Search results for "Método de aprendizaje"

showing 3 items of 3 documents

Teaching Archaeological Heritage Management: Towards a Change in Paradigms

2018

The concept of archaeological heritage management (AHM) has been key to wider archaeological research and preservation agendas for some decades. Many universities and other education providers now offer what is best termed heritage management education (HME) in various forms. The emphasis is commonly on archaeological aspects of heritage in a broad sense and different terms are often interchangeable in practice. In an innovative working-conference held in Tampere, Finland, we initiated a debate on what the components of AHM as a course or curriculum should include. We brought together international specialists and discussed connected questions around policy, practice, research and teaching/…

ArcheologyHistoryarchaeological heritage managementConservationInnovación educacional615 History and ArchaeologyArqueologíaArchaeological research11. Sustainabilityta616harjoittelu0601 history and archaeologyta615training060101 anthropology060102 archaeologymuinaisjäännöksetEnvironmental ethicsarkeologia06 humanities and the artsMétodo de aprendizajeteachingkulttuuriperintöheritage management educationKey (cryptography)Archaeological heritageConservation and Management of Archaeological Sites
researchProduct

Los efectos a largo plazo de las competencias emocionales y la autoestima sobre los síntomas internalizantes de los adolescentes

2021

Internalizing symptoms such as depressive mood, somatic complaints and anxiety among adolescents are a major and global concern for parents, educators and professionals. Empirical research suggests that high level of self-esteem during adolescents is associated with psychological adjustment and emotional well-being. This study examines self-esteem as a potential mediator in the interplay between emotional competencies and internalizing symptoms during adolescence. Self-report data from 855 Spanish adolescents (Mage = 13.6, SD = 1.09, 52% girls) were collected in two waves, using a longitudinal design. The mediation model was estimated using structural equation modelling (SEM). Results show …

Mediation (statistics)media_common.quotation_subject05 social sciencesSelf-esteem050109 social psychologyGeneral MedicineMétodo de aprendizajeStructural equation modelingPsicología de la educaciónEmpirical researchEmotional distressAdolescenciamedicineAnxiety0501 psychology and cognitive sciencesmedicine.symptomPsychologyPositive Youth DevelopmentDepression (differential diagnoses)050104 developmental & child psychologymedia_commonClinical psychologyRevista de Psicodidáctica (English ed.)
researchProduct

EmoTIC: Impact of a game-based social-emotional programme on adolescents

2021

[EN] Introduction Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this study was therefore to determine the effectiveness of emoTIC, a game-based social-emotional programme designed according to Mayer, Caruso, and Salovey's model of emotional intelligence. Materials and methods The participants were 119 adolescents between 11 and 15 years, randomly assigned to the experimental group and the control group. The adolescents completed questionnaires to assess their em…

Social CognitionMaleApplied psychologyEmotionsIntelligenceSocial SciencesInnovación educacionalAnxietyAdolescentsFamiliesLearning and MemorySurveys and QuestionnairesSocial emotional learningMedicine and Health SciencesPsychologyChildChildrenEmotional IntelligenceMultidisciplinary05 social sciencesQR050301 educationMétodo de aprendizajeMedicineEngineering and TechnologyGame basedFemalePsychology050104 developmental & child psychologyResearch ArticleSocial PsychologyAdolescentScienceMEDLINEPsychological StressEquipmentHuman LearningMental Health and PsychiatryLearningHumans0501 psychology and cognitive sciencesCommunication EquipmentBehaviorEnseñanza secundariaCognitive PsychologyBiology and Life SciencesSelf ConceptProsocial BehaviorGames ExperimentalVideo GamesAge GroupsPeople and PlacesCognitive SciencePopulation GroupingsCell Phones0503 educationLENGUAJES Y SISTEMAS INFORMATICOSNeurosciencePLoS ONE
researchProduct