He trobat aquest bloc amb referències interessants sobre:
Realitat augmentada (projecte similar a la GDI)
Noves interfícies i realitat augmentada
http://educacion-virtualidad.blogspot.com/2010/04/que-es-realidad-aumentada-y-como-se.html
dijous, 8 d’abril del 2010
dimecres, 3 de juny del 2009
La millor interfície?
Microsoft destierra el control remoto de los videojuegos
La Vanguardia, 3 de juny 2009
Per fer-nos una idea:
Si ara es pogués substituir la part d'interfície que ens presenta el contingut ... és a dir, no tenir una pantalla plana si no això tenir-ho en una cava o similar ja estariem en una realitat virtual total.
Les possibilitats en el món educatiu són incomptables.
Presenta el revolucionario sistema Project Natal, una cámara que reconoce las articulaciones, expresiones faciales y voces para construir una réplica virtual del jugador que reproduce exactamente todos sus movimientos
La Vanguardia, 3 de juny 2009
Per fer-nos una idea:
Si ara es pogués substituir la part d'interfície que ens presenta el contingut ... és a dir, no tenir una pantalla plana si no això tenir-ho en una cava o similar ja estariem en una realitat virtual total.
Les possibilitats en el món educatiu són incomptables.
dilluns, 1 de juny del 2009
Article interessant sobre videojocs
ESNAOLA HORACEK, Graciela Alicia (2009). Videojuegos “Teaching tech”: pedagogos de la convergencia global. La docilización del pensamiento a través del macrodiscurso cultural y la convergencia tecnológica. En SAN MARTÍN ALONSO, A. (Coord.)
Convergencia Tecnológica: la producción de pedagogía high tech [monográfico
en línea]. Revista Electrónica Teoría de la Educación: Educación y Cultura en la Sociedad de la Información. Vol. 10, nº 1. Universidad de Salamanca
Convergencia Tecnológica: la producción de pedagogía high tech [monográfico
en línea]. Revista Electrónica Teoría de la Educación: Educación y Cultura en la Sociedad de la Información. Vol. 10, nº 1. Universidad de Salamanca
Article interessant. Ens pot servir per tot el que estem fent. En faré resum, de moment deixo la referència.
dimarts, 12 de maig del 2009
Games and Learning
Games and Learning is part of Futurelab's Becta-supported 'Harnessing Technology: Next Generation Learning' work programme.
http://www.futurelab.org.uk/resources/documents/project_reports/becta/Games_and_Learning_poster.pdf
http://www.futurelab.org.uk/resources/documents/project_reports/becta/Games_and_Learning_poster.pdf
dilluns, 27 d’abril del 2009
Educational Video Game Design a research/design methodology
Dissertation
Presented by René St. Pierre
Ph.D Doctorate in Art Studies and Practices
University of Quebec at Montreal (UQAM)
January 2007
http://www.clikmedia.ca/CM/index.html
Presented by René St. Pierre
Ph.D Doctorate in Art Studies and Practices
University of Quebec at Montreal (UQAM)
January 2007
http://www.clikmedia.ca/CM/index.html
dilluns, 20 d’abril del 2009
divendres, 3 d’abril del 2009
dilluns, 30 de març del 2009
Utilització de la PDI amb SMART a les aules
Presenta el que és una Pissarra Digital Interactiva. La segona part de l'article ens presenta la utilització de diferents aplicacions preparades per la pissarra SMART
http://observatorio.cnice.mec.es/modules.php?op=modload&name=News&file=article&sid=680
http://observatorio.cnice.mec.es/modules.php?op=modload&name=News&file=article&sid=680
Las pizarras interactivas revolucionan las aulas
Notícia d'actualitat a Aprendemas.com
Explica el que són les pissarres interactives.
http://www.aprendemas.com/Noticias/html/N2204_F19042007.HTML
Explica el que són les pissarres interactives.
http://www.aprendemas.com/Noticias/html/N2204_F19042007.HTML
La pizarra interactiva en las aulas
Informe de REDES. Presenta el que són les pissarres interactives, tipologies, aplicacions i també les conclusions sobre un estudi fet a l'any 2006 sobre l'ús d'aquest recurs.
Les aplicacions i les opinions del professorat encaixen amb el que nosaltres havíem apuntat:
millora en la comunicació, possibilitat de col·laborar entre petits grups.
Com a inconvenients que s'assenyalen: la manca d'aplicacions o més ben dit la necessitat de trobar propostes imaginatives de l'ús d'aquest recurs. El temps que ha de dedicar el professor per a preparar els materials. Necessitat de canvi de mentalitat per a canviar la metodologia. Necessitat de formar-se per a utilitzar-lo.
També fa referència a altres estudis realitzats a U.S.A., Regne Unit i Austràlia.
http://www.pangea.org/dim/docs/Redes_InformePizarrasInteractivas_250506.pdf
Les aplicacions i les opinions del professorat encaixen amb el que nosaltres havíem apuntat:
millora en la comunicació, possibilitat de col·laborar entre petits grups.
Com a inconvenients que s'assenyalen: la manca d'aplicacions o més ben dit la necessitat de trobar propostes imaginatives de l'ús d'aquest recurs. El temps que ha de dedicar el professor per a preparar els materials. Necessitat de canvi de mentalitat per a canviar la metodologia. Necessitat de formar-se per a utilitzar-lo.
També fa referència a altres estudis realitzats a U.S.A., Regne Unit i Austràlia.
http://www.pangea.org/dim/docs/Redes_InformePizarrasInteractivas_250506.pdf
dimecres, 25 de març del 2009
Interactive whiteboards (article)
Interactive whiteboards can assist teachers, students, trainers, and district office personnel.
Whiteboard recorder software captures every step of students' work for later playback.
http://www.techlearning.com/article/7844
Here are several ideas for integrating whiteboards into the classroom.
- Recording
Record a video of a sequence of events at the board. From there, short movies can be made easily.
- Graphic Organizers
Graphic organizers such as Inspiration can be projected for whole class viewing with an LCD projector
- Presentations
Presentations using software such as PowerPoint or KeyNote
- Interactive Software
Create hands-on, interactive lessons where students can manipulate objects, make decisions, and enter data
- Google Earth
Combine an interactive whiteboard with cutting-edge software such as Google Earth to provide an unparalleled experience in geography.
- Interactive Mathematics
The National Library of Virtual Manipulatives (http://enlvm.usu.edu/ma/nav/index.jsp) is exactly as the name implies, a library of virtual, onscreen mathematics manipulatives for students of all grade levels.
-Quizzes and Games
Some interactive whiteboard software can hide portions of the screen, to be revealed at your discretion (in the SmartBoard software it's called "screen shade"; in Mimio, "reveal"). Use this feature to create quizzes and games, with questions on the screen and answers hidden.
Whiteboard recorder software captures every step of students' work for later playback.
http://www.techlearning.com/article/7844
Here are several ideas for integrating whiteboards into the classroom.
- Recording
Record a video of a sequence of events at the board. From there, short movies can be made easily.
- Graphic Organizers
Graphic organizers such as Inspiration can be projected for whole class viewing with an LCD projector
- Presentations
Presentations using software such as PowerPoint or KeyNote
- Interactive Software
Create hands-on, interactive lessons where students can manipulate objects, make decisions, and enter data
- Google Earth
Combine an interactive whiteboard with cutting-edge software such as Google Earth to provide an unparalleled experience in geography.
- Interactive Mathematics
The National Library of Virtual Manipulatives (http://enlvm.usu.edu/ma/nav/index.jsp) is exactly as the name implies, a library of virtual, onscreen mathematics manipulatives for students of all grade levels.
-Quizzes and Games
Some interactive whiteboard software can hide portions of the screen, to be revealed at your discretion (in the SmartBoard software it's called "screen shade"; in Mimio, "reveal"). Use this feature to create quizzes and games, with questions on the screen and answers hidden.
Open Cobalt
Is a free and open source virtual workspace browser and construction toolkit for accessing, creating, and publishing hyperlinked multi-user virtual environments.
http://cobaltworlds.com/index.php
See a demostration of Dr. Xunlei Wu testing Open Cobalt on a multitouch interactive wall at : http://www.duke.edu/~julian/Cobalt/Home.html
Cobalt - Edusim is a 3D multi-user virtual world platform and authoring toolkit intended for your classroom interactive whiteboard (but equally powerful on the students laptop or desktop computers !). Cobalt - Edusim has been tested and works on the Smartboard, Activeboard, Interwriter, Polyvision, Mimio, eBeam, and even the Wiimote Whiteboard. http://edusim3d.com/
http://cobaltworlds.com/index.php
See a demostration of Dr. Xunlei Wu testing Open Cobalt on a multitouch interactive wall at : http://www.duke.edu/~julian/Cobalt/Home.html
Cobalt - Edusim is a 3D multi-user virtual world platform and authoring toolkit intended for your classroom interactive whiteboard (but equally powerful on the students laptop or desktop computers !). Cobalt - Edusim has been tested and works on the Smartboard, Activeboard, Interwriter, Polyvision, Mimio, eBeam, and even the Wiimote Whiteboard. http://edusim3d.com/
The Immersive Education Initiative
The Immersive Education Initiative announced that it will launch its series of Immersive Education: Europe events in London this April.
On April 23rd and 24th the London School of Economics (LSE) will host the Immersive Education Initiative's London Summit, a special two-day event showcasing new and emerging virtual worlds, learning games, educational simulations, and related tools, techniques, technologies, standards and best practices.
Designed specifically for educators, researchers, and administrators, the London Summit consists of presentations, panel discussions, break-out sessions and workshops that provide attendees with an in-depth overview of immersive learning platforms and technologies such as The Education Grid, Project Wonderland, Second Life, Croquet and Cobalt, realXtend, Alice, Open Simulator (OpenSim), augmented and mixed reality, and more.
On April 23rd and 24th the London School of Economics (LSE) will host the Immersive Education Initiative's London Summit, a special two-day event showcasing new and emerging virtual worlds, learning games, educational simulations, and related tools, techniques, technologies, standards and best practices.
Designed specifically for educators, researchers, and administrators, the London Summit consists of presentations, panel discussions, break-out sessions and workshops that provide attendees with an in-depth overview of immersive learning platforms and technologies such as The Education Grid, Project Wonderland, Second Life, Croquet and Cobalt, realXtend, Alice, Open Simulator (OpenSim), augmented and mixed reality, and more.
dimarts, 10 de febrer del 2009
Més sobre e-Adventure
L'estudi correspon al grup de recerca e-UCM de la Universidad Complutense de Madrid. Es pot trobar a la pàgina d'e-Adventure.

Els seus objectius principals són:
Els seus objectius principals són:
- Reduir les despeses en el desenvolupament de jocs educatius,
- Incorporar característiques educatives específiques en eines de desenvolupament de jocs,
- Integra els jocs resultants amb material educatiu en el context dels Entons Virtuals d'Aprenentatge.
e-Adventure. Estudi sobre videojocs de
Seria interessant buscar la publicació.
http://www.plataformasinc.es/index.php/esl/Noticias/Llega-el-consenso-el-videojuego-es-un-complemento-educativo
Assenyalen com a importants per a un videojoc: adaptabilitat, capacitat de integració i la possibilitat d'avaluació
http://www.plataformasinc.es/index.php/esl/Noticias/Llega-el-consenso-el-videojuego-es-un-complemento-educativo
Assenyalen com a importants per a un videojoc: adaptabilitat, capacitat de integració i la possibilitat d'avaluació
dijous, 15 de gener del 2009
Nous llibres a la biblioteca:
Gee, James Paul. “Lo que nos enseñan los videojuegos sobre el aprendizaje y el alfabetismo”, 2004
Comentat a: http://www.uoc.edu/uocpapers/dt/cat/gee.html
Prensky, Marc "Don't Bother me Mom - I'm Learning", 2006.
Comentat a: http://eft.educom.pt/index.php/eft/article/view/3/25
McDougall, Julian i O'Brien, Wayne "Studying Videogames", 2008.
Comentat a: http://www.alibris.com/booksearch.detail?invid=9588654711&browse=1&qwork=10500472&qsort=&page=1
Comentat a: http://www.uoc.edu/uocpapers/dt/cat/gee.html
Prensky, Marc "Don't Bother me Mom - I'm Learning", 2006.
Comentat a: http://eft.educom.pt/index.php/eft/article/view/3/25
McDougall, Julian i O'Brien, Wayne "Studying Videogames", 2008.
Comentat a: http://www.alibris.com/booksearch.detail?invid=9588654711&browse=1&qwork=10500472&qsort=&page=1
dimarts, 13 de gener del 2009
Conferència: Computer games and education
Dr Ben Williamson in
Becta Research Conference, November 2008
Podcast: http://media.futurelab.org.uk/podcasts/becta_talks/downloads/ben_williamson.wmv
Pdf: http://media.futurelab.org.uk/podcasts/becta_talks/transcripts/ben_williamson.pdf
Becta Research Conference, November 2008
Podcast: http://media.futurelab.org.uk/podcasts/becta_talks/downloads/ben_williamson.wmv
Pdf: http://media.futurelab.org.uk/podcasts/becta_talks/transcripts/ben_williamson.pdf
Are Tangible Interfaces Really Any Better Than Other Kinds of Interfaces?
Article de Paul Marshall, Yvonne Rogers and Eva Hornecker. Pervasive Interaction Lab, UK

Quatre planes de reflexió sobre els suposats beneficis dels tangibles interfaces en comparació ambels altres tipus d' interfaces (GUIs, veu)
Interessant el terme: ‘Shareable interfaces’ is a generic term that refers to technologies that are specifically designed to enable collocated groups to work on shared representations
Preguntes de la seva recerca:
(i) how can tangible interfaces facilitate learning
and (ii) how do shareable interfaces support more equitable participation in group settings?
(i) how can tangible interfaces facilitate learning
and (ii) how do shareable interfaces support more equitable participation in group settings?
Figura: conceptual framework that makes explicit all the various factors that can influence whether and how tangible interfaces might support learning
Making sweet music: The Educational Use of Computer Games
Article de: Simon Egenfeldt-Nielsen
Fa una revisió dels estudis sobre computer games and education
Fa una revisió dels estudis sobre computer games and education
" The third generation is less interested in the actual content in computer games, but focus more on the students’ engagement with the computer game (Egenfeldt-Nielsen, 2005; Gee, 2003; Squire, 2004)."
Consulta: al Docs
dilluns, 12 de gener del 2009
The use of computer and video games for learning
A review of the literature. Alice Mitchell and Carol Savill-Smith . Ultralab
Dossier de 93 planes: http://www.lsda.org.uk/files/PDF/1529.pdf
Seccions que recomano:
The findings of previous literature reviews/meta-analyses p.4
Opportunities with new and emerging technologies p.22
Engaging adolescents in learning p. 32
What are the recommendations for the planning and design of educational computer games (or ‘edugames’)? p. 47
Suggested areas for further research 61
Method used for finding research studies about learning with computer and video games p. 63
"..there is a lack of studies regarding educational games use by adolescents, some studies have methodological problems, and longitudinal studies are needed." (p.61)
Dossier de 93 planes: http://www.lsda.org.uk/files/PDF/1529.pdf
Seccions que recomano:
The findings of previous literature reviews/meta-analyses p.4
Opportunities with new and emerging technologies p.22
Engaging adolescents in learning p. 32
What are the recommendations for the planning and design of educational computer games (or ‘edugames’)? p. 47
Suggested areas for further research 61
Method used for finding research studies about learning with computer and video games p. 63
"..there is a lack of studies regarding educational games use by adolescents, some studies have methodological problems, and longitudinal studies are needed." (p.61)
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