miércoles, 2 de mayo de 2018

INTRACLASS #1

TOPIC: Presentatio od the signature and socilization of the encuadre.

OBJECTIVE: Present the syllabus of the signature. Socializte the dynamics of signature and the encuadre.

DEVELOPMENT

- Presentqation of the encuadre.
- Presentation of the syllabus of signature.
- Knowledge construction. Learning new words of the electronic language:


*Gamification: The Gamificatrion in an Anglicism, which comes from the English "Gamification", and that has to do with the application of concepts that we usually find in the video games, or other types of recreational activities. (Cortizo, Carrero, Monsalve, et. 2011)

*Citizen Science: The E-Science Citizen (eCC), also known as "cyber-science", is the new term that applies o a practice already known the participation of lay citizens in scientific projects, but tha the use of information and comunication technologies (TIC) has shot to the XXI Century. (Finquelievich & Fischnaller. 2014)

*Web 3.0: There has been a tendency to give this new evolutionary stage of the Web its own name: Web 3.0. We can thus essentially view Web 3.0 as Semantic Web technologies integrated into, or powering, large-scale Web applications. (Hendler. 2009)

*Big Data: It's not just about sharing information or allow free access to the publications, now we want them to be accessible also the data, freely and free of charge. Data invade us in all contexts of society, generated by the applications of the web 2.0, the changes of the investigations scientific organizations, publications or organizations. (Ferrer & Sánchez. 2013)

*GroupWare: Groupware systems are generally defined as software that allows the creation of cooperative work. The emergence of mobile devices and rapid evolution of wireless communication have created new opportunities for cooperation. As a result, mobile groupware can be an interesting alternative to exploit the anytime and anywhere computing paradigm. (Medeiros, Carneiro,  Massaki. 2009)

*Serious Game : The most well-known definition indicates that the "serious games" have an explicit educational purpose and are carefully thought out not to be destined mainly for fun. It is then spoken of a general use of digital games and technologies with aims beyond entertainment (Contreras, Gómez, Solano. 2016)

RESULT
Adaptation of the new concepts to the tourist area.

TASK
Make a mental map with each new word treated in the class :

*Gamification
*Citizen Science
*Web 3.0
*Big Data
*GroupWare 
*Serious Game 

BIBLIOGRAPHY

Cortizo Pérez, J. C., Carrero García, F. M., Monsalve Piqueras, B., Velasco Collado, A., Díaz del Dedo, L. I., & Pérez Martín, J. (2011). Gamificación y Docencia: Lo que la Universidad tiene que aprender de los Videojuegos. Obtenido de: http://abacus.universidadeuropea.es/bitstream/handle/11268/1750/46_Gamificacion.pdf?sequence=2&isAllowed=y

Finquelievich, S., & Fischnaller, C. (2014). Ciencia ciudadana en la Sociedad de la Información: nuevas tendencias a nivel mundial. Revista iberoamericana de ciencia tecnología y sociedad, 9(27), 11-31. Obtenido de: http://www.scielo.org.ar/scielo.php?script=sci_arttext&pid=S1850-00132014000300002
Ferrer-Sapena, A., & Sánchez-Pérez, E. (2013). Open data, big data:¿ hacia dónde nos dirigimos?. Anuario ThinkEPI 2013, 7, 150-156. Obtenido de: http://eprints.rclis.org/21006/1/150-156-Ferrer-Sanchez-Open-data-Big-data.pdf
Berkenbrock, C. D. M., da Silva, A. P. C., & Hirata, C. M. (2009, April). Designing and evaluating interfaces for mobile groupware systems. In Computer Supported Cooperative Work in Design, 2009. CSCWD 2009. 13th International Conference on (pp. 368-373). IEEE. Obtenido de : https://ieeexplore.ieee.org/abstract/document/4968086/

Contreras-Espinosa, R. S., Eguia-Gómez, J. L., & Solano Albajes, L. (2016). Investigación-acción como metodología para el diseño de un serious game. RIED. Revista Iberoamericana de Educación a Distancia, 19(2). Obtenido de: http://www.redalyc.org/html/3314/331445859005/


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