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<title>EDUDIG. Artículos</title>
<link>http://hdl.handle.net/10366/153591</link>
<description/>
<pubDate>Wed, 22 Apr 2026 05:34:43 GMT</pubDate>
<dc:date>2026-04-22T05:34:43Z</dc:date>
<item>
<title>Artificial intelligence, social media, and web platforms in secondary education: effects on creativity and cultural participation in a global south context</title>
<link>http://hdl.handle.net/10366/171045</link>
<description>[EN]This study examines the effects of a three-month pedagogical intervention that integrated&#13;
artificial intelligence (AI), social media, and web-based tools to strengthen digital literacy,&#13;
creativity, and cultural participation among secondary education students in Ecuador.&#13;
The intervention was theoretically grounded in perspectives of inclusive digital education&#13;
and Universal Design for Learning (UDL), emphasizing participation, accessibility, and&#13;
collaborative knowledge construction. The intervention involved 61 students supported&#13;
by 31 university facilitators and was developed under a mixed-methods action research&#13;
design with a pre–post (quasi-experimental) approach. Pre- and post-test surveys were&#13;
administered to assess changes in digital competencies and creativity, while semi-structured&#13;
interviews explored students’ perceptions of creative expression and their engagement&#13;
with the cultural and technological ecosystem. Quantitative results showed statistically&#13;
significant improvements in digital literacy and creativity (p &lt; 0.001), while qualitative&#13;
findings evidenced increased student empowerment, critical awareness of algorithms,&#13;
and active cultural participation. The integration of AI and social media promoted&#13;
an inclusive, student-centered learning environment that enhanced autonomy, reflective&#13;
thinking, and media engagement. These results suggest that hybrid and culturally contextualized&#13;
AI-mediated interventions may foster 21st-century competencies, strengthen&#13;
digital equity, and promote creative agency in educational contexts of the Global South,&#13;
particularly within emerging digital learning environments in Ecuador.
</description>
<pubDate>Fri, 17 Apr 2026 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/171045</guid>
<dc:date>2026-04-17T00:00:00Z</dc:date>
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<title>Usos positivos y disruptivos de la IA en la enseñanza de lenguas: docentes en una encrucijada</title>
<link>http://hdl.handle.net/10366/170676</link>
<description>[ES]La irrupción de la inteligencia artificial (IA) en la educación ha generado un debate profundo sobre su impacto en los procesos de aprendizaje. Más allá del entusiasmo general por sus posibilidades, este estudio pretende conocer cómo los docentes de lenguas utilizan la IA en su práctica pedagógica, con especial atención a las estrategias de planificación y evaluación, y a los procesos disruptivos que surgen en la adquisición de competencias por parte de los estudiantes y su impacto en la equidad educativa. La metodología es puramente cualitativa, basada en el análisis de contenido de entrevistas en profundidad realizadas a un número de docentes representativos de un departamento universitario dedicado a la enseñanza de lenguas extranjeras. Los resultados identifican beneficios del uso de la IA como la generación eficaz de recursos de aprendizaje y secuencias didácticas, la propuesta de ideas para trabajar en clase y la atención a la diversidad, si bien se señalan problemas pedagógicos y éticos que afectan a docentes y estudiantes. Los docentes muestran preocupación por el uso de la IA por parte de los estudiantes debido al tipo de aprendizaje que estimula y su impacto en la adquisición de las competencias que acredita una titulación universitaria. Los resultados revelan una transformación progresiva del rol docente. Se concluye que el uso de la IA por parte de los docentes y estudiantes tiene un impacto positivo en el rendimiento académico, si bien afecta a la equidad y los aprendizajes obtenidos.; [EN]The emergence of artificial intelligence (AI) in education has sparked a profound debate about its impact on the learning process. While there is general enthusiasm for the possibilities of AI, this study aims to determinehow  language  teachers  use  it  in  their  practice,  paying  special  attention  to  planning  and assessment strategies,the disruptive processes that arise in students' skill acquisition and their impact on  educational  equity.  The  study  employs  a  purely  qualitative  methodology  based  onthe  content analysis  ofin-depth  interviews  with  teachers  from  a  university  department  specialising  in  foreign language  teaching.  The  benefits  of  using  AI  are  identified,  such  as  effectively  generating  learning resources and teaching sequences, proposing ideas for classroom workand paying attention to diversity. However, pedagogical and ethical issues affecting teachers and students are also highlighted. Teachers express concern about students using AI because of the type of learning it encourages and its impact on acquiring the knowledge and skills  certified by  a  university  degree. The  results  reveal the  progressive transformation of the role of the teacher as an educational mediator. It is concluded thatthe use of AI byteachers  and student hasa  positive  impact  on academic performance,  though  it  affects  equity  and learning outcomes.
</description>
<pubDate>Wed, 18 Mar 2026 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/170676</guid>
<dc:date>2026-03-18T00:00:00Z</dc:date>
</item>
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<title>Expert consensus on gamification strategies for ICT courses in higher education: a modified Delphi approach</title>
<link>http://hdl.handle.net/10366/170174</link>
<description>[EN]Teaching Information and Communication Technologies (ICT) in higher education&#13;
faces the challenge of engaging students accustomed to interactive and&#13;
digital learning environments. Although gamification has emerged as a promising&#13;
pedagogical strategy to enhance motivation, participation, and learning, there is&#13;
still no consensus on which gamification elements and strategies should be prioritized&#13;
in ICT courses. To address this gap, this study aimed to identify, through&#13;
expert consensus, the most relevant gamification components for ICT teaching&#13;
in higher education. A modified Delphi study with a mixed-methods design was&#13;
conducted in two rounds: an open exploratory phase and a structured round&#13;
using a five-point Likert scale. Twelve experts were selected based on a competence&#13;
coefficient (K ≥ 0.75). Quantitative analyses included means, standard&#13;
deviations, interquartile range (IQR), coefficient of variation (CV), and Kendall’s&#13;
coefficient of concordance (W), complemented by qualitative thematic coding&#13;
with an inter-coder reliability of κ = 0.82. Consensus thresholds followed current&#13;
Delphi standards (≥ 80% agreement, IQR ≤ 1, CV ≤ 0.30, and W ≥ 0.60). The&#13;
results indicate that experts prioritized challenges and quests (83% agreement;&#13;
W = 0.66), followed by points and rewards (67%) and the complementary use of&#13;
badges and leaderboards. Strong consensus was reached regarding the potential&#13;
of gamification to strengthen problem-solving, critical thinking, and collaboration&#13;
(100%; W = 0.90), and to increase active participation (100%) and promote&#13;
deep understanding (83%). However, heterogeneity persisted in relation to the&#13;
selection of technological platforms (W = 0.27) and specific strategies (W = 0.28),&#13;
and the effects on academic performance were reported as inconsistent. Overall,&#13;
the findings suggest that gamification is most effective when systematically integrated&#13;
into ICT curricula, supported by teacher training and immediate feedback&#13;
mechanisms. As no universal technological platform is recommended, the use&#13;
of contextual selection criteria is essential. These results provide a conceptually&#13;
validated reference framework for the design of gamified learning experiences in&#13;
higher education and underscore the need for further empirical validation across&#13;
diverse educational contexts.
</description>
<pubDate>Thu, 12 Feb 2026 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/170174</guid>
<dc:date>2026-02-12T00:00:00Z</dc:date>
</item>
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<title>From virality to pedagogy: a systematic and comprehensive review of TikTok's educational use in South America</title>
<link>http://hdl.handle.net/10366/170169</link>
<description>[EN]TikTok’s rise invites scrutiny of its educational value, yet evidence from&#13;
South America remains fragmented. This study synthesizes South-American&#13;
research on TikTok-mediated learning to (i) map thematic and methodological&#13;
trends and (ii) quantify reported learning gains. A PRISMA-guided search of&#13;
Scopus, Web of Science, SciELO and Latindex (2018–2025) yielded 1 695&#13;
records; after screening, 26 peer-reviewed studies met the inclusion criteria.&#13;
Narrative synthesis traced conceptual patterns, while a meta-analytical substudy&#13;
aggregated effect data from the 15 papers that reported quantitative&#13;
outcomes. Research clusters around four application do-mains: language&#13;
learning, science/health communication, reading &amp; digital storytelling, and&#13;
civic-environmental education. Most interventions occur in secondary and&#13;
higher-education settings and employ challenge-based or duet/stitch tasks that&#13;
lever-age TikTok’s multimodal affordances for motivation and identity work.&#13;
Meta-analytic pooling—limited by under-reporting of descriptive statistics—&#13;
nevertheless identified large pre/post differences associated with speaking&#13;
accuracy (d = 2.13) and moderate pre/post differences related to emotionalintelligence&#13;
clarity (Wilcoxon p &lt; 0.05). Qualitative evidence corroborates&#13;
heightened engagement, peer collaboration and critical-media literacy, but also&#13;
flags persistent digital divides, algorithmic bias and scant research in primary,&#13;
indigenous and community contexts. Heterogeneous designs and incomplete&#13;
statistical reporting re-strict generalizability. Future studies should adopt&#13;
longitudinal, multi-site experiments and open-data practices to enable robust&#13;
meta-analysis. Effective use of TikTok hinges on intentional instructional design:&#13;
clear learning objectives, equity centered access strategies and critical-digitalliteracy&#13;
scaffolds that mitigate platform bias. This is the first systematic review&#13;
and meta-analysis focused exclusively on TikTok’s educational applications in&#13;
South America. It provides an evidence-based agenda for researchers and&#13;
practitioners seeking to harness platform-native cultures while addressing the&#13;
region’s sociotechnical inequalities.
</description>
<pubDate>Fri, 20 Feb 2026 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/170169</guid>
<dc:date>2026-02-20T00:00:00Z</dc:date>
</item>
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<title>Quality vs. populism in short-video political communication: a multimodal study of TikTok</title>
<link>http://hdl.handle.net/10366/170104</link>
<description>[EN]The article examines how framing and actor identity structure attention in short-video&#13;
politics using a country-level corpus from Ecuador. It assembles 4612 public TikTok videos&#13;
from official accounts and politically salient hashtags, extracts multimodal text via automatic&#13;
speech recognition and on-screen OCR, and constructs two continuous indices: a&#13;
quality index (programmatic, efficacy-oriented content) and a populism index (antagonistic,&#13;
people-versus-elite cues). Engagement is modeled as a fractional response (binomial GLM&#13;
with logit link), with robustness checks using OLS on logit(ER) and Poisson counts with an&#13;
offset for log(plays + 1). Models include affect (positive sentiment and anger), hour/day&#13;
controls, and actor fixed effects (leader, creator, institution, party, and media). The indices&#13;
display construct validity: quality aligns with positive/joyful tone and populism with anger.&#13;
Net of controls, populism is positively and consistently associated with engagement across&#13;
estimators; quality is small and often null or negative. Effects are heterogeneous: leaders&#13;
gain under both frames, creators primarily under populism, and media modestly under&#13;
populism, while institutions face penalties under both, and parties show limited returns.&#13;
Monthly series reveal event-linked intensification of populism, and hashtag networks are&#13;
modular, mapping onto institutional, partisan, and creator ecosystems. A design analysis&#13;
identifies a non-populist pathway—benefit-first micro-explanations, concise captions, targeted&#13;
hashtags, and joyful/efficacy affect—that raises engagement without antagonism.&#13;
The study contributes a reproducible, open-source pipeline for survey-free, multimodal&#13;
framing measurement and clarifies how persona × frame interactions and meso-level&#13;
discursive structure jointly organize attention in short-video politics.
</description>
<pubDate>Wed, 25 Feb 2026 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/170104</guid>
<dc:date>2026-02-25T00:00:00Z</dc:date>
</item>
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<title>From tweets to power: an integrative thematic review of political communication and platform governance on Twitter/X (2009–2024)</title>
<link>http://hdl.handle.net/10366/169311</link>
<description>[EN]Introduction: This integrative thematic review synthesizes the body of peer-reviewed studies on political communication via Twitter/X, aiming to map the conceptual and methodological landscape of the field as indexed in major databases from the platform’s inception in 2009 through 2024. &#13;
Methods: The review followed a PRISMA-style workflow for search, deduplication, and screening, resulting in a final corpus of 52 articles from the Web of Science Core Collection and Scopus. Included studies were analyzed using a hybrid deductive-inductive thematic analysis. &#13;
Results: Findings are organized around five central themes: (1) actor strategy (personalization, timing, campaign orchestration), (2) audience behavior (engagement patterns, selective exposure), (3) platform architecture (affordances, algorithmic mediation), (4) trust and legitimacy (institutional credibility vs. visibility logics), and (5) methodological innovation (computational scaling vs. interpretive depth). The analysis reveals conceptual consolidation but also a structural imbalance in the field, characterized by the dominance of US and EU scholarship, limited cross-regional integration, and uneven theoretical convergence. &#13;
Discussion: The study argues for three key developments in future research: the adoption of mixed-method designs integrating discourse, network, and behavioral data; greater attention to non-Western contexts; and the explicit treatment of platforms as political actors, not just communication stages. Limitations include the restriction to two databases and a specific timeframe, the absence of a formal quality appraisal, and evolving platform conditions that challenge reproducibility. This review provides a roadmap for building more cumulative, comparative, and theory-driven research on the intersection of Twitter/X and governance.
</description>
<pubDate>Tue, 11 Nov 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/169311</guid>
<dc:date>2025-11-11T00:00:00Z</dc:date>
</item>
<item>
<title>Industrias culturales y creativas en Ibarra, Ecuador: un enfoque de apropiación cultural e interacción comunicacional</title>
<link>http://hdl.handle.net/10366/169302</link>
<description>[ES]Este estudio analiza cómo la apropiación cultural y la interacción comunicacional inciden en el fortalecimiento de las&#13;
Industrias Culturales y Creativas (ICC) en la ciudad de Ibarra, Ecuador. A través de un enfoque cualitativo y un diseño&#13;
teórico-descriptivo, se recopilaron datos mediante entrevistas semiestructuradas, análisis documental y la técnica participativa&#13;
Phillips 66, con la participación de actores culturales clave y jóvenes locales. Los resultados evidencian una&#13;
identidad cultural fragmentada, escasa apropiación simbólica por parte de la juventud y una débil articulación entre&#13;
instituciones, medios de comunicación y gestores culturales. Aunque existen iniciativas culturales, estas no conforman&#13;
un ecosistema sostenible ni articulado. Se concluye que el diseño de una estrategia comunicacional integral, orientada&#13;
a la juventud y al fortalecimiento de la identidad local, puede mejorar la visibilidad, sostenibilidad e impacto de las ICC.&#13;
Asimismo, se destaca la necesidad de políticas públicas que reconozcan a las industrias culturales como motores del&#13;
desarrollo territorial y como agentes de transformación social en ciudades intermedias.; [EN]This study analyzes how cultural appropriation and communicational interaction influence the development of Cultural and Creative Industries (CCI) in the city of Ibarra, Ecuador. Using a qualitative, theoretical-descriptive design, data were collected through semi-structured interviews, document analysis, and the participatory Phillips 66 technique, involving key cultural actors and local youth. Findings reveal a fragmented cultural identity, weak symbolic appropriation among young people, and limited coordination among institutions, media, and cultural managers. Although several initiatives exist, they do not form a cohesive or sustainable cultural ecosystem. The research concludes that implementing a comprehensive communication strategy—focused on youth engagement and identity reinforcement—could improve the visibility, sustainability, and impact of CCI. The study also highlights the need for public policies that recognize cultural industries as drivers of territorial development and agents of social transformation in intermediate cities.
</description>
<pubDate>Wed, 01 Oct 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/169302</guid>
<dc:date>2025-10-01T00:00:00Z</dc:date>
</item>
<item>
<title>Educación financiera a distancia: análisis de un caso latinoamericano</title>
<link>http://hdl.handle.net/10366/167878</link>
<description>[ES]La  educación  financiera  es  un  proceso  fundamental  para  la  gestión  eficiente  de  los  recursos.  Los  cursos  abiertos,  masivos y en línea (MOOC) ofrecen accesibilidad, comprensibilidad y desarrollar habilidades clave en competencia financiera. El artículo describe la implementación de una iniciativa latinoamericana, analizando su perfil sociodemo-gráfico, tasas de término y niveles de satisfacción. Es un estudio de caso exploratorio, principalmente cuantitativo, no experimental y ex post facto. Se utilizaron datos de 27.953 inscritos del MOOC “Educación Financiera Ciudadana” de UAbierta de la Universidad de Chile. Los datos provienen de registros de usuarios, calificaciones, encuestas de inicio y cierre. El análisis se efectuó con SPSS Statistics v.28 y ATLAS.ti v.25, utilizando herramientas de inteligencia artificial de codificación, resumen y conversación. Como resultados, se obtuvo una tasa de finalización del 16,31%, inferior al total de los cursos de plataforma (16,99%) y superior al estándar internacional (10%). El perfil predominante es femenino, jo-ven, con estudios universitarios y habilidades digitales medias-altas, residentes mayoritariamente en Chile. La satisfac-ción global fue alta (85,17%), destacando contenidos (89,65%) y materiales (88,14%), los foros obtuvieron calificación más baja (75,72%). Si bien existe un alto interés por las finanzas personales y la valoración es positiva; también se pide mayor aplicación práctica de las temáticas tratadas. Se concluye la necesidad de aplicar mejoras relacionadas con la actualización de contenidos y recursos, evaluaciones, y en la supervisión e interacción entre participantes y equipo docente; con tal de mantener una oferta atractiva y pertinente, que fomente el crecimiento de las tasas de finalización.; [EN]Financial education is a fundamental process for the efficient management of resources. Massive open online courses (MOOCs) offer accessibility, comprehensibility, and the development of key financial literacy skills. The article describes the implementation of a Latin American initiative, analyzing its sociodemographic profile, completion rates, and satisfaction levels. It is an exploratory, mainly quantitative, non-experimental, and ex post facto case study. Data from 27,953 registrants of the MOOC “Citizen Financial Education” from UAbierta at the University of Chile were used. The data come from user records, grades, and start and end surveys. The analysis was performed with SPSS Statistics v.28 and ATLAS.ti v.25, using artificial intelligence tools for coding, summarizing, and conversation. The results showed a completion rate of 16.31%, lower than the total for platform courses (16.99%) and higher than the international standard (10%). The predominant profile is female, young, with university studies and medium-high digital skills, mainly residing in Chile. Overall satisfaction was high (85.17%), with content (89.65%) and materials (88.14%) receiving high ratings, while forums received the lowest rating (75.72%). Although there is a high level of interest in personal finance and the assessment is positive, there is also a demand for greater practical application of the topics covered. It is concluded that improvements are needed in terms of updating content and resources, assessments, and supervision and interaction between participants and teaching staff, in order to maintain an attractive and relevant offering that encourages growth in completion rates.
</description>
<pubDate>Wed, 01 Oct 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/167878</guid>
<dc:date>2025-10-01T00:00:00Z</dc:date>
</item>
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<title>Evaluating DigiCraft for the development of digital competence: a qualitative approach</title>
<link>http://hdl.handle.net/10366/166901</link>
<description>[EN]Digital competence, the ability to use and understand technology effectively, is fundamental in &#13;
today's society. For this reason, several programs have been launched in recent years to develop &#13;
and improve it. DigiCraft, an educational program of the Vodafone-Spain Foundation that aims to &#13;
give Spanish children access to quality training in digital literacy, is one of the most important &#13;
initiatives to develop this skill among students aged 6-12 in Spain. In addition to developing digital &#13;
competence, it contributes to meeting the challenges of educational sustainability, which is &#13;
particularly in line with Goal 4 of the Sustainable Development Goals (SDGs): "Ensure inclusive &#13;
and equitable quality education and promote lifelong learning opportunities for all". The purpose &#13;
of this study is to explore and understand the results of the DigiCraft educational program, taking &#13;
into account the perspective of the different agents who participated in it, after three years of &#13;
development. In this research, a qualitative methodology was chosen, using a semi-structured &#13;
interview with open-ended questions as a tool to collect the evaluation of students and teachers &#13;
involved in the program. Sixteen centres from different contexts and Autonomous Communities &#13;
were selected. The results obtained show the success of this program in developing digital &#13;
competence in children aged 6-12.
</description>
<pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/166901</guid>
<dc:date>2024-01-01T00:00:00Z</dc:date>
</item>
<item>
<title>Impact of Gamification on Motivation and Academic Performance: a systematic review</title>
<link>http://hdl.handle.net/10366/166900</link>
<description>[EN]This study aims to examine the existing evidence on gamification in educational settings, highlighting its impact on motivation and academic performance. Methodologically, a Systematic Literature Review (SLR) was developed under the PRISMA statement criteria using three multidisciplinary databases: Web of Science, Scopus, and Scielo. According to the inclusion, exclusion, and quality criteria, it was determined to include 9 SLR articles on gamification that address at least one of the two key variables: student motivation or academic performance. The articles were published between 2016 and 2022, available in open access, written in English or Spanish, and with content that is directly related to the research questions. The results reveal that gamification significantly influences motivation by facilitating the assimilation of knowledge, the improvement of skills and academic competencies of students, and specifically refers to a wide range of capabilities that are essential for success in the educational environment and that can be enhanced through playful and interactive learning experiences. These skills can be cognitive, self-learning, social, or collaborative, among others. It is concluded that creativity and adaptability are key to successfully implementing gamification in the classroom.
</description>
<pubDate>Thu, 13 Jun 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/166900</guid>
<dc:date>2024-06-13T00:00:00Z</dc:date>
</item>
<item>
<title>La falsa Neuroeducación: descubriendo mitos en la formación inicial de los educadores</title>
<link>http://hdl.handle.net/10366/166893</link>
<description>[ES]Las prácticas pedagógicas respaldadas por la neurociencia aún son incipientes en el contexto educativo  y  el  creciente  interés  por  la  neuroeducación  no  se  traduce  siempre  en  una implementación adecuada de los hallazgos de la investigación. Los conceptos erróneos sobre el  cerebro,  conocidos  como  neuromitos,  continúan  predominando.  En  este  artículo  se presentan los resultados de una investigación cuya finalidad es la de analizar la capacidad que tienen los futuros profesionales de Grados en Educación, para identificar neuromitos en el ámbito de la neurociencia, el aprendizaje y los procesos cognitivos, así como conocerla influencia  de  las  variables  de  género,  edad,  titulación  y  curso  académico,  sobre  sus percepciones y concepciones. Empleando una metodología cuantitativa, se trabajó con una muestra de 172 educadores en formación de los Grados en Pedagogía, Maestro en Educación Primaria, Educación Social y Maestro en Educación Infantil, de la Universidad de Salamanca. Tras  la  recogida  de  datos,por  medio  de  la  escala  ALFANED,  y  el  análisis  descriptivo  e inferencial  de  los  mismos,  los  resultados  hallados  corroboran  la  evidencia  sobre  la prevalencia de los neuromitos en el ámbito de la educación y se identifican las variables de edad,  curso  académico  y  titulación  como  predictoras  en  la  identificación  de  estas  falsas creencias.; [EN]Pedagogical practices supported by neuroscience are still in their early stages in the educational context, and the growing interest in neuroeducation does not always translate into proper implementation of research findings. Misconceptions about the brain, known as neuromyths, continue to prevail. This article presents the results of research aimed at analyzing the ability of university students in Education degrees to identify neuromyths in the field of neuroscience, learning, and cognitive processes. It also aims to identify the influence of gender, age, degree, and academic year on their perceptions and conceptions. Using a quantitative methodology, a sample of 172 education students from degrees in Pedagogy, Primary Education, Social Education, and Early Childhood Education at the University of Salamanca was examined. After data collection through the ALFANED scale and descriptive and inferential analysis, the results confirm the prevalence of neuromyths in the education field. Additionally, age, academic year, and degree are identified as predictors in the identification of these false beliefs.
</description>
<pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/166893</guid>
<dc:date>2024-01-01T00:00:00Z</dc:date>
</item>
<item>
<title>¿Mejoran las habilidades lingüísticas en inglés el desarrollo de la competencia digital?</title>
<link>http://hdl.handle.net/10366/166888</link>
<description>[ES]La investigación en el ámbito científico de la competencia digital y la competencia lingüística en idioma inglés ha demostrado una relación direccional en la que se señala a la competencia digital como favorecedora de las habilidades lingüísticas en idioma inglés. Sin embargo, no existen investigaciones que hayan estudiado la relación entre las habilidades lingüísticas en inglés y el desarrollo de la competencia digital, objetivo del presente estudio. En esta investigación se ha seguido una metodología cuantitativa con la finalidad de identificar la relación existente entre el nivel de competencia lingüística en idioma inglés y el nivel de competencia digital observado de 149 estudiantes universitarios de primer curso de titulaciones en Educación. Tras la recogida de información y su análisis descriptivo, inferencial y correlacional, los resultados obtenidos permiten concluir que las habilidades lingüísticas en idioma inglés y el desarrollo de la competencia digital de los estudiantes están relacionados.; [EN] The research in the scientific field of digital competence and English language proficiency has demonstrated a directional relationship, indicating that digital competence promotes English language skills. However, there is a lack of studies that have examined the relationship between English language proficiency and the development of digital competence, which is the aim of the present study. This research follows a quantitative methodology to identify the existing relationship between the level of English language proficiency and the observed level of digital competence in 149 first-year university students in Education. After collecting and analyzing information descriptively, inferentially and correlatively, the results obtained lead to the conclusion that English language skills and the development of students' digital competence are relate.
</description>
<pubDate>Sun, 01 Sep 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/166888</guid>
<dc:date>2024-09-01T00:00:00Z</dc:date>
</item>
<item>
<title>Innovación en el estilo formativo para transformar realidades en Educación Superior</title>
<link>http://hdl.handle.net/10366/166882</link>
<description>[ES]La  importancia  de  crear  oportunidades  para  llevar  a  cabo  prácticas  empresariales  universitarias significativas  radica  en  su  potencial  para  cultivar  habilidades  y  competencias  cruciales  para  el desempeño  laboral.  Esta  relevancia  se  acentúa  en  el  contexto  colombiano  debido  a  la  escasez  de enfoques teóricos que orienten la formulación de estrategias efectivas para la ejecución de prácticas empresariales  universitarias  en  entornos  virtuales  de  aprendizaje.  El  presente  estudio  se  propuso investigar  el  impacto  de  la  tecnología  móvil  en  la  colaboración  efectiva  entre  universidades  y empresas, y su influencia en el desarrollo de habilidades profesionales en estudiantes. La investigación se llevó a cabo mediante un diseño metodológico que incluyó el diseño de un Modelo de aprendizaje móvil (m-learning), la implementación de este en una institución educativa a través de un laboratorio virtual  de  prácticas  y  la  recopilación  de  datos  a  través  de  encuestas  y  seguimientos  a  lo  largo  del período  de  aplicación.  Los  hallazgos  principales  revelaron  que  el  m-learning  fortaleció  la  relación universidad-empresa  al  proporcionar  a  los  estudiantes  la  oportunidad  de  participar  activamente  en situaciones  del  mundo  real;  esto  se  tradujo  en  un  aumento  significativo  en  la  confianza  de  los estudiantes  en  sus  conocimientos  teóricos  y  su  capacidad  para  aplicar  conceptos  empresariales  en contextos prácticos.; [EN]The importance of creating opportunities for meaningful business internships for university students lies in their potential to cultivate skills and competencies crucial to job performance. This relevance is accentuated  in  the  Colombian  context  due  to  the  scarcity  of  theoretical  approaches  that  guide  the formulation of effective strategies to do business internships in virtual learning environments. This study  aimed  to  investigate  the  impact  of  mobile  technology  on  effective  collaboration  between universities and companies, and its influence on the development of professional skills in students. The research employed a methodology that included the design of a mobile learning model (m-learning), its  implementation  in  an  educational  institution  through  a  virtual  internship  laboratory,  and  the collection  of  data  through  surveys  and  follow-ups  throughout  the  application  period.  The  main findings  revealed  that  m-learning  strengthened  the  university-business  relationship  by  providing students  with  the  opportunity  to  actively  participate  in  real-world  situations.  This  resulted  in  a significant increase in students' confidence in their theoretical knowledge and in their ability to apply business concepts in practical contexts.
</description>
<pubDate>Mon, 01 Jan 2024 00:00:00 GMT</pubDate>
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<dc:date>2024-01-01T00:00:00Z</dc:date>
</item>
<item>
<title>Uso de aplicaciones móviles en contextos educativos de infantil y primaria</title>
<link>http://hdl.handle.net/10366/166879</link>
<description>[ES]El uso de aplicaciones móviles propicia experiencias educativas activas, y puede mejorar la motivación e implicación del estudiante.&#13;
El presente trabajo pretende: a) aportar una selección de aplicaciones educativas en infantil y primaria, b) conocer la opinión de profesores en formación acerca de dichas aplicaciones, c) analizar la satisfacción del alumnado de infantil y primaria tras participar en una experiencia con aplicaciones educativas.&#13;
Para responder a los dos primeros objetivos, se aplica un cuestionario a una muestra de 182 profesores en formación de una universidad a distancia y se emplea un enfoque mixto en el análisis de los datos. Para responder al tercer objetivo se aplica la observación y entrevista a dos grupos de infantil y primaria, y se emplea un enfoque cualitativo.&#13;
Los resultados aportan 51 aplicaciones para trabajar diversos contenidos en infantil y primaria. Los profesores en formación muestran una opinión favorable hacia el uso de estos recursos en el ámbito educativo, consideran que promueven un aprendizaje conductual y por descubrimiento, y tienen una función interactiva. También señalan algunas limitaciones como la falta de recursos materiales y de formación. Por último, el alumnado de infantil y primaria valora positivamente la experiencia realizada, están motivados y desean seguir trabajando con estos recursos para aprender contenidos y competencias.; [EN]The use of mobile applications promotes active educational experiences and can improve student motivation and involvement. The present work aims to: a) provide a selection of educational applications in preschool and primary school, b) know the opinion of teachers in training about these applications, c) analyse the satisfaction of the preschool and primary school student after participating in an experience with educational applications. To answer the first two objectives, a questionnaire is applied to a sample of 182 teachers in training from a distance university and a mixed approach is used in the analysis of the data. Replying to the third objective, observation and interview are applied to two groups of preschool and primary school, and a qualitative approach is used. The results provide 51 applications to work on various contents in early childhood and primary school. Teachers in training show a favourable opinion towards the use of these resources in the educational field, they consider that they promote behavioural, and discovery learning and have an interactive function. They also point out some limitations such as the lack of material resources and training. Finally, the children value the experience positively, they are motivated and want to continue working with these resources to learn content and skills.
</description>
<pubDate>Wed, 08 Jan 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/166879</guid>
<dc:date>2025-01-08T00:00:00Z</dc:date>
</item>
<item>
<title>Gamificación en la enseñanza universitaria: retos didácticos y tecnológicos</title>
<link>http://hdl.handle.net/10366/166877</link>
<description>[ES]La gamificación es una estrategia innovadora en la educación universitaria que busca aumentar la motivación y el compromiso   estudiantil   mediante   dinámicas   lúdicas.   Sin   embargo,   su   implementación   enfrenta   desafíos   pedagógicos  y  tecnológicos.  Este  estudio  analiza  estas  barreras  y  oportunidades  en  la  Facultad  de  Educación,  Ciencia y Tecnología de la Universidad Técnica del Norte (Ibarra, Ecuador) mediante una metodología mixta que combina  encuestas,  entrevistas  y  observaciones  en  aula.  Participaron  30  docentes  y  150  estudiantes.  Los  resultados muestran que el 75% de los estudiantes reporta mayor motivación y participación, especialmente con recompensas  y  competencias  grupales.  No  obstante,  el  70%  de  los  docentes  identificó  la  falta  de  formación  específica,  el  tiempo  de  planificación  y  la  resistencia  al  cambio  como  obstáculos  importantes.  Aunque  la  universidad  cuenta  con  infraestructura  tecnológica  adecuada,  persisten  dificultades  de  acceso  a  dispositivos  personales  entre  los  estudiantes.  El  estudio  sugiere  reforzar  la  capacitación  docente,  ofrecer  soporte  técnico  eficiente y personalizar las plataformas digitales para adaptarlas a los contenidos pedagógicos. Además, destaca la  importancia  de  gestionar  adecuadamente  el  uso  de  tecnologías  para  evitar  la  fatiga  digital  y  aprovechar  el  entorno híbrido post-pandemia para consolidar esta metodología.; [EN]Gamification  is  an  innovative  strategy  in  university  education  that  seeks  to  increase  student  motivation  and  engagement  through  playful  dynamics.  However,  its  implementation  faces  pedagogical  and  technological  challenges.  This  study  analyses  these  barriers and  opportunities  at  the  Faculty  of  Education,  Science  and  Technology of the Universidad Técnica del Norte (Ibarra, Ecuador) using a mixed methodology combining surveys, interviews and classroom observations. Thirty teachers and 150 students participated. The results show that 75% of  the  students  report  increased  motivation  and  participation,  especially  with  rewards  and  group  competitions.  However,  70%  of  teachers  identified  lack  of  specific  training,  planning  time  and  resistance  to  change  as  major  obstacles.  Although  the  university  has  adequate  technological  infrastructure,  difficulties  of  access  to  personal  devices persist among students. The study suggests reinforcing teacher training, offering efficient technical support and customizing digital platforms to adapt them to the pedagogical content. It also highlights the importance of properly managing the use of technologies to avoid digital fatigue and to take advantage of the post-pandemic hybrid environment to consolidate this methodology.
</description>
<pubDate>Sat, 01 Mar 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/166877</guid>
<dc:date>2025-03-01T00:00:00Z</dc:date>
</item>
<item>
<title>Impacto de la gamificación en el rendimiento académico en la Universidad Técnica del Norte (Ecuador)</title>
<link>http://hdl.handle.net/10366/166871</link>
<description>[ES]El principal objetivo de este estudio es analizar el impacto de la gamificación en el rendimiento académico de &#13;
215 estudiantes universitarios mediante un enfoque tecnopedagógico. La gamificación aplica elementos y &#13;
técnicas del diseño de juegos en contextos no lúdicos a fin de mejorar la participación, motivación y la &#13;
efectividad de las actividades académicas. Se aplica una metodología cuantitativa de corte cuasiexperimental &#13;
para comparar dos grupos: 1) control (87 estudiantes) que recibe instrucción tradicional y 2) experimental (128 &#13;
estudiantes) que participa en actividades gamificadas. Los resultados muestran una mejora significativa en el &#13;
rendimiento académico del grupo experimental, con una diferencia de 0.66 puntos en comparación con el &#13;
grupo de control. En conclusión, la gamificación aprovecha la predisposición natural del ser humano hacia la &#13;
competencia, el logro y la colaboración para fomentar la participación, el interés, la retención de información &#13;
y mejora significativamente el rendimiento académico.; [EN]The primary objective of this research study is to analyze the impact of gamification on the academic performance of 215 university students by applying a technopedagogical approach. Gamification applies elements and techniques of game design in non-game contexts in order to improve participation, motivation and effectiveness of academic activities. A quasi-experimental methodology is applied to compare two groups: 1) a control group (87 students) that receive traditional teaching and 2) an experimental group (128 students) that participates in gamified activities. The results show a significant improvement in the academic performance of the experimental group, with a difference of 0.66 points, when compared to the control group. In conclusion, gamification takes advantage of the natural human predisposition towards competition, achievement, and collaboration to encourage participation, interest, and information retention while significantly improving academic performance.
</description>
<pubDate>Sun, 01 Jun 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10366/166871</guid>
<dc:date>2025-06-01T00:00:00Z</dc:date>
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