Research Outputs

Now showing 1 - 10 of 26
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    Publication
    The new pyramid of needs for the digital citizen: A transition towards smart human cities
    (Sustainability, 2017) ; ;
    Carrasco-Sáez, José Luis
    This article analyzes the cultural transition towards postmodernity or a knowledge society and its impact on the changing needs of cities. This transition is characterized by a growing diversification of the use of technologies in most of the economic, political, educational, social,and cultural activities of different human groups. The concept of smart cities emerges, in which the roles and behaviors of citizens are redefined in physical spaces and in their interactions, as well as the function of institutions and interpersonal relationships. Emerging models of social and cultural behavior are required to analyze and systematize these realities, to understand how to increase effectiveness in action, and to rethink education and new ways of teaching and learning.All these processes are based on phenomena of innovation and management, mediated by technology.We proposed an analysis of the new digital skills of these individuals. The elements that shape the reformulation of roles and reference models, as well as an analysis of the postmodern cultural changes and the formation of a holistic, human-community-technology vision, are based on a new pyramid of training needs in which technologies are placed at the service of people’s development,organizations, society, and culture.
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    Pre-service teachers' skills and perceptions about the use of virtual learning environments to improve teaching and learning
    (Behaviour & Information Technology, 2017) ;
    Lytras, Miltiadis
    ;
    This paper explores data retrieved from Educational Immersive Virtual Worlds to describe pre-service teachers’ skills and perceptions about the simulation tasks. This project had 10 participants who were immersed for 3 years in the Technology and Pedagogical Models in Immersive Worlds island, a multi-user virtual environment in Second Life and Open Simulator. In this project, we evaluated how three-dimensional virtual environments can facilitate the achievement of teaching and learning processes. Based on quantitative and qualitative methodologies, two data collection instruments were applied. Through observation grids and personal log books, professional performance of the 18 pedagogical challenges implemented was collected. The statistical analysis shows that the students improved their technology skills and educational aspects about good practices in classes, regardless of the type of platform used. The analysis through Constant Comparing Method reported a positive assessment of the use of virtual environments, especially about the use of teaching strategies. Main conclusions regarding the pedagogical context reflect the importance of peer assessment on teaching performance, as well as the complexity of role-plays as intellectual challenges to enhance pre-service teachers’ skills. The main difficulties identified during the development of the activities were technical in nature, reporting hardware and connectivity issues.
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    Quality assurance for postgraduate programs: Design of a model applied on a University in Chile
    (International Review of Research in Open and Distributed Learning, 2017) ; ; ;
    Meyer-Aguilera, Eduardo
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    Sepúlveda-Valenzuela,Eileen
    The quality of Education in Chile is a controversial topic that has been in the public debate in the last several years. To ensure quality in graduate programs, accreditation is compulsory. The current article presents a model to improve the process of self-regulation. The main objective was to design a Model of Quality Assurance for Postgraduate Programs in order to constitute a theoretical, mathematical, and informatics reference that would optimize the processes of self-regulation, self-evaluation, and accreditation of master and doctorate programs from the Universidad Católica de la Santísima Concepción, Chile. This descriptive research is based on a mixed methods approach. The proposal was intended through theoretical and empirical references related to the accreditation systems. The analysis process was conducted with key informants, and the informatics instrument was created and validated through expert judgment. After the analysis, the model was optimized considering the expert’s suggestions. As a result of the optimization process, a matrix of eight dimensions was obtained and it is available online in order to be used by the heads of postgraduate programs. Finally, a model with four main stages was achieved in order to install a self-regulation and a self-evaluated culture that leads to accreditation as evidence of the quality of postgraduate programs.
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    ICT resources to improve learning in higher education
    (International Journal of Knowledge Society Research, 2016) ;
    Basso-Aranguiz, Matilde Susana
    This article seeks to provide a view on the process of curricular integration of ICTs (Information and Communication Technologies) in higher education, throughout the submission of proposals of how to use some of these resources, with practical examples of its implementation in the learning process of students in subjects from the Initial Teacher Training and Geological Civil Engineering major at the Universidad Católica de la Santísima Concepción in Chile. Furthermore, the innovative and educational experiences mediated by ICT, described in this paper, allow us to visualize the important role that institutions of higher education play, not only in the training of future professionals making an emphasis on the digital skills necessary for their development in the XXI century, but also as suitable spaces for development and ongoing training of teachers with innovative methodological strategies that facilitate and enhance the educational process.
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    Innovación docente a través de la metodología flipped classroom: Percepción de docentes y estudiantes de educación secundaria
    (Revista Didasc@lia, 2016) ;
    Galindo, Juan José
    La metodología de enseñanza – aprendizaje Flipped Classroom constituye una propuesta pedagógica que fomenta un estilo de aprendizaje de mayor protagonismo del estudiante, porque previamente pone a su disposición los contenidos a fin de que en la sesión presencial se utilicen estrategias de asimilación mediante el trabajo colaborativo y cooperativo. Esta investigación de enfoque cualitativo, presenta el diseño e implementación de esta metodología en un establecimiento educativo en Chile. El objetivo general es conocer la percepción de los docentes y estudiantes de secundaria acerca del proceso de innovación docente a través de la clase invertida. Se utilizó un diseño de investigación bajo el modelo de Teoría Fundamentada. Los resultados obtenidos a través de entrevistas semiestructuradas, dan cuenta de que la metodología fomenta la interacción del estudiante con las TIC como soporte y apoyo para la preparación de la clase, genera diversos escenarios de aprendizaje que aumentan la motivación y las altas expectativas en los estudiantes y docentes que participaron de la experiencia.
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    Apropiación de habilidades TIC en estudiantes en FID
    (Universidad de Chile, 2015) ;
    Carripan-Sáez, Corina
    La formación de docentes competentes en el uso de las Tecnologías de Información y Comunicación (TIC), tanto a nivel de usuario avanzado como en su utilización pedagógica que implica la planificación, implementación y evaluación de actividades de enseñanza-aprendizaje, es un desafío que las instituciones formadoras están obligadas a abordar en el corto plazo para dar cumplimiento a las exigencias impuestas por el Ministerio de Educación (MINEDUC) en los Estándares Pedagógicos, Disciplinarios y Estándares TIC. Esta intervención fue realizada a una población de 30 estudiantes de tercer semestre de la carrera de Pedagogía en Ciencias de una Universidad Regional de Investigación, cuyo objetivo fue “Evaluar la apropiación de Habilidades TIC en estudiantes de Pedagogía en Ciencias de una Universidad Regional de Investigación a través de la implementación y evaluación de la enseñanza utilizando materiales didácticos multimediales soportados en una plataforma virtual”. Para ello se diseñó un set de materiales que se trabajó con los/las estudiantes a través de la Plataforma Virtual ARCO en la asignatura de Computación y que apuntó al desarrollo de las habilidades TIC evaluadas por la Prueba Inicia TIC en Ambiente Pedagógico, que aplica el MINEDUC CHILE a los/las egresados de pedagogía cada año.
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    Word-y: Structure and content design of educational videogame to learn English as a L2
    (Universidad de Chile, 2015) ;
    Nourdin, Michelle
    The use of videogames in the educational area has taken a bigger role among kids, adolescents and adults, being considered a relevant element, leaving behind its playful look at leisure. Particularly in Chile, thanks to the integration of ICT, several tools like didactic presentation programs or mobile apps facilitate the teaching and learning process of a second language like English. The aim of this research is to describe the design of an educative videogame and to describe the validation process of the Word-y contents which are associated to learning vocabulary in English. The design has been developed using the incremental prototype model’ using the free version of Construct2 software. As projections, the future work implies improve the first prototype applying a content survey to 30 English teachers and educational informatics experts.
  • Publication
    Design and content description of educational videogame word-y to learn English as a second language
    (IGI Global Scientific Publishing, 2015) ;
    Nourdin, Michelle
    Videogames have taken an important role on children and adolescents through the years and gradually took a significant gap in education, leaving out its playful look at leisure. Particularly in Chile, thanks to the integration of Information and Communication Technologies (ICT), several tools like didactic presentation programs or mobile apps facilitate the teaching and learning process of a second language like English. The aim of this research is to describe the design of an educative videogame and to describe the validation process of the Word-y contents which are associated to learning vocabulary in English. The design has been developed using the incremental prototype model' using the free version of Construct2 software. As projections, the future work implies improve the first prototype applying a content survey to 30 English teachers and users.
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    Intercultural Talent Management Model: Virtual communities to promote collaborative learning in indigenous contexts. Teachers’ and students’ perceptions
    (Elsevier, 2015) ;
    Sepúlveda Valenzuela, Eileen
    ;
    The strong connection between technologies and globalization has made the phenomenon of interculturality increase at a global level. The aim was to determine the perception of teachers and students in the use of a Model of Talent Management for interculturality. A virtual learning environment (VLE) was used to link teachers and students of 5 schools in disadvantaged context of Chile through collaborative learning. The research is interpretive and positivist based on qualitative method approach, with quantitative contributions. Results show that talents of the students contribute to the formation of cultural identity that gives uniqueness to the human group to which they belong and the perception of teachers is that the phenomena of acculturation, enculturation and transculturation processes occur in learning linked to the management of the talents of students in intercultural contexts. With respect to the proposed model, trends indicate that it is possible to diagnose and promote talent through collaborative learning and intercultural dialogue. As for technology, it could be argued that it has reshaped relations between different cultures.
  • Publication
    The intercultural dialog in the shape of testimony between woman
    (GERFLINT, 2015) ;
    Meza-Fernández, Sandra
    Dans cet article, on explore les caractéristiques assumées par les personnes qui participent au pacte communicatif sous forme de témoignage, en recherchant à la fois, au sein du sujet de la subalternité dans le postmodernisme, le problème éthique de la représentation des marginaux et celui de l’énonciation. L’examen du rôle appartenant à l’intellectuel qui parle pour remplacer l’autre, soulève la question suivante : est-il légitime que la voix du subalterne soit représentée par le discours d’un étranger ? Cela amène la deuxième question : quelle est la responsabilité de l’intellectuel dans la construction du sujet subalterne du postmodernisme?