3 resultados para Medios decomunicación tecnológicos
em Portal de Revistas Científicas Complutenses - Espanha
Resumo:
El objetivo principal de este trabajo es, a través de las noticias publicadas en diversos medios de comunicación de la Región de Extremadura sobre bibliotecas rurales a lo largo de los últimos años, comprobar el impacto y la visibilidad de las bibliotecas en los medios. Para ello, se recopilan un total de 1196 noticias que, tras ser analizadas detalladamente, se reducen a 300 sobre las que versan los resultados del estudio. Esta disminución de noticias finales demuestra que el titular o los primeros párrafos no expresan exactamente el contenido de la noticia siendo necesario un análisis cualitativo de su contenido. Se concluye que: las noticias sobre bibliotecas rurales han decrecido en el periodo analizado (2007, 2008, 2012, 2013), siendo 2007 el año de mayor auge, si bien se ha observado un repunte en 2013 con respecto a 2012; las noticias sobre bibliotecas rurales de ámbito provincial (Badajoz y Cáceres) obtienen mayor porcentaje que las regionales y nacionales (sin representación); y el diario HOY es, con diferencia, el medio que acumula el mayor porcentaje de noticias sobre bibliotecas rurales.
Resumo:
The present study aims to identify the framework of personal, organizational and technical variables that contribute to the viability and successful of innovative educational practices with video games within the school context to enhance the multiple intelligences. For this purpose, advantage was taken on the information previously collected through a questionnaire about the views, thoughts and experiences of a group of teachers of childhood and primary education (N=25) who voluntarily participated in a blended training activity from Center of Teachers (CEFIRE) of Valencia, around a community of practice aimed at promoting and advising projects for implementing educational video games in the classroom. The mixed methodology adopted has allowed the following: a) describe the relationship between their degree of development and daily use made of ICT in the classroom, their level of familiarity with video games, their previous experience to integrate them for educational purposes..., and their participation in projects that focus on game-based learning; b) conduct content analysis of the opinions and thoughts expressed in a forum for teachers on innovation on and methodological strategies adopted reflected in a virtual board; and c) develop a SWOT analysis: Strengths, Weaknesses, Opportunities and Threats inherent in the implementation of experience with video games in the classroom. Among the conclusions, it is highlighted that, even though most did not have specific training or enough technological resources and the planning and implementation of innovation required them a great investment of time, their personal interest, the support given by members of the online community of practice, helped to encourage their activity, along with receptivity, positive attitude and high motivation of students with the experience. These aspects have been crucial to promote successful innovative practices with video games.
Resumo:
In this article, we address the importance and relevance that social networks exhibit in their use as an educational resource. This relevance relies in the possibility of implementing new learning resources or increasing the level of the participant's connectivity, as well as developing learning communities. Also, the risk entailed from their use is discussed, especially for the students that have a low technological education or those having excessive confidence on the media. It is important to highlight that the educational use of social networks is not a simple extension or translation of the student's habitual, recreational use, but that it implies an important change in the roles given to teachers as well as learners; from accommodative learning environments that only encourage memorization to other environments that demand an active, reflective, collaborative and proactive attitude, that require the development/acquisition of technological as well as social abilities, aptitudes and values. It is also important to highlight that a correct implementation and adequate use will not only foment formal learning, but also informal and non-formal learning.