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Design thinking as a research-method to delimit the requirements of an interactive environment for learning english in early childhood through augmented reality

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Design thinking as a research-method to delimit the requirements of an interactive environment for learning english in early childhood through augmented reality

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dc.contributor.author Harris-Bonet, Paola es_ES
dc.date.accessioned 2020-11-27T04:31:21Z
dc.date.available 2020-11-27T04:31:21Z
dc.date.issued 2019 es_ES
dc.identifier.uri http://hdl.handle.net/10251/155962
dc.description.abstract [EN] Language in teaching and learning environments have been using Information and Communication Technologies (ICTs) due to their potential as a powerful pedagogical tool. This research work aims at assessing some factors that facilitate and hinder the sound pedagogical use of ICTs within the context of English as a Second Language (ESL) at the early childhood education level, using Design Thinking (DT) as a method to define the requirements of a great use of emerging technologies in education. The goal of such analysis is to enable an interactive design which not only promotes the efficient use of emerging technologies, such as Augmented Reality, but also combines the benefits of incorporating multisensory components and the game-based learning, so that design becomes more inclusive, thus bridging the gap of the current digital divide. In order to understand the needs of an environment ideal for an adequate exploitation of technological resources in the learning process, this Design (DT) methodology leads us to empathize with the direct and indirect users (Students/teachers) and also the socio-economic dimension of the educational institutions willing to invest on the use of ICT-based tools for meaningful and innovative language teaching. Therefore, to meet this aim, two ad hoc questionnaires were handed out to school executives and teachers, respectively, in the specific educational context of Barranquilla, Colombia. The surveys were applied to n=25 preschools. The qualitative data analysis made with SPSS, showed the importance and the need to integrate in the school curriculum technological tools that both improve knowledge and skills, allow for the pedagogical assessment and monitoring of pupils. In the other hand, showed the importance of a design that does not generate frustration due to the fact that some teachers might have low levels of technology training or some difficulties with self- generation contents. Certainly, schools where the socioeconomic aspects are low indicate a scarce tendency towards the use of ICT in the classrooms, as well as poor investment on educational tools from the main directors to facilitate the learning process. In the analysis of the emerging technologies, contrasted with these results (user¿s characterization), Augmented reality seems to be the appropriated technological tool to insert ICT in classroom. This first methodological step leads us know the characteristic of the prototypes in design terms and will define the needs in this specific context (Barranquilla), in order to develop an interactive environment of English language learning addressed to early childhood education. es_ES
dc.language Inglés es_ES
dc.publisher IATED, International Association of Technology, Education and Development es_ES
dc.relation.ispartof EDULEARN Proceedings (Internet) es_ES
dc.rights Reserva de todos los derechos es_ES
dc.subject Early childhood education es_ES
dc.subject Information and communication technologies es_ES
dc.subject Augmented reality es_ES
dc.subject Design thinking es_ES
dc.title Design thinking as a research-method to delimit the requirements of an interactive environment for learning english in early childhood through augmented reality es_ES
dc.type Artículo es_ES
dc.type Comunicación en congreso es_ES
dc.identifier.doi 10.21125/edulearn.2019.0757 es_ES
dc.rights.accessRights Abierto es_ES
dc.description.bibliographicCitation Harris-Bonet, P. (2019). Design thinking as a research-method to delimit the requirements of an interactive environment for learning english in early childhood through augmented reality. EDULEARN Proceedings (Internet). 2784-2793. https://doi.org/10.21125/edulearn.2019.0757 es_ES
dc.description.accrualMethod S es_ES
dc.relation.conferencename 11th International Conference on Education and New Learning Technologies (EDULEARN 2019) es_ES
dc.relation.conferencedate Julio 01-03,2019 es_ES
dc.relation.conferenceplace Palma de Mallorca, España es_ES
dc.relation.publisherversion https://doi.org/10.21125/edulearn.2019.0757 es_ES
dc.description.upvformatpinicio 2784 es_ES
dc.description.upvformatpfin 2793 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.identifier.eissn 2340-1117 es_ES
dc.relation.pasarela S\401014 es_ES


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