Persona:
Quicios García, Mª Del Pilar

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0000-0002-2625-3888
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Quicios García
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Mª Del Pilar
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  • Publicación
    Aprendizaje ubicuo de los nuevos aprendices y brecha digital formativa
    (Píxel-Bit. Revista de Medios y Educación, 2015) Ortega Sánchez, Isabel; Trillo Miravalles, Mª Paz; Quicios García, Mª Del Pilar
    La crítica que reiteradamente ha recibido la escuela ha sido su inmovilidad metodológica. Impartición de contenidos emergentes con didácticas obsoletas. Este reproche puede haber sido superado. El siglo XX introdujo las TICen la escuela generando otros tipos de aprendizaje y otro tipo de estudiantes: los nuevos aprendices. Algunos de ellos, ahora son universitarios y gestionan sus aprendizajes de manera ubicua a través del uso de dispositivos móviles. Otros no los gestionan así. Esta dualidad metodológica origina una brecha digital formativa. Este artículo muestra los lugares en los que algunos nuevos aprendices universitarios utilizan dispositivos móviles para desarrollar su u-learning.
  • Publicación
    Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education
    (Springer, 2023-06-02) Sáez López, José Manuel; Grimaldo Santamaría, Rolando Óscar; Quicios García, Mª Del Pilar; Vázquez Cano, Esteban
    Gamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical contexts. The sample of 308 teachers was obtained after the mass delivery of the instrument to educational centers in Spain. The sample is nonprobabilistic, and the study participants voluntarily answered the survey. Of the participants, 69.8% were women and 30.2% were men; this proportion is representative of the population of teachers. A descriptive analysis is based on three dimensions: most used programs, devices used, and didactic functionality. These data are triangulated with an analysis through the HJ-Biplot method, which is presented as a multivariate graphical representation of the data from an Xnxp matrix. This analysis details findings on the determining role played by the teacher and the relationship between years of experience, age, devices used, and resources used, detected with descriptive and bivariate analyses. Among the conclusions are that the subjects positively value training in digital teaching competence in terms of gamification, although in real daily practice only 30% of teachers claim to use gamified tools. Gamification provides collaborative and innovative benefits in relation to its didactic functionality.