2014-53199-C3-2-R)Junta de Castilla y León (programa de apoyo a proyectos de investigación - Ref. VA082U16

    Understanding student behavior and perceptions toward earning badges in a gamified MOOC

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    Producción CientíficaDespite the advantages of MOOCs, such as the open and free access to education, these courses are criticized for students’ lack of motivation and their high dropout rates. Gamification is a technique used to increase student motivation and engagement in small-scale educational contexts. However, the effects of gamification on student engagement have been scarcely explored in MOOC environments, and the findings so far are inconsistent. To address this gap, this research work examines the students’ behavior toward earning badges and how it relates to their engagement in a gamified MOOC. According to the results, the behaviors toward badges of the active students were generally positive and significantly correlated with other variables measuring their engagement (e.g., pageviews, submitted tasks, forum posts), although this positive behavior seems to decrease throughout the course. Additionally, students that reported high motivation by badges at the end of the course showed a higher engagement level than those that were not appealed by badges.European Regional Development Fund, under project grants TIN2014-53199-C3-2-R and TIN2017-85179-C3-2-RJunta de Castilla y León (programa de apoyo a proyectos de investigación - Ref. Project VA082U16 and VA257P18)European Commission, under project grant 588438-EPP-1-2017-1-EL-EPPKA2-KA

    Learning Buckets: Helping Teachers Introduce Flexibility in the Management of Learning Artifacts Across Spaces

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    Producción Científicaechnology offers rich opportunities for learning across different physical and virtual spaces. However, most of current across-spaces proposals are either highly teacher-centered, inflexible in the students’ self-management of learning artifacts during the enactment, or allow the teacher little/no control of such students’ management of artifacts. Moreover, these proposals tend to be disconnected from the practices and tools that are usual in the classroom. How can we achieve a middle ground between keeping the teacher in control of across-spaces situations and, at the same time, providing students with a degree of flexibility to manage learning artifacts? Aiming to address such challenge we propose the notion of learning bucket, and the Bucket-Server, a system implementing such notion. A learning bucket is a container of learning artifacts which are generated and/or accessed across-spaces by the students during the enactment, according to constraints configured by teachers at design time. The responsive evaluation conducted, based on a feature analysis and a pilot study with experts, suggests that learning buckets can help evolve from teacher- to student-centered approaches, while maintaining the teacher in control of students’ actions. The evaluation also indicates that the Bucket-Server surpasses the support provided by alternative proposals to across-spaces learning.Ministerio de Economía, Industria y Competitividad (Project TIN2014- 53199-C3-2- R)Junta de Castilla y León (programa de apoyo a proyectos de investigación – Ref. VA277U14

    Monitoring for awareness and reflection in ubiquitous learning environments

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    Producción CientíficaDespite the educational affordances that ubiquitous learning has shown, it is still hampered by several orchestration difficulties. One of these difficulties is that teachers lose awareness of what the students perform across the multiple technologies and spaces involved. Monitoring can help in such awareness, and it has been highly explored in face-to-face and blended learning. Nevertheless, in ubiquitous learning environments monitoring has been usually limited to activities taking place in a specific type of space (e.g., outdoors). In this paper we propose a monitoring system for ubiquitous learning, which was evaluated in three authentic studies, supporting the participants in the affordable monitoring of learning situations involving web, augmented-physical, and 3D virtual world spaces. The work carried out also helped identify a set of guidelines, which are expected to be useful for researchers and technology developers aiming to provide participants’ support in ubiquitous learning environments

    Ubiquitous learning: a learning process in Physical Education in the Natural Environment

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    Este artículo presenta un proceso formativo de aprendizaje ubicuo con apoyo tecnológico, desarrollado en el área de Educación Física en el Medio Natural (EFMN). La investigación ha permitido analizar cómo repercute el aprendizaje ubicuo en la enseñanza/aprendizaje en el Grado de Educación Primaria en Educación Física, apoyándose en estudios de caso. Entre otros resultados, el aprendizaje ubicuo ha favorecido que el alumnado y el profesor hayan interactuado en el proceso desde distintos espacios y momentos, uniendo los ámbitos formales e informales, así como aportando un beneficio en los distintos elementos del currículum oficial. De esta manera, el alumnado ha incrementado su competencia digital, junto con una mejor adquisición de los contenidos de la asignatura, superando las distintas problemáticas que han emergido durante el proceso. Las conclusiones señalan que las herramientas tecnológicas han apoyado el currículum de EFMN, favoreciendo un proceso formativo ubicuo. Describimos la experiencia formativa realizada en la asignatura durante el curso 20122013, junto con su implementación tecnológica.In this paper we present a technologysupported ubiquitous learning process, developed in the area of Physical Education in the Natural Environment. The research conducted allowed us to analyze how ubiquitous learning impacted on the teaching / learning process in a university degree on Primary Education with a major in Physical Education, using a case study method. Among other findings, the research results suggest that ubiquitous learning encouraged students and teacher to interact in the learning process from different places and times, linking formal and informal settings, as well as providing a benefit in different elements of the official curriculum. In this way, students increased its digital competence and they achieved a better understanding of the contents of the subject, overcoming problems that emerged during the process. The conclusions we reached point out that technological tools supported the EFMN curriculum, causing an ubiquitous training process. In this paper, we describe the educational experience carried out in the subject during the 20122013 academic year, as well as the technological implementation performed.peerReviewe

    Physical education practicum in the natural environment: linking physical and virtual spaces

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    Producción CientíficaLos maestros en formación que acuden al Prácticum vinculan los conocimientos adquiridos en la Universidad para llevarlos a la práctica en las escuelas, siendo relevante esta etapa para conocer la aplicación que hacen de la competencia digital en el Prácticum de Educación Primaria. La investigación se centró en analizar, mediante un estudio de caso, cómo estudiantes universitarios aplican la formación recibida en tecnologías ubicuas en la asignatura Educación Física en el Medio Natural a la escuela durante su Prácticum. Entre otros resultados, las evidencias mostraron aspectos que hicieron que la integración tecnológica durante el Prácticum fuera distinta entre los estudiantes (p.ej. background tecnológico del centro). Al incluir las TIC emergieron potencialidades (p.ej. la ubicuidad del aprendizaje) y dificultades (p.ej. problemas tecnológicos), las cuales iluminaron los aspectos a tener en cuenta en la aplicabilidad de los aprendizajes tecnológicos en el campo de las actividades físicas en el medio natural.Os professores em formação que frequentam o Practicum vinculam os conhecimentos adquiridos na Universidade para colocá-los em prática nas escolas, sendo este estágio relevante para conhecer a aplicação que eles fazem da competência digital no Practicum realizado na Educação Primária. A pesquisa centrou-se na análise, através de um estudo de caso, de como os estudantes universitários aplicam o treinamento recebido em tecnologias ubíquas na disciplina de Educação Física no Meio Ambiente Natural na escola durante suas práticas. Entre outros resultados, as evidências mostraram aspectos que tornaram a integração tecnológica durante o Practicum diferente entre os alunos (p.ex., o background tecnológico do centro). Ao incluir as TIC, surgiram potencialidades (p.ex., a ubiquidade da aprendizagem) e as dificuldades (p.ex., problemas tecnológicos) que iluminaram os aspectos a serem considerados na aplicabilidade da aprendizagem tecnológica no campo das atividades físicas no ambiente natural.Ministerio de Ciencia, Innovación y Universidades (Project TIN2014-53199-C3-2-R y TIN2017-85179-C3-2-R)Junta de Castilla y León (proyecto VA257P18)Comisión Europea (proyecto 588438-EPP-1-2017-1-EL-EPPKA2-KA

    Recursos tecnológicos para el aula de Educación Física en el Medio Natural

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    Producción CientíficaEn el artículo presentamos diferentes herramientas tecnológicas utilizadas como recurso en el desarrollo de actividades físicas en el medio natural. Para ello, ofrecemos una descripción, las limitaciones encontradas así como el uso didáctico de aplicaciones basadas en Realidad Aumentada, Geoposición, Redes Sociales y otras
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