Creative Coding and Intercultural Projects in Higher Educationa Case Study in Three Universities
- José-Manuel Sáez López 1
- Yoshiro Miyata 2
- Mª Concepción Domínguez-Garrido 1
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1
Universidad Nacional de Educación a Distancia
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2
Chukyo University
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ISSN: 1138-2783
Argitalpen urtea: 2016
Zenbakien izenburua: Juegos digitales y gamificación aplicados en el ámbito de la educación
Alea: 19
Zenbakia: 2
Orrialdeak: 145-165
Mota: Artikulua
Beste argitalpen batzuk: RIED: revista iberoamericana de educación a distancia
Laburpena
El presente estudio analiza conceptos, actitudes y prácticas de113 alumnos de tres importantes universidades de diferentes países (Japón, México y España) en relación al proceso de codificación para crear presentaciones multimedia en un contexto intercultural. El proyecto está enmarcado en dos grupos de investigación, y ha sido desarrollado para mejorar habilidades de codificación en presentaciones multimedia interculturales. Se aplica una prueba t de Student, un cuestionario mixto con un diseño pretest-postest, una prueba de Wilcoxon y entrevistas a los alumnos, haciendo uso de triangulación de datos. Los resultados muestran que el fomento de actividades multimedia y la interacción intercultural utilizando herramientas de codificación y la comunicación en una universidad tiene varias ventajas con respecto a las competencias TIC. La investigación demostró estadísticamente una eficacia significativa en cuanto a la capacidad de los estudiantes para comprender el manejo y uso de contenidos multimedia a través de programación por bloques. Aunque hay alguna limitación relacionada con el lenguaje de programación Scratch, los estudiantes destacaron que Scratch es fácil de usar, divertido y perfecto para presentaciones y animaciones.
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