Search results for "Audience response"

showing 5 items of 5 documents

El móvil en las universidades como instrumento de respuesta de audiencias

2019

Internet y la introducción de la multimedia en el aula permiten al alumnado experimentar situaciones que complementan su formación. En los últimos años, el término aprendizaje móvil (m-Learning) ha llegado a popularizarse en los contextos educativos. Una de sus aplicaciones es el uso conjunto de la ludificación y las TIC en la enseñanza universitaria mediante los Instrumentos de Respuesta de Audiencias relacionados con la utilización de dispositivos móviles en el aula. Este estudio examina el efecto de utilizar dos plataformas online (Kahoot! y Socrative) en cuatro asignaturas impartidas en una universidad pública española durante el curso 2016-2017. Los objetivos de esta investigación son …

Ambiente de la claseMobile learningUniversitatsEducación universitariaaprendizaje con móvil; educación universitaria; Sistemas de respuesta de audiencias; Kahoot!; Socrative; ambiente de la claseClassroom climateEducació ExperiènciesKahoot!Aprendizaje con móvilAprenentatgeSocrativemobile learning; higher education; audience response systems; Kahoot!; Socrative; classroom climateAudience response systemsSistemas de respuesta de audienciasHigher educationDIM: Didáctica, Innovación y Multimedia
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Docencia presencial, on-line o mixta: ¿Qué herramientas pedagógicas son mejor valoradas por el alumnado?

2020

[EN] The implementation of the Bologna process in Spanish universities, which has been active for a decade as of this academic year, facilitated the implementation of multiple teaching methodologies where numerous Information and Communication Technologies (ICTs) and e-learning tools have had a place. Thus, at this point, an analysis ought to be carried out of the impact that their use may have had on the teaching-learning process for the students. The results from such study will allow selecting the tools that could potentially optimize the results of the aforementioned process. Once the best ones among them have been identified, and taking into account their face-to-face or online nature,…

Audience Response ToolCuestionario ad-hocAd-hoc questionnaireICTsRendimiento académicoTICsDocumentationInnovationE-learningAcademic performanceTeaching TechnologiesHerramienta de Respuesta de Audiencia
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Game-based learning supported by audience response tools: game proposals and preliminary assessment

2018

The so-called game-based learning strategies are based on introducing games in the classrooms to improve aspects such as student performance, concentration and effort. Currently, they provide a very useful resource to increase the motivation of university students, generating a better atmosphere among peers and between student and teacher, which in turn is generally translated into better academic results. However, the design of games that successfully achieve the desired teaching-learning objectives is not a trivial task. This work focuses on the design of games that allow the assessment of ICT-related university subjects. Specifically, three different games are proposed, all based on stud…

Game designHigher educationEducational systemsGame based learning010501 environmental sciences01 natural sciencesUndergraduate educationGame design0502 economics and businessMathematics educationComputingMilieux_COMPUTERSANDEDUCATIONLearningGame-based learning0105 earth and related environmental sciencesOnline platformsbusiness.industryTeaching05 social sciencesUndergraduate educationHigher EducationPsychologybusiness050203 business & managementAudience responseEducational systems
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Migrant rap in the periphery

2017

Abstract Focusing on a YouTube performance by an emergent Finnish Somali rapper and the audience responses it has generated, this paper looks at ways in which rap music engages with the issue of belonging. Drawing on recent theorizations of belonging as a multi-dimensional, contingent and fluid process, along with sociolinguistic work on globalization and superdiversity, Finnish hip hop culture and popular cultural practices in social media, the paper investigates how belonging is performatively and multi-semiotically interrogated in its online context. It shows how rap can serve as a significant site and channel for new voices in turbulent social settings characterized by rapid social chan…

Linguistics and Language05 social sciencesSocial changeMedia studiesSuperdiversity050801 communication & media studiesContext (language use)SomaliLanguage and Linguisticslanguage.human_language0506 political scienceGlobalization0508 media and communicationsSocial integration050602 political science & public administrationlanguageSocial mediaSociologyAudience responseAILA Review
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Student evaluation of clickers in a dental pathology course

2015

BACKGROUND: The purpose of this study was to evaluate the degree of satisfaction of students and teachers, and to determine whether the students notice improvements in learning and in the learning environment as a result of the use of clicker. MATERIAL AND METHODS: Descriptive study. Fifty-one students and 8 teachers participated in the use of clicker technology in 8 preclinical seminars in dental pathology. Students and teachers filled a three-domain questionnaire at the end of the preclinical course. We used the Mann-Whitney U-test to compare the results between the two groups. RESULTS: The domain "perception and expectation" showed the use of clickers to be simple and convenient for 80% …

Pathologymedicine.medical_specialtyNoticeComputer scienceResearchLearning environmentTeaching methodmedia_common.quotation_subjectOdontología:CIENCIAS MÉDICAS [UNESCO]Ciencias de la saludOperative Dentistry and EndodonticsClickerPerceptionActive learningUNESCO::CIENCIAS MÉDICASComputingMilieux_COMPUTERSANDEDUCATIONmedicineGeneral DentistryResponse systemAudience responsemedia_common
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