2022
DOI: 10.5944/ried.26.1.33839
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Competencias docentes implicadas en el diseño de Entornos Literarios Inmersivos: conjugando proyectos STEAM y cultura maker

Abstract: Esta investigación se deriva de un proyecto de innovación implementado en el Grado de Maestro en Educación Infantil de la Universidad de Oviedo (España), que combina la metodología STEAM y la cultura maker, a través del diseño de Entornos Literarios Inmersivos (ELI) con Realidad Aumentada (RA). Concretamente, los participantes (N=162) diseñaron entornos físicos, enriquecidos con RA, recreando el universo ficcional de obras de literatura infantil, complementados con una guía didáctica. Los objetivos de este est… Show more

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Cited by 5 publications
(12 citation statements)
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“…Current research affirms that augmented reality can be used in education, exact sciences, marketing, communications, art among other disciplines, television media and even in children's literature [2], [6], [16], [18].…”
Section: Introductionmentioning
confidence: 61%
“…Current research affirms that augmented reality can be used in education, exact sciences, marketing, communications, art among other disciplines, television media and even in children's literature [2], [6], [16], [18].…”
Section: Introductionmentioning
confidence: 61%
“…This aligns with the STEM approach that promotes students' active participation and integrates disciplines through project-based learning, enhancing academic and social skills [3][4][5][6]51]. Real-world problem-solving tasks further enrich the learning environment [22,36,37]. However, the practical application of these approaches still poses a significant challenge, underscoring the need to enhance teachers' technological competence [35,39,48].…”
Section: Discussionmentioning
confidence: 77%
“…This variation is corroborated by their qualitative responses expressing a strong enthusiasm for implementing technology in the classroom. Other studies have emphasized the importance for teachers to develop the ability to design and create innovative technological resources in order to enrich and enhance their educational activities [37,39,47].…”
Section: Discussionmentioning
confidence: 99%
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“…Para evaluar las competencias del alumnado se creó un Instrumento de Evaluación del Nivel Competencial plasmado en Relatos Gamificados con Realidad Aumentada, adaptado de Del Moral et al (2023), y apoyado en estudios previos (Díaz-Mohedo y Vicente, 2014; Edwards et al, 2015;Forslund y Hammar, 2011;Perrenaud, 2004;Tondeur et al, 2017). El instrumento consta de 32 indicadores (recogidos en la tabla 1): 8 asociados a la competencia didáctica, 5 a la digital, 5 a la creativa y 6 a la sociocolaborativa, y otros 8 a las habilidades para gamificar, todos referidos al diseño de narraciones gamificadas aumentadas.…”
Section: Instrumentounclassified