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.
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.
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
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
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.
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
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.
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.
Grup de recerca:
Comunicació i Nous Mitjans IN3 (UOC)
Projecte finançat pel Consell de l'Audiovisual de Catalunya
No hay comentarios:
Etiquetes de comentaris:
educación no formal,
investigación,
redes sociales,
Televisión
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):
- Relaciones e interacciones entre comunicación, la educación y el aprendizaje
- Nuevos usos sociales de las tecnologías audiovisuales/digitales (jóvenes y/o adultos)
- Relaciones e interacciones entre educación y entretenimiento
- Cultura participativa y aprendizaje en la era digital
- Redes sociales y comunidades virtuales
- Videojuegos y mundos virtuales
- 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
No hay comentarios:
Etiquetes de comentaris:
educación no formal,
Internet,
investigación,
móvil,
redes sociales,
Videojuegos
ICAMPUS JOVE 24h
• 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/
No hay comentarios:
Etiquetes de comentaris:
educación no formal,
formación,
Internet,
juegos,
móvil,
redes sociales
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