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The Portuguese Maritime Voyages of Discovery: the exploration of the history of a city with an App as an educational resource 葡萄牙航海发现:用App作为教育资源探索城市的历史
IF 2.1 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2019-12-31 DOI: 10.1344/der.2019.36.85-99
C. Faria, E. Guilherme, Joaquim Pintassilgo, Maria João Mogarro, A. Pinho, M. Baptista, I. Chagas, Cecília Galvão
In this paper we present an evaluation of an App for mobile devices, ‘Roteiro dos Descobrimentos’, as an educational digital resource for primary school students. The study involved the participation of 131 students and eight teachers. Data were collected from participant observation, students’ questionnaires and interviews to students and teachers. According to students, they learned new things, related with the topics explored, in an easy and funny way. Students also emphasized as positive aspects the fact that they had to face different challenges and the need to mobilize their knowledge to solve them. Teachers referred that students showed great interest and enthusiasm during the activities. As main gains, teachers stressed that the application fosters the relationship of students with the city, facilitates collaboration, and promotes students’ autonomy. In resume, it seems that the playful and interactive dimension of the App promoted the development of important skills such as the ability to interact with the environment, collaborative work, autonomy, and reading and interpretation skills. As a conclusion, there is a great receptivity to integrate mobile technologies in the teaching and learning process, but the role of the teacher can’t be dismissed, as a mediator and educator.
在本文中,我们对移动设备上的应用程序“Roteiro dos Descobrimentos”进行了评估,作为小学生的教育数字资源。这项研究有131名学生和8名教师参与。数据收集方法包括参与观察、学生问卷调查和对学生和教师的访谈。据学生们说,他们以一种简单有趣的方式学习了与所探索的主题相关的新事物。学生们还强调了积极的一面,即他们必须面对不同的挑战,需要调动他们的知识来解决这些挑战。老师们表示,学生们在活动中表现出了极大的兴趣和热情。作为主要的收获,教师们强调该应用程序促进了学生与城市的关系,促进了合作,并促进了学生的自主性。在简历中,App的好玩和互动维度似乎促进了重要技能的发展,比如与环境互动的能力、协同工作的能力、自主性、阅读和解释能力。综上所述,在教学过程中融入移动技术的接受度很高,但教师作为调解者和教育者的角色不能被忽视。
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引用次数: 7
Competencias Digitales: Realidad de ingreso de los estudiantes a la vida universitaria 数字能力:学生进入大学生活的现实
IF 2.1 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2019-12-31 DOI: 10.1344/der.2019.36.68-84
P. Ojeda, Leonardo David Glasserman Morales, J. Albalat
El presente estudio pretende revelar las condiciones de entrada con las cuales ingresan los estudiantes a la vida universitaria respecto a la adquisicion de las competencias digitales, declaradas como una competencia clave para insertarse en sociedad por varias instituciones gubernamentales y academicas, dada la globalizacion y dinamizacion de la sociedad facilitada por la red global de internet, la cual ha modificado todas las formas de comunicacion, socializacion y operacion de los servicios mas basicos de la cotidianeidad. Por ello no debe faltar en el desarrollo de saberes, habilidades y actitudes de todo ser humano, siendo entendida como una herramienta imprescindible para toda la ciudadania. La Universidad de Magallanes en Chile, ha instaurado desde el ano 2010 para todos los estudiantes que ingresan a primer ano,  en cualquiera de sus carreras profesionales, la aplicacion de una Prueba de Suficiencia en Computacion, la cual tiene como objetivo validar las habilidades y saberes  relativos a las Tecnologias de Informacion y la Comunicacion (TIC) de los estudiantes, basandose basicamente en la propuesta que el sistema educativo Chileno promueve en este orden para la ensenanza basica y media, disenada por el Centro de Educacion y Tecnologias - Red Enlaces del Ministerio de Educacion (2009), para asi reconocer cuales son las competencias adquiridas durante ese proceso, y otorgando la posibilidad de valorar saberes previos, y eximirse de cursar una asignatura, en caso de aprobacion. El objetivo principal de la prueba, en el contexto de esta investigacion, es saber si realmente los estudiantes ingresan a la vida universitaria con competencias digitales instaladas, si se encuentran formados o preparados en este ambito, y por otra parte tiene que ver con conocer los ambitos con areas de oportunidad que se detecten a partir de la evaluacion y que tengan relacion primeramente con la Matriz de Habilidades TIC para el aprendizaje y las consideradas de experiencias de otras universidades e instituciones del mundo, que permita gestar comentarios y sugerencias para potenciarlas en el proceso formativo universitario.
这项研究的目的是揭示学生在获得数字技能方面进入大学生活的进入条件,鉴于全球互联网网络促进的社会全球化和活力,数字技能被几个政府和学术机构宣布为融入社会的关键能力,该网络改变了所有形式的交流,日常最基本服务的社会化和运营。因此,不应缺乏对每个人的知识、技能和态度的发展,这被理解为整个公民必不可少的工具。自2010年以来,智利麦哲伦大学为所有进入一年级的学生在其任何职业生涯中实施了一项计算机足够性测试,旨在验证学生在信息和通信技术方面的技能和知识,主要基于智利教育系统根据这一顺序促进基础和中等教育的建议,该建议由教育和技术中心-教育部网络链接(2009年)设计,以承认在这一过程中获得的技能,并允许评估先前的知识,并在获得批准的情况下免除学习一门课程的义务。在这项研究的背景下,测试的主要目的是了解学生是否真正以安装的数字技能进入大学生活,他们是否在这一领域接受了培训或准备就绪,另一方面,它与了解从评估中发现的机会领域的雄心有关,这些领域首先与信息和通信技术学习技能矩阵有关,并与世界其他大学和机构的经验有关,以便提出意见和建议,在大学培训过程中加强这些能力。
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引用次数: 2
La narrativa como herramienta docente dentro de la gamificación de la estadística en el Grado en Turismo 叙事作为旅游学位统计游戏化的教学工具
IF 2.1 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2019-12-31 DOI: 10.1344/der.2019.36.152-170
J. Barreal, Gil Jannes
La gamificacion consiste en ludificar los contenidos de una determinada materia o asignatura a traves de dinamicas, mecanicas y componentes. Con este proceso se puede lograr una mayor motivacion e implicacion del alumno, asi como fomentar el desarrollo de competencias y del aprendizaje autonomo. Asi, el presente texto describe el desarrollo de esta herramienta para la asignatura “Estadistica Aplicada al Sector Turistico” del Grado en Turismo con el objetivo de lograr presentar un proceso formativo dinamico y atractivo para el alumno. No obstante, se elabora desde un punto transversal que permita su implementacion en asignaturas similares implementadas en ensenanzas superiores de grado. En mas detalle, se desarrolla una narrativa entorno a la promocion profesional del alumno dentro de una empresa hotelera ficticia donde ira alcanzando mayor rango profesional a medida que avanza el juego y va superando una serie de pruebas/eventos. Esta narrativa fomenta el interes intrinseco en la actividad por parte del alumno, al mismo tiempo que refuerza la utilidad del propio juego de cara a futuras experiencias profesionales.
游戏化是通过动力学、力学和组件对特定主题或主题的内容进行游戏化。通过这一过程,可以提高学生的动机和参与度,并促进能力发展和自主学习。因此,本文描述了这一工具在旅游学学位“应用于旅游部门的统计”科目中的开发,目的是实现一个动态且对学生有吸引力的培训过程。然而,它是从横向的角度制定的,允许在高等教育中实施的类似科目中实施。更详细地说,在一家虚构的酒店公司中,为学生的职业晋升制定了一个叙事环境,随着游戏的进行和一系列测试/活动的通过,爱尔兰共和军在那里获得了更高的职业地位。这种叙事培养了学生对活动的内在兴趣,同时加强了游戏本身对未来职业体验的有用性。
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引用次数: 7
Video games, parental mediation and gender socialization 电子游戏、父母调解和性别社会化
IF 2.1 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2019-12-31 DOI: 10.1344/der.2019.36.100-116
A. Aierbe, Eider Oregui, Isabel Bartau
The study examines the parental perception of the use of video games by their preadolescent children, as well as parental beliefs, mediation practices and difficulties they encounter. In total, 186 parents have participated. The results, gathered in the quantitative and qualitative phase, reveal differences in parental perception according to the age and sex of their children; parents have more negative than positive beliefs about video games and use more strategies based on control than on support and communication. In parents’ opinion, the difficulties for mediation are related to the precocity to which they access the media and Internet, social pressure, uncontrollability and the digital divide. The paper concludes with implications for the educational intervention aimed to respond to parents’ concerns and needs for information and training.
这项研究考察了父母对青春期前儿童使用电子游戏的看法,以及父母的信仰、调解实践和他们遇到的困难。总共有186名家长参加了活动。在定量和定性阶段收集的结果显示,父母对孩子的看法因孩子的年龄和性别而异;父母对电子游戏的消极信念多于积极信念,使用更多基于控制而非支持和沟通的策略。在父母看来,调解的困难与他们过早接触媒体和互联网、社会压力、无法控制和数字鸿沟有关。论文最后对旨在回应家长对信息和培训的关注和需求的教育干预提出了启示。
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引用次数: 7
How to assess A meaningful technology-integrated tool for the reflective educators 如何评估一个对反思性教育者有意义的技术集成工具
IF 2.1 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2019-06-25 DOI: 10.1344/DER.2019.35.36-61
A. Paiano, Giuseppe Annacontini
In this paper we intend to present a tool for self-assess, support and improve reflective thinking in the educators towards the use of digital storytelling. First, we present an overview on the theoretical framework for conceptualizing a reflective educator, who needs to have a conscious approach on the practice and inquiries on the ethical consideration and important outcomes of eductional practice, with self-reflection, deep analysis of personal beliefs, and expectations on men and women and potential in general, and on learning. Educators’ expectations are self-generating, and often hard to be changed. Moreover, educators stay trapped in unexamined rulings, judgements, interpretations, conventions, potentials and hopes. Second, we describe the process of constructing a DST for approaching to the reflective practice infusing personal beliefs and values into a professional identity. Third, we describe the process of constructing the rubric, its elements, indicators and levels to value the product every storyteller made. We conclude with the self-assessment tool we want to propose in our on-going research project.
在本文中,我们打算提供一种工具,用于自我评估、支持和提高教育工作者对数字故事的反思思维。首先,我们概述了概念化反思型教育者的理论框架,他需要有意识地进行实践,并对教育实践的伦理考虑和重要成果进行探究,进行自我反思,深入分析个人信仰,对男性和女性的期望,以及对一般潜力和学习的期望。教育工作者的期望是自我产生的,而且往往很难改变。此外,教育工作者被困在未经审查的裁决、判断、解释、惯例、潜力和希望中。其次,我们描述了构建DST的过程,以接近将个人信仰和价值观融入职业身份的反思实践。第三,我们描述了构建准则的过程,它的元素、指标和水平,以评估每个讲故事的人制作的产品。最后,我们将在正在进行的研究项目中提出自我评估工具。
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引用次数: 1
Intervención y evaluación con tecnologías de la competencia en seguridad digital 数字安全能力技术的干预和评估
IF 2.1 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2019-06-25 DOI: 10.1344/DER.2019.35.111-129
Norma Torres-Hernández, T. Pessoa, M.J. Gallego-Arrufat
La atención a los problemas y riesgos relacionados con la seguridad digital requiere acciones educativas para reducir la incertidumbre que genera la convivencia en la sociedad digital. Este estudio descriptivo tiene como propósito conocer el nivel competencial de estudiantes universitarios en el área de seguridad digital y el alcance de una intervención implementada y evaluada en entornos enriquecidos con tecnología. Participan 154 estudiantes de dos universidades de España y Portugal. La evaluación del nivel competencial en seguridad digital es actividad previa a la intervención en la que los participantes utilizando diversas herramientas tecnológicas realizan en total 1012 actividades. Los resultados muestran que el 93.5%  de participantes tienen un nivel competencial intermedio. Como parte de la intervención se analizan 148 narrativas digitales y 141 reflexiones sobre netiqueta y redes sociales. El análisis descriptivo de la evaluación a la intervención, da como resultado una valoración media del grupo de 82.13. Los futuros educadores deben ser competentes en ésta área y  ser conscientes de la importancia que esta tiene para la educación y en la sociedad. Es importante su formación para la conformación de una ciudadanía digital más segura y responsable en el uso de la tecnología y de Internet.
关注与数字安全相关的问题和风险需要教育行动,以减少数字社会共存所产生的不确定性。本描述性研究旨在了解大学生在数字安全领域的能力水平,以及在技术丰富的环境中实施和评估的干预范围。来自西班牙和葡萄牙两所大学的154名学生参加了这次活动。数字安全能力水平评估是干预前的活动,参与者使用各种技术工具进行总共1012项活动。本研究采用问卷调查的方法,采用问卷调查的方法,对参与者进行问卷调查。作为干预的一部分,分析了148个数字叙事和141个对网络礼仪和社交网络的反思。从评估到干预的描述性分析,结果组平均评分为82.13。未来的教育工作者必须精通这一领域,并意识到它对教育和社会的重要性。他们的培训对于在使用技术和互联网方面形成更安全、更负责任的数字公民是很重要的。
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引用次数: 6
Participative Digital Photography to evaluate the transition to University 参与式数字摄影评估大学转型
IF 2.1 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2019-06-25 DOI: 10.1344/DER.2019.35.62-80
S. Sierra-Martínez, Mª Esther Martínez-Figueira, M. Raposo-Rivas, Á. Parrilla
The article shows the possibilities of textualized digital photography in different technological media as an innovative resource for evaluating the process of transitioning to university.The use of photovoice as a methodological tool is explained and analyzed from a participative research perspective as one which invites participants to take on an active role in reflecting on and taking part in their new academic situation. 142 first-year students doing degrees in Pre-school and Primary Education at the University of Vigo participated in the Project; this has led to the creation of a total of 560 textualized photographs related to the topic of the study.The results, based on a denotative analysis of the images and a connotative analysis of the texts produced by the students, identifies the spaces and situations in the university life of students which are essential, the role played by architectural elements and material resources, as well as the connection between their identity as students and the processes of university participation and management.The conclusions show the suitability of visual technological resources for evaluating educational transitions, the ability of photovoice to encourage participants to reflect and engage in critical thought, and the need to recognize the students’ voices and authority as soon as they enter university.
本文展示了在不同技术媒体中进行文本化数字摄影作为评估大学过渡过程的创新资源的可能性。从参与性研究的角度解释和分析了摄影语音作为一种方法论工具的使用,邀请参与者在反思和参与他们的新学术环境中发挥积极作用。在维戈大学攻读学前教育和初等教育学位的142名一年级学生参加了该项目;这导致了总共560张与研究主题相关的文本化照片的创作。研究结果基于对学生产生的图像的外延分析和对文本的内涵分析,确定了学生大学生活中必不可少的空间和情境,建筑元素和物质资源所起的作用,以及他们的学生身份与大学参与和管理过程之间的联系。结论表明,视觉技术资源适用于评估教育转型,照片语音鼓励参与者反思和参与批判性思维的能力,以及在学生进入大学后立即认识到他们的声音和权威的必要性。
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引用次数: 0
Rubric-Based Formative Assessment in Process Eportfolio: Towards Self-Regulated Learning 过程投资组合中基于规则的形成性评估:迈向自我调节学习
IF 2.1 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2019-06-25 DOI: 10.1344/DER.2019.35.18-35
G. Tur, Santos Urbina, M. Forteza
This article explores the results of a rubric-based formative assessment of an eportfolio task as part of a pedagogical subject on a weekly basis during the first year in the Teacher Education programme of the University XXX. The study aims to explore the possibilities of the rubric usage for formative assessment as an answer to all student learning needs. The literature review briefly covers research on closely related concepts such as formative assessment and feedback along with process eportfolios for reflective tasks, which are all aimed at achieving higher-level cognitive skills and, eventually, self-regulated learning. Data, which is obtained from students’ performance, reveals evidence of the general improvement of results throughout the semester with the majority of students moving from lower to higher levels. Conclusions reflect on challenging implications for sustainable transferrable practices, self-regulated learning and formative assessment for all. 
本文探讨了XXX大学教师教育项目第一年每周对一项电子投资任务进行基于规则的形成性评估的结果,该评估是教学主题的一部分。本研究旨在探讨在形成性评估中使用标题的可能性,以满足所有学生的学习需求。文献综述简要介绍了密切相关概念的研究,如形成性评估和反馈以及反思性任务的过程投资组合,这些都旨在获得更高水平的认知技能,并最终实现自我调节学习。从学生的表现中获得的数据显示,整个学期的成绩普遍改善,大多数学生从较低的水平上升到较高的水平。结论反映了对所有人的可持续可转移实践、自我调节学习和形成性评估的挑战性影响。
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引用次数: 16
Influence of use of Activinspire interactive whiteboards in classroom on students’ learning 课堂上使用Activinspire互动白板对学生学习的影响
IF 2.1 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2019-06-25 DOI: 10.1344/DER.2019.35.299-308
Jolita Dudaitė, Romas Prakapas
With the changing students’ generations and education content as well as modernization of educational technologies, various technical solutions are increasingly used by the teachers to supplement daily classroom activities. One of the novelties introduced in Lithuania in 2013 – ActivInspire system – was oriented towards mathematics and science education process in the 5th classes. The purpose of the survey presented in this article is to summarize one school year’s teaching experience of teachers in organising educational activity in classroom by using interactive teaching tools (ActivInspire system) in terms of assessing influence of technologies on students’ learning.Teachers using ActivInspire interactive whiteboard for teaching mathematics and science in the 5th classes participated in the survey. The survey method – qualitative. During one school year, the teachers were writing reflections about their experience in using interactive learning tools in classroom: interactive whiteboard, electronic textbooks and audience response system.When speaking about the influence of use of ActivInspire on students, the teachers mostly emphasize that students like working with interactive teaching tools or find such activity interesting and appealing. The teachers also remark that these tools encourage the students to be more active; they are convenient as well as effective in the learning process, encourage the students to learn more and have influence on their study results. The negative aspects mentioned by the teachers were such that it is difficult for the students to maintain discipline; students’ interest and enthusiasm in using the interactive tools slackens over the school year; technical problems sometimes occur.   
随着学生世代和教育内容的变化以及教育技术的现代化,教师越来越多地使用各种技术解决方案来补充日常课堂活动。2013年,立陶宛引进了一种新颖的方法——ActivInspire系统,该系统面向五年级的数学和科学教育过程。本文调查的目的是总结一学年教师在课堂上使用互动教学工具(ActivInspire系统)组织教育活动的教学经验,评估技术对学生学习的影响。第五班使用ActivInspire互动白板进行数学和科学教学的教师参与了调查。调查方法——定性。在一个学年里,老师们正在写他们在课堂上使用互动学习工具的经验:互动白板、电子教科书和观众反应系统。在谈到使用ActivInspire对学生的影响时,老师们大多强调学生喜欢使用互动教学工具,或者觉得这种活动很有趣,很有吸引力。老师们还评论说,这些工具鼓励学生更积极;他们在学习过程中既方便又有效,鼓励学生学习更多,并对他们的学习结果产生影响。老师提到的消极方面是,学生很难保持纪律;学生使用互动工具的兴趣和热情随着学年的推移而减弱;有时会出现技术问题。
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引用次数: 1
Assessment of Entrepreneurship Competencies Through the Use of FLIGBY 通过使用FLIGBY评估创业能力
IF 2.1 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2019-06-25 DOI: 10.1344/DER.2019.35.151-169
F. Almeida, Zoltán Buzády
Serious games are increasingly being used as innovative tool for developing entrepreneurial skills, such as strategic management, leadership, communication, negotiation or decision making. FLIGBY is a serious game that was initially developed with the objective of simulating the business management process and the application of Flow theory in a business context. However, most recently it has been suggested that serious games in general, and FLIGBY in particular, can be used in other contexts, namely in the development of entrepreneurial skills. In this sense, this study tries to verify if the competences developed and evaluated in FLIGBY on the Master Analytics Profiler (MAP) can be used to evaluate the entrepreneurial capacities of the students in the context of the course of entrepreneurship in a higher education institution. The findings indicate that the performance of these students in FLIGBY is very similar to the benchmark with only small oscillations. However, some asymmetries emerged considering the educational and professional experience, such that the students of the management course showed better business-oriented thinking and IT students revealed greater time-management skills. Finally, professional experience has proved to be relevant for making decisions about stress and for the completion of managerial tasks successfully.
严肃的游戏越来越多地被用作培养创业技能的创新工具,如战略管理、领导力、沟通、谈判或决策。FLIGBY是一款严肃的游戏,最初开发的目的是模拟业务管理过程和Flow理论在业务环境中的应用。然而,最近有人建议,一般来说,严肃的游戏,特别是FLIGBY,可以用于其他情况,即创业技能的发展。从这个意义上说,本研究试图验证FLIGBY在Master Analytics Profiler(MAP)上开发和评估的能力是否可以用于评估学生在高等教育机构创业过程中的创业能力。研究结果表明,这些学生在FLIGBY中的表现与基准非常相似,只有很小的波动。然而,考虑到教育和专业经验,出现了一些不对称现象,例如管理课程的学生表现出更好的商业导向思维,IT学生表现出更高的时间管理技能。最后,专业经验已被证明与做出压力决策和成功完成管理任务有关。
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引用次数: 14
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Digital Education Review
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