Smarter People Through Interactive Digital Entertainment Resources

Smarter People through Interactive Digital Entertainment Resources
Mostrando entradas con la etiqueta educación no formal. Mostrar todas las entradas
Mostrando entradas con la etiqueta educación no formal. Mostrar todas las entradas

Los videojuegos también sirven para aprender

¿Los videojuegos pueden ser algo más que entretenimiento? ¿Se pueden ver como una fuente seria de aprendizaje?
Los professores de la UOC Daniel Aranda y Jordi Sánchez Navarro nos dan algunas claves para entender la relación entre los videojuegos y la educación.


Gamifiying the classroom

The 7th European Conference on Games Based Learning
Instituto Superior de Engenharia do Porto (ISEP)
Porto, Portugal
3-4 October 2013

Mini Track Chair: Dr Jordi Sánchez-Navarro and Dr Daniel Aranda, Open
University of Catalonia, Barcelona, Spain

Gamification, which is the design activity aimed at providing game-like experiences, has become a buzzword that has become popular across social networking sites and many other domains of commercial communication. Despite this, gamification strategies have not drawn sufficient attention to educators so far. Defining, in a broad sense, Gamification as the use of game design and mechanics to enhance non-game contexts, we propose in this mini track to explore and discussing gamification strategies related to learning. The overall objective of this mini-track is to increase knowledge about utilizing gamification in educational settings. The mini track welcomes both conceptual and empirical work on the use of gamification strategies embedded in the regular dynamics of learners.
 
Topics for this mini track may include, but are not limited to:
  • The impact of learning through the gamification
    approach
  • Giving rewards to people who share experiences
    related to their progress in curriculum
  • Implementing systems for rewarding student's
    visibility and status
  • Gamifiying grading
  • Designing challenges between users through
    embedding small casual games-like activities
    within academic tasks
  • Reflecting on the intrinsic/extrinsic motivations
    that promote learning engagement in a gamified
    context.
Publication opportunity
Papers accepted for the conference will be published in the conference proceedings, subject to author registration and payment. The proceedings have an ISBN and details of the proceedings accreditations are listed on the conference website.
 
Selected papers will also be considered for publication in a special issue of the Electronic Journal of e- Learning and to the International Journal of Game-Based Learning. The latest issue of the Electronic Journal of e-Learning is available to read online.

Important dates
Abstract submission deadline: 14 March 2013
Notification of abstract acceptance: 21 March 2013
Final copy of full paper due for review: 2 May 2013
Notification of paper acceptance (subject to any requested changes): 11 July 2013
Earlybird registration closes: 25 July 2013
Final paper submission (with changes): 8 August 2013
Final author registration date: 29 August 2013

Convergència mediàtica i joves. Usos, espais i estratègies de mediació familiar en el consum audiovisual dels adolescents catalans.

L’activitat de veure televisió ve determinada social i culturalment per les dinàmiques familiars mentre que l’ús d’Internet, principalment individual i de caràcter privat, ve determinat social i culturalment per l’adolescent i el seu context privat i lliure per fora de la mediació familiar i/o adulta.

Tot i que el consum televisiu tradicional representa una font d’informació i d’entreteniment important pels adolescents, el consum audiovisual, social i cultural a través de la xarxa es percebut com a primordial tant per les seves característiques d’ús (privacitat i autonomia) com per la facilitat que troba l’adolescent per donar resposta i desenvolupar les seves necessitats psicosocials lligades al creixement i desenvolupament pròpies de l’edat.

Projecte finançat pel Consell de l'Audiovisual de Catalunya

CALL FOR CHAPTERS



Book: Education, media and participatory culture
Open University of Catalonia Press

The increasing presence of media and digital technologies plays a key role in many aspects of our daily life. Computers, video games, Internet, digital cameras or mobile phones are essential tools among young and no so young to communicate, share, consume or create knowledge. All these activities significantly affect the development of our social, cultural and educational competences, i.e. the way we communicate, eat, work, study or solve problems. This particular context challenges us to think more creatively about the relationships and interactions between communication and learning, and to explore how educational models are being impacted by the processes of social change that come with digitalization, the emergence of social media and the so-called web 2.0. 

We encourage the submission of original contributions to the two-volume book on Education, media and participatory culture that will be published by Open University of Catalonia under UOCpress collection. Recommended topics include, but are not limited to, the following:

1. Relations and interactions between communication and learning
2. New social uses of audiovisual technologies
3. Relations and interactions between education and entertainment
4. Participatory culture and learning in the digital age
5. Social networks and virtual communities
6. Videogames and virtual worlds
7. Projects’ dissemination

Researchers and practitioners are invited to submit on or before December 20, 2012 a 2-3 page chapter proposal clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified by January 15, 2013 about the status of their proposals and sent chapter guidelines. Full chapters (4,500 – 6.000 words) are expected to be submitted by April 30, 2013. All submitted full chapters will be reviewed on a double-blind review basis.


Important dates:
Chapter proposal submission (800 words): December 20, 2012
Full chapter submission (4500 - 6000 words): April 30, 2013
Expected date of publication: October 2013

CALL FOR CHAPTERS
Educación, medios y la cultura de la participación
Editorial UOC. Colección UOCpress

La vida de los jóvenes y no tan jóvenes se desarrolla en contextos caracterizados por la creciente presencia de medios y tecnologías digitales que juegan un papel fundamental en relación con múltiples aspectos de la vida cotidiana. Los ordenadores, los videojuegos, Internet, las cámaras digitales o los teléfonos móviles son herramientas esenciales para comunicarse, compartir, consumir, participar o crear. No cabe duda que este tipo de actividades repercuten de manera significativa en su dinámica de obtención y desarrollo de competencias a nivel social, cultural y educativo, es decir, en la manera que tienen y tenemos de comunicarnos, consumir, trabajar, estudiar, colaborar, resolver problemas y, como no, de repensar las intervenciones y modelos educativos.

El monográfico está organizado alrededor de los siguientes temas de interés (que no capítulos):
  1. Relaciones e interacciones entre comunicación, la educación y el aprendizaje
  2. Nuevos usos sociales de las tecnologías audiovisuales/digitales (jóvenes y/o adultos)
  3. Relaciones e interacciones entre educación y entretenimiento
  4. Cultura participativa y aprendizaje en la era digital
  5. Redes sociales y comunidades virtuales
  6. Videojuegos y mundos virtuales
  7. Difusión de Proyectos y experiencias


Important dates:
Chapter proposal submission (800 words): December 20, 2012
Full chapter submission (4500 - 6000 words): April 30, 2013
Expected date of publication: October 2013

Inquiries can be forwarded to:
Dr. Daniel Aranda
Department of Communication and Information Sciences
Open University of Catalonia
E-mail: darandaj@uoc.edu

ICAMPUS JOVE 24h

Una estada de 24 hores (1 i 2 de desembre) amb professionals docents de la UOC i de referència en l’àmbit digital i el lleure educatiu, posaran a l’abast dels joves de 13 a 17 anys tot in seguit d’activitats digitals orientades a:

• Potenciar les competències i habilitats digitals pròpies de la societat actual a través del joc i
l'experimentació.
• Treballar la creativitat i la participació en entorns digitals, la responsabilitat i bon ús de les
tecnologies.

Les activitats estaran dinamitzades per monitors i monitores i supervisades per un equip de professors de la UOC (Universitat Oberta de Catalunya, Grup Spider) experts en oci digital i joves.. Disposem del material necessari per oferir als participants una gran experiència. L’aula disposa d’ordinadors amb webcam, pissarra digital, impressora laser a color, GPS, càmeres digitals, consoles de videojocs (PS3, Wii, XBOX 360) Material multimèdia educatiu i videojocs escollits en funció d’objectius pedagògics.

Programa d’activitats
Dissabte 1 desembre
10:00-10:30 Acreditacions/ presentacions
10:30-12:00 GPS game [Ginkama amb dispositius GPS]
12:00-14:00 Mòbil Film I [Taller de vídeocreació a través del Mòbil]
14:00-15:30 Dinar
15:30-17:00 DJ Experience [Taller de DJ]
17:00-19:00 Mòbil Film II
19:00-19:30 Pause
19:30-21:00 Què fan els Hackers! [Xerrada-Taller]
21:00-22:00 Sopar
22:00-23:00 Concert Vagah_b DJ/ beatmaker
23:00-00:30 Chill out videogame lounge [espai de videojocs]

Diumenge 2 desembre
09:00-09:30 Esmorzar
09:30-12:00 Mòbil Film III [Taller]
12.30-13:30 Mòbil Film Party [Presentació dels clips audovisuals]
13:30-14:00 Lliurament de premis

Crèdits
El ICampus digital comptarà amb col·laboració i participació de grans professionals de
referència en l’àmbit de la creació i divulgació de la cultura digital .
Mobil Film | Alberto Tognazzi | http://tognazzi.tv/me
Hactivisme i cultura lliure | Maddish | http://whois--x.net/
Espectacle visual ambientalista| Daniel Cuevas | http://republicaportatil.blogspot.com.es
DJ | Vagah_b DJ/beatmaker |
Grup Spider

Inscripcions:
Xino-Xano Associació de Lleure
Telf: 93.231.72.90
http://www.xino-xano.org/