Search results for author:"Mar Camacho"
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World Conference on Educational Media and Technology 2011 (Jun 27, 2011) pp. 3275–3280
Taking as departing point the important role that technologies have as mediators of identities and the assumption that 'digital identity' refers to the aspect of digital technology that is concerned with the mediation of people's experience of their ...
World Conference on Educational Media and Technology 2011 (Jun 27, 2011) pp. 3413–3417
This paper presents some preliminary reflections on the emergent field of e-textbooks. It seeks to raise awareness to relevant areas of research as different countries make policy transition to replace a pedagogical tool which can be considered to...
World Conference on Educational Media and Technology 2004 (2004) pp. 3295–3300
The continuous transformations undergone in the educational field justify the need to include technology in the teaching and learning of a foreign language, since it is modifying the traditional educational methods and requires a technology...
World Conference on Educational Media and Technology 2012 (Jun 26, 2012) pp. 1385–1389
It is out of question that some new technologies help some people learn in some instances and that new technologies offer different potentials for learning. E-books are one of such new technologies. In this exploratory study we wanted to see how e...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2006 (October 2006) pp. 1093–1098
Abstract: This paper considers the transition from traditional models of teacher training to new forms which have been made possible by the possibilities offered by ICT. Virtual communities emerge out of the need of moving from static traditional...
Learning as representation and representation as learning: A theoretical framework for teacher knowledge in the digital age
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 2646–2653
The present theoretical paper draws on the Technological Pedagogical Content Knowledge framework as a map onto which the contributions of a multimodal perspective of learning to teacher education are identified. It is assumed both learning and sign...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2006 (October 2006) pp. 1099–1104
Virtual communities emerge out of the need of moving from static traditional training systems to new possibilities supported by technology that allow collaboration and continuous renewal of knowledge. Trainees constantly revisit contents and are...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2005 (October 2005) pp. 1236–1245
Lifelong learning in the 21st century can be exemplified with the creation of communities of practice, in which learners gather together in order to achieve common purposes. This paper is a report on the findings of a two-year pilot research at...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2005 (October 2005) pp. 1233–1235
: Deeply immersed in the Digital Age, the educational use of ICT promotes a new culture of teaching and learning, the pluralisation of learning spaces enables new open and flexible teaching and learning models to emerge in which interaction and...
Janaina Minelli Oliveira; Eliana Gallardo Echenique; Mar Camacho; E dwa r d A . L o c k h a r t; Francesc Esteve
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1424–1434
This study aimed at coaching, supporting and collaborating with pre-service teacher trainers to help them implement and refine their knowledge and skills of creative learning and technology applied to education. To do so we used a mixed-methods...
Topics: Participatory learning and media
From Digital Storytelling to 3D Game-based Storytelling: fostering student’s creativity in initial teacher training
Global Learn 2016 (Apr 28, 2016) pp. 240–245
The concept of digital educational games for training and simulation in Higher Education is ranging from subject-related educational games to the recreation of authentic and rich learning experiences. After several years of successfully using...
Topics: Game-based learning