Duque, E. (2018). Evaluando una experiencia de aprendizaje-servicio en torno al aprendizaje de conceptos de la ciudadanía digital. RIDAS, Revista Iberoamericana de Aprendizaje Servicio, 5, 12-23.Aprendizaje servicio, ciudadanía digital, competencias para la vida, desarrollo de competencias. Fecha de recepción: 26/II/2018 Fecha de aceptación: 22/III/2018 Duque, E. (2018). Evaluando una experiencia de aprendizaje-servicio en torno al aprendizaje de conceptos de la ciudadanía digital. RIDAS, Revista Iberoamericana de Aprendizaje Servicio, 5, 12-23. AbstractThis article describes the application of service learning as a teaching methodology in undergraduate students, contributing to the dissemination of the concept of digital citizenship in the community of the area of influence of the University of La Sabana (Colombia). This study involved 81 university students who taught several workshops in two public institutions in the municipalities surrounding the University. These workshops involved the creation of digital and multimedia materials that were built on the Digital Basic Competences subject and that were taught to 540 schoolchildren. At the end of the project, a questionnaire was carried out to determine the students' perception of the experience. To know the reliability and consistency of this instrument, Cronbach's Alpha statistics were applied, obtaining a value of 0.726. The instrument also included open questions to complement the results of statistical analysis. The results show that this methodology encouraged university students to take ownership of the concepts seen in the subject, reinforcement in relation to their ethical practices versus technology and greater social sensitivity. KeywordsService learning, digital citizenship, life skills, skills development Duque, E. (2018). Evaluando una experiencia de aprendizaje-servicio en torno al aprendizaje de conceptos de la ciudadanía digital. RIDAS, Revista Iberoamericana de Aprendizaje Servicio, 5, 12-23.
This project aimed to analyze the influence of a learning environment mediated by augmented reality, implemented to strengthen the creative capacity for six students belonging to a technical educational institution in 2016, through the principles of the Design Thinking methodology. The research had a qualitative approach with a descriptive tendency within the design of a single case study. The learning environment included a series of activities congruent with the pedagogical proposals for creativity. In the implementation sessions the students were sensitized about the use of augmented reality and the creative process. The results show the improvement of the creative abilities of the participants in 87% of the creativity percentile according to the Torrence Test. The augmented reality contributed to the students being motivated in the process of exploratory design and curiosity and teamwork were fostered with a common goal.
ResumenEl presente estudio tuvo como objetivo identificar el aprendizaje básico de la realidad aumentada que experimentaron los jugadores de Pokemon Go, así como las posibilidades que se observan en la Realidad Aumentada como herramienta de mediación educativa. Para ello, se desarrolló un instrumento aplicado a una población aleatoria de usuarios del juego. Se utilizó un enfoque cualitativo con diseño teoría fundamentada. Esto permitió observar que el juego ha generado un aprendizaje básico en los usuarios, el cual les permite comprender la base de su funcionamiento. Así mismo, se identificaron diferentes posibilidades de uso de la Realidad Aumentada como herramienta mediadora en procesos de aprendizaje. Palabras clave: realidad aumentada; Pokemon GO; video juegos; aprendizaje básico Learning of the Basic Concepts of Augmented Reality through the Pokemon Go Game and its Possibilities as an Educational Mediation Tool in Latin America AbstractThe present study is aimed at identifying the basic learning of Augmented Reality experienced by Pokemon Go players as well as the possibilities observed in Augmented Reality as an educational mediation tool. Therefore, an instrument was designed and applied to a randomized population of users of this game. A qualitative approach with a grounded theory design was followed. This allowed observing that the game generated a basic learning in users, allowing them to understand the basis for its operation. Likewise, different possibilities of using Augmented Reality as a mediating tool in learning processes were identified.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.