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Todo lo que nunca pensaste que los alumnos sub 18 sabían sobre proyectos 你从未想过18岁以下的学生知道的关于项目的一切
IF 3.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2017-08-01 DOI: 10.14201/EKS2017182127146
I. Román, J. Rodríguez, C. Maldonado, Francisco José Domínguez Mayo, J. M. Valle, Manuel Mejías Risoto
Organizing excursions or afternoon snacks, putting together a team of the most fashionable online game as well as studying in groups and many other things are common activities among young people. Such activities are framed in a project, since they all have a defined time framework, they have limited resources that need to be managed and they set goals that must be met. However, according to our professional experience in university subjects related to IT projects management, teaching this module is difficult because it is taught in the last courses of their degrees and students may reach this level with bad acquired habits. For this reason, we have set out two objectives to carry out this work: On the one hand, to identify everyday activities where we usually apply project management skills without being aware of it. We aim to show our future students the use of good project management practices, following the Project Management Fundamentals Guide (PMBOK® Guide) of the Project Management Institute (PMI), and how to apply them. In this case, we have taken the organization of a barbecue as an example. Thus, the new university student will learn that questions such as where and when will it take place? how many people will be there? what will we bring? among others, hide good project management practices. Young people know more about project management than they think they know. Therefore, bringing this knowledge to light will help them manage a project, naturally and unconsciously, when they reach university degrees. For this purpose, we will display simple techniques and tools in order to make a barbecue be a successful event. On the other hand, to make teachers, both university and nonuniversity, aware of the importance of incorporating basic concepts related to project management, in an entertaining and motivating way, in the early stages of students’ education.
组织短途旅行或下午点心,组建一个最流行的网络游戏团队,以及小组学习和许多其他事情是年轻人的常见活动。这些活动在一个项目中被框定,因为它们都有一个明确的时间框架,它们需要管理的资源有限,它们设定了必须达到的目标。然而,根据我们在大学IT项目管理相关学科的专业经验,教授这个模块是困难的,因为它是在他们学位的最后课程中教授的,学生可能会因为不良的习得习惯而达到这个水平。出于这个原因,我们设定了两个目标来执行这项工作:一方面,确定我们通常在没有意识到的情况下应用项目管理技能的日常活动。我们的目标是向未来的学生展示良好的项目管理实践的使用,遵循项目管理协会(PMI)的项目管理基础指南(PMBOK®指南),以及如何应用它们。在这种情况下,我们以组织烧烤为例。因此,新的大学生将学习到诸如何时何地会发生这样的问题。有多少人会去?我们要带什么?其中,隐藏良好的项目管理实践。年轻人对项目管理的了解比他们认为的要多。因此,当他们获得大学学位时,将这些知识暴露出来将有助于他们自然地和无意识地管理一个项目。为此,我们将展示简单的技巧和工具,以使烧烤成为一个成功的活动。另一方面,使大学和非大学的教师意识到在学生教育的早期阶段以一种有趣和激励的方式纳入与项目管理相关的基本概念的重要性。
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引用次数: 1
La enseñanza de la informática, la programación y el pensamiento computacional en los estudios preuniversitarios 大学预科计算机科学、编程与计算思维教学
IF 3.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2017-08-01 DOI: 10.14201/EKS2017182717
F. L. Largo, F. Peñalvo, X. M. Prieto, E. Vidal
7 CC BY NC-NB EKS, 2017, vol. 18, n. 2 Las tecnologías de la información son la infraestructura base para que el mundo, tal cual lo conocíamos hace una hora, funcione; y aquello que transformará el mundo que conoceremos en la próxima hora. En este contexto social, la educación, como cualquier sector productivo o de servicios, se ve afectada por la tecnología (Toffler, 2001). Pero, ya no solo es hablar de la tecnología como medio para lograr mejores resultados de aprendizaje (Berlanga, García-Peñalvo, & Sloep, 2010; García-Peñalvo, 2011); se trata de poner encima de la mesa la recurrente idea de que se está formando a los profesionales del futuro con las metodologías, las herramientas y las estrategias del pasado.
7 CC by NC-NB EKS,2017年,第18卷,第2期。信息技术是我们一小时前所知道的世界运作的基础设施;以及将改变我们在未来一小时内了解的世界的东西。在这种社会背景下,教育与任何生产或服务部门一样,受到技术的影响(托夫勒,2001年)。但是,它不再只是谈论技术作为获得更好学习成果的手段(Berlanga,García-Peñalvo,&Sloep,2010;García-Peñalvo,2011);这是一个反复出现的想法,即未来的专业人员正在接受过去的方法、工具和战略的培训。
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引用次数: 32
La ética como puerta a la informática en la educación primaria 伦理是小学教育计算机科学的大门
IF 3.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2017-08-01 DOI: 10.14201/EKS20171827183
Juan Vicente Oltra Gutiérrez, F. G. Simón, Sophie Miquel
En el presente articulo se presenta una propuesta de acercamiento de la etica y la informatica a estudiantes de los primeros cursos de primaria, apoyandose una en la otra, siguiendo el cauce del Real Decreto 126/2014, de 28 de febrero, por el que se establece el curriculo basico de la Educacion Primaria. Dentro del decreto se establecen como dos de las siete competencias del curriculo la competencia digital (la tercera) y tambien las competencias sociales y civicas (la quinta). Dada la poblacion de nativos digitales que estan recibiendo la formacion, resultaria una meta un poco mas ambiciosa el poder entreverarlas para que se apoyen la una a la otra. Dentro de este ambito, por ejemplo, nos encontramos con alguna asignatura especifica como “Valores sociales y civicos” con criterios de evaluacion tales como “Emplear las nuevas tecnologias desarrollando valores sociales y civicos en entornos seguros”. Gracias a esta puerta de entrada se pueden introducir pequenas puertas a la vision de la informatica, a traves de la etica, que pueden ser transversales a la totalidad de las asignaturas del curriculo. La sugerencia del presente articulo pasa por enfrentar a los discentes a una vision de la tecnologia desde fuera de la tecnologia, desde su prisma etico, una vez esta se apaga, y la pantalla de sus moviles o tabletas quedan convertidos en un mero espejo negro.
根据2月28日第126/2014号皇家法令,制定了小学教育的基本课程,本文提出了一项建议,使伦理学和计算机科学更接近小学一年级的学生,相互支持。该法令规定,数字能力(第三项)和社会和公民能力(第五项)是课程七项权力中的两项。鉴于接受培训的数字原住民人数众多,能够将他们联系起来以相互支持将是一个更雄心勃勃的目标。例如,在这一领域,我们遇到了一些具体的主题,如“社会和公民价值观”,并制定了评估标准,如“使用新技术在安全环境中发展社会和公民价值观”。通过这扇门,可以通过伦理学为计算机视觉引入小大门,这些大门可以贯穿整个课程主题。本文的建议是,一旦技术关闭,手机或平板电脑的屏幕就会变成一面黑色的镜子,让学生从技术之外,从他们的道德棱镜中看到技术。
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引用次数: 3
El diseño instruccional inverso para un recurso educativo abierto en la Formación Profesional española: El caso de Web Apps Project 西班牙职业培训中开放教育资源的反向教学设计:以Web应用程序项目为例
IF 3.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2017-08-01 DOI: 10.14201/EKS20171821932
C. Marcos, Julio Cabero Almenara
The article is concerned with the instructional design process used to elaborate an educational media developing the Web Applications module curriculum of Microcomputer Systems and Networks Intermediate Level Training Cycle, which belongs to the professional family of Computing and Communications within the studies of Vocational Education and Training. A backward model is followed as instructional design to create the educational media, starting with the learning outcomes and ending with the contents, in a reverse way to the procedure used in other instructional designs. The educational media has been designed based on constructivism as pedagogical principle and it has been used to create projects for the student to be actively involved in the development of their knowledge. The result is an open educational resource composed of six didactic sequences, where the student is expected to achieve higher order thinking skills. In addition to openness in access, use, adaptation and redistribution of material, the article provides a detailed view of the process that has been followed in each phase of instructional design. In this way, the educational resource evolves from being not only open in its content, but also in its design, so that the latter becomes accessible, reusable, adapted and redistributed by others. The full open educational resource can be found at the following link: http://www.cristiangarcia.org/WebAppsProject/index.html
本文介绍了一种教育媒体的教学设计过程,该教育媒体开发了《微型计算机系统与网络中级培训周期》的网络应用模块课程,该课程属于职业教育与培训研究中的计算机与通信专业。教学设计遵循逆向模式,以学习成果为起点,以内容为终点,与其他教学设计的过程相反,创建教育媒介。教育媒体是根据建构主义作为教学原则设计的,它被用来为学生创造项目,使他们积极参与到知识的发展中来。其结果是一个由六个教学序列组成的开放教育资源,学生有望获得更高层次的思维技能。除了在获取、使用、改编和再分发材料方面的开放性外,本文还详细介绍了教学设计的每个阶段所遵循的过程。这样一来,教育资源不仅在内容上是开放的,而且在设计上也是开放的,从而使后者变得可访问、可重复使用、可改编和可再分发。完整的开放教育资源可在以下链接找到:http://www.cristiangarcia.org/WebAppsProject/index.html
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引用次数: 4
Experiencia de gamificación en Secundaria en el Aprendizaje de Sistemas Digitales 在中学学习数字系统的游戏化经验
IF 3.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2017-08-01 DOI: 10.14201/EKS201718285105
Jesús Carlos Díez Rioja, David Bañeres Besora, Montse Serra Vizern
Games have always been used in order to motivate learning at early ages. Nevertheless, during teen years, playing games have often been stigmatized as a waste of time. Thus, the phenomenon of gamification has become recently a methodological trend with a relevant presence in the classroom. In this paper, an analysis of previous work in gamification is performed in primary and secondary education. Next, the experience carried out at a secondary school in Barcelona is described where a program has been implemented ad hoc to teach, in a playful way, contents of digital systems in the context of the Industrial Technology course in secondary school. The results of the experience and the students’ opinion that have been positive are summarized in this paper.
游戏一直被用来激励孩子们在早期学习。然而,在青少年时期,玩游戏经常被认为是浪费时间。因此,游戏化现象最近已经成为一种与课堂相关的方法论趋势。在本文中,对游戏化在中小学教育中的前期工作进行了分析。接下来,本文描述了在巴塞罗那一所中学开展的经验,在该中学工业技术课程的背景下,以一种有趣的方式实施了一个专门教授数字系统内容的项目。总结了实践的结果和学生们的积极评价。
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引用次数: 15
Hacia la educación del futuro: El pensamiento computacional como mecanismo de aprendizaje generativo 走向未来的教育:计算思维作为一种生成性学习机制
IF 3.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2017-08-01 DOI: 10.14201/EKS2017182335
Eduardo Segredo, G. Miranda, C. León
The transformation of traditional education into a Sensitive, Manageable, Adaptable, Responsive and Timely (SMART) education involves the comprehensive modernisation of all educational processes. For such a transformation, smart pedagogies are needed as a methodological issue while smart learning environments represent the technological issue, both having as an ultimate goal to cultivate smart learners. Smart learners need to develop 21st century skills so that they can become into smart citizens of our changing world. Technology and computers are an essential aspect for this modernisation, not only in terms of technological support for smart environments but also in terms of offering new methodologies for smart pedagogy and the development of smart skills. In this context, computational thinking appears as a promising mechanism to encourage core skills since it offers tools that fit learners’ interests and gives them the possibility to better understand the foundations of our ICT-based society and environments. In this work, we raise to make an effort to encourage the development of computational thinking as an opportunity to transform traditional pedagogies to smarter methodologies. We provide a general background about computational thinking and analyse the current state-of-the-art of smart education, emphasizing that there is a lack of smart methodologies which can support the training of 21st century smart skills. Finally, we provide —to those educators interested in pursuing the philosophy of smart education— information about initiatives devoted to the dissemination or promotion of computational thinking; existing tools or materials which support educators for the development of computational thinking among the students; and previous experiences and results about the application of computational thinking in educational environments.
将传统教育转变为敏感的、可管理的、适应性强的、反应迅速的和及时的(SMART)教育,涉及到所有教育过程的全面现代化。为了实现这种转变,需要智能教学法作为方法论问题,而智能学习环境则代表技术问题,两者都以培养智能学习者为最终目标。聪明的学习者需要培养21世纪的技能,这样他们才能成为这个不断变化的世界的聪明公民。技术和计算机是这种现代化的一个重要方面,不仅在智能环境的技术支持方面,而且在为智能教学法和智能技能的发展提供新方法方面。在这种背景下,计算思维似乎是一种很有前途的鼓励核心技能的机制,因为它提供了适合学习者兴趣的工具,并使他们有可能更好地理解我们基于信息通信技术的社会和环境的基础。在这项工作中,我们提出努力鼓励计算思维的发展,以此为契机,将传统的教学方法转变为更智能的方法。我们提供了关于计算思维的一般背景,并分析了当前智能教育的最新进展,强调缺乏能够支持21世纪智能技能培训的智能方法。最后,我们为那些对追求智慧教育哲学感兴趣的教育工作者提供有关致力于传播或促进计算思维的倡议的信息;支持教育工作者培养学生计算思维的现有工具或材料;以及以往计算思维在教育环境中应用的经验和结果。
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引用次数: 15
Educando en privacidad en el uso de las redes sociales 社交媒体使用中的隐私教育
IF 3.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2017-08-01 DOI: 10.14201/EKS2017182107126
Estefania Argente, Emilio Vivancos, J. Alemany, A. García-Fornes
Many adolescents use social networks extensively to increase their sociability without being aware of the value of their shared information and the potential risks related to their privacy and security in the network. Misuse or unauthorized disclosure of users’ private information may have unexpected consequences on people’s lives. Therefore, prevention and training in data protection is essential to avoid risks on the Internet. Several authors consider that training in the proper use of social networks should be integrated into the formative curriculum of adolescents and focus not only on theoretical training but also on promoting changes in attitudes and behavior. For this reason, we have developed a restricted access social network application (called Pesedia), which allows children and adolescents to be educated about the risks of social networks and also encourages a change of attitude toward a responsible and adequate use of privacy in social networks. Using Pesedia, an experience has been realized with 134 children between 12 and 14 years, within the framework of Escola d’Estiu 2016 (Summer School) of the Universitat Politecnica de Valencia. Through a set of proposed games, children and adolescents interact in Pesedia and learn to detect risky actions that, if carried out in a public social network could compromise their privacy. With such games, children and adolescents are aware of, among other things, the dangers of public exposure of data, the labeling and geo-positioning of photos, the decontextualization of conversations, as well as the future repercussions of our digital fingerprint. In this articlearticle, we present the characteristics of this social network, the developed workshops, and the main results of this experience.
许多青少年广泛使用社交网络来增加他们的社交能力,而没有意识到他们共享信息的价值以及网络中与他们的隐私和安全相关的潜在风险。滥用或未经授权披露用户的私人信息可能会对人们的生活产生意想不到的后果。因此,数据保护的预防和培训对于避免互联网上的风险至关重要。一些作者认为,正确使用社交网络的培训应纳入青少年的形成性课程,不仅注重理论培训,还应注重促进态度和行为的改变。出于这个原因,我们开发了一个限制访问的社交网络应用程序(称为Pesedia),它可以让儿童和青少年了解社交网络的风险,并鼓励他们改变态度,在社交网络中负责任和充分地使用隐私。在2016年瓦伦西亚理工大学Escola d 'Estiu(暑期学校)的框架内,使用Pesedia对134名12至14岁的儿童进行了体验。通过一系列拟议的游戏,儿童和青少年在Pesedia中互动,并学会检测危险行为,如果在公共社交网络中进行,可能会损害他们的隐私。通过这样的游戏,儿童和青少年意识到,除其他外,数据公开的危险,照片的标签和地理定位,对话的非语境化,以及我们的数字指纹的未来影响。在本文中,我们介绍了这种社交网络的特点、开发的讲习班以及这种经验的主要成果。
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引用次数: 18
Mitos y Realidades del Acceso Abierto 开放获取的神话和现实
IF 3.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2017-04-20 DOI: 10.14201/EKS2017181720
F. García-Peñalvo
The first editorial of EKS volume 18 retakes a recurrent theme in this journal: the Open Access, in this case to reflect on some of the myths that are still very ingrained in the scientific community.
EKS第18卷的第一篇社论重新讨论了本刊反复出现的主题:开放获取,在这种情况下,反思一些在科学界仍然根深蒂固的神话。
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引用次数: 19
Soluciones tecnológicas a problemáticas sociales y ciudadanas. El caso de los Retos Cívicos y Públicos en México 社会和公民问题的技术解决方案。墨西哥的公民和公共挑战案例
IF 3.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2017-04-20 DOI: 10.14201/EKS2017181101117
Martín-Adalberto Tena-Espinoza-de-los-Monteros
This paper describes the process of civic innovation that, based on technological solutions and open initiatives, the civic society’s organization Codeando Mexico suggests for the attention and solution of social and civic problems in Mexico. The Retos Civicos (Civic Challenges) and Retos Publicos (Public Challenges) initiatives are addressed and described as experiences of innovation in the implementation of technological strategies for the solution of social and civic problems. A reflection is made on the civic appropriation of the ICTs and its irruption in the processes of innovation, as well as on the impact that the ICTs have in the conformation of a new civic ecosystem. Last, the strategies of Hacking civico (Civic Hacking) and Comunidades Civicas (Civic Communities) that the Codeando Mexico organization promotes as a model for the linkage and civic participation within the frame of civic innovation, are mentioned.
本文描述了公民社会组织Codeando Mexico基于技术解决方案和开放举措提出的关注和解决墨西哥社会和公民问题的公民创新过程。Retos Civicos(公民挑战)和Retos Publicos(公共挑战)倡议被描述为在实施解决社会和公民问题的技术战略方面的创新经验。反思了公民对信息通信技术的挪用及其在创新过程中的爆发,以及信息通信技术对构建新的公民生态系统的影响。最后,提到了墨西哥Codeando组织作为公民创新框架内的联系和公民参与模式而推广的公民黑客(Civic Hacking)和公民社区(Communidades Civicas)的战略。
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引用次数: 0
Opinión del estudiantado de la Universidad de Zaragoza sobre las competencias docentes del profesorado universitario 萨拉戈萨大学学生对大学教师教学能力的看法
IF 3.9 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2017-04-20 DOI: 10.14201/EKS20171817599
C. García, María-Isabel Ubieto-Artur, Ana Rosa Abadía Valle
The research presents the results of a survey conducted among teachers and students of the University of Zaragoza, about the skills of a good university teacher. The skills studied have been six: interpersonal, methodological, communicative, teaching planning and management, teamwork and innovation. This paper focuses on the results of the students’ opinion, according to their academic years and their knowledge branches. A comparison between the assessments of the teachers and those of the students about the importance of the analyzed competences is also established. Among the conclusions outstands that students, regardless their knowledge branches or their academic years, agree in granting the highest ratingto the clear explanation of the subject’s content and to the encouragement of motivation, in order to be a good teacher. So that teachers and students agree in assessing the communicative competence as the most important.
这项研究展示了对萨拉戈萨大学师生进行的一项关于优秀大学教师技能的调查结果。研究的技能有六个:人际交往、方法论、交际、教学计划和管理、团队合作和创新。本文根据学生的学年和知识分支,重点研究学生意见的结果。教师和学生对所分析能力的重要性的评估也进行了比较。其中突出的结论是,学生,无论其知识分支或学年如何,都同意对学科内容的清晰解释和激励给予最高的评价,以成为一名好老师。因此,教师和学生一致认为,交际能力的评估是最重要的。
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引用次数: 4
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Education in the Knowledge Society
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