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Del sueño al propósito

2020-04-06T18:18:14+02:0019 marzo 2020|GKA EDUTECH, Plenaria|

José de Jesús Fuentes Viveros – Universidad Tecmilenio (México)

Emprendedor senior con mas de 28 años de experiencia internacional en desarrollo de contenidos creativos para plataformas de comunicación como: televisión, radio, agencia de publicidad, educación, internet y social media. Storyteller y director creativo. Narrador play by play de la mayor league baseball para los Colorado Rockies, productor ejecutivo en Hollywood y de empresas globales de televisión y miembro activo en The National Geographic Society. Experiencia comprobada en resultados económicos así como con premios internacionales entre los que destacan un león de oro en Cannes, 5 ángeles de la creatividad de Sebastian con la ARVM o dos Grand Prix en los Gold Leaf Awards. Conferencista en mas de 485 congresos sobre publicidad, mercadotecnia y liderazgo. Consultor de comunicación en empresas como: Entravision Communications, Evolve Communications, The Colorado Health Foundation, the Denver Art Museum, grupo imagen multimedia y tropix media en cuba hoy tiene el privilegio trabajar para Tecmilenio como Chief Storyteller en la dirección nacional de contenidos audiovisuales.

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Una práctica docente basada en el juego: reflexiones desde el aula

2020-03-30T17:00:54+02:0019 marzo 2020|GKA EDUTECH, Plenaria|

Quelaztli Aziyadé Salas Góngora – Universidad Tecmilenio (Mexico)

Actualmente doctorando en Ciencias Sociales por la Universidad Pablo de Olavide en Sevilla, España, miembro del colectivo docente Innovagogía, maestra en Administración de Organización Educativas con doble titulación por la Universidad Autónoma de Yucatán (UADY) y la Universidad de París 12. Ha cursado diplomado en TIC e innovación educativa y certificado en Fundamentos de psicología positiva, así como diversos cursos en coaching, estrategias de enseñanza y aprendizaje, entre otros; ha participado en el diseño, implementación y evaluación de proyectos de índole cultural y formación humana tanto en empresas privadas y públicas de la región.

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La gamificación más allá de los puntos, insignias y tablas de clasificación

2020-04-06T14:08:35+02:0019 marzo 2020|GKA EDUTECH, Plenaria, Video|

Joan Tomàs Pujolà Font – Universitat de Barcelona

Dr Joan-Tomàs Pujolà holds a PhD in Applied Linguistics from the University of Edinburgh, Scotland. He is a senior lecturer at the Department of Linguistic and Literary Education of the Faculty of Education, University of Barcelona (UB). He also collaborates in teaching training programs in relation to digital competences for HE teachers at the Institute for Professional Development – ICE UB. He has been director of the Masters’ degree in Training of Teachers of Spanish as a Foreign Language (UB and Pompeu Fabra University) and is currently co-director of the distance learning version of the same Masters’ degree (UNIBA-UB). He also coordinated the PhD program in Language and Literature Didactics at the Faculty of Education. He is currently the principal investigator of the research group realTIC (Research in teaching and learning languages with ICT) and the coordinator of the consolidated group of teaching innovation DIDAL_UB (Dynamics of Educational Innovation for Language Learning) at the UB. His research focuses on various topics related to Computer Assisted Language Learning (CALL): the educational potential of web 2.0; the multimodal aspects of internet communication and the power of images to reflect learning processes; the interactivity of teaching digital materials developed for language learning; the use of eportfolios and feedback processes in distance language learning and teaching. Recently, he has been working on researching innovative methodologies to improve the teaching and learning of foreign languages such as the implementation of mobile learning, PLEs, flipped classroom, and gamification. He has coordinated different I+D projects related to the use of ICT for language teaching and also collaborated in the developing of tandemMOOC at the UOC. He is currently collaborating on two Erasmus + projects: ProPIC that focuses on the use of technology for Continuous Professional Development (CPD) and PRINTeL which aims to promote innovation in teaching & learning developing teachers’ digital competence.

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Gamifying m-learning: Acquiring language and literacy skills on AR learning trails

2020-03-30T14:00:33+02:0019 marzo 2020|GKA EDUTECH, Plenaria|

Mark Pegrum – University of Western Australia (Australia)

Associate Professor Mark Pegrum is a Lecturer in Digital Learning in the Graduate School of Education at The University of Western Australia in Perth, where he is also the Deputy Head of School (International). In his courses, he specialises in digital technologies in education, with a particular focus on mobile learning. He is a Senior Fellow of the Higher Education Academy, and his teaching has been recognised through Faculty and University Excellence in Teaching Awards, as well as a 2010 national Australian Learning & Teaching Council (ALTC) Excellence in Teaching Award. His current research focuses on mobile technologies, digital literacies, augmented reality, and mobile learning trails and games. His books include: Brave New Classrooms: Democratic Education and the Internet (co-edited with Joe Lockard, 2007); From Blogs to Bombs: The Future of Digital Technologies in Education (2009); Digital Literacies (co-authored with Gavin Dudeney & Nicky Hockly, 2013); Mobile Learning: Languages, Literacies and Cultures (2014); and Mobile Lenses on Learning: Languages and Literacies on the Move (2019).

This paper explores the potential of gamified mobile learning trails to help students acquire language and literacy skills in a variety of real-world settings. Following a theoretical introduction, it presents three brief and contrasting case studies of successful mobile augmented reality (AR) trails which incorporate elements of language and literacy learning. The theoretical introduction draws on Pegrum’s (2014, 2019) 3 Mobilities Framework, Burden & Kearney’s (2018) iPAC Mobile Pedagogical Framework, and Clandfield & Hadfield’s (2017) Weak & Strong Interaction Model, suggesting that the richest and most motivating mobile learning designs involve activities where the devices, the learners, and the learning experiences are all mobile; where the three dimensions of personalisation, collaboration, and authenticity are foregrounded; and where both weak and strong interaction are present. It is argued that AR learning trails are an ideal format for such learning, especially to the extent that they are partially or wholly gamified. Following a brief review of past mobile AR learning games and trails, there will be a focus on recent, successful gamified learning trails involving varying degrees of authentic learning, i.e., learning which is embedded and embodied in real-world settings. Brief case studies will be presented of projects including the Japanese Fukuchiyama Castle Rally; the Singaporean iHTs (Interactive Heritage Trails); and the Hong Kong TIEs (Trails of Integrity and Ethics), highlighting the latest developments in these and other related projects. It will be shown that the more actively students become involved in creating with mobile technologies, potentially even teaching their peers through these technologies, the richer the resulting learning experiences.

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