Education systems are currently in a state of uncertainty in the face of the changes and complexities that have accompanied SARS-CoV2, leading to new directions in educational models and curricular reforms. Video-based Intervention (VBIs) is a form of observational learning based on social learning theory. Thus, this study aims to make use of a humanoid robot called NAO, which has been used in educational interventions for children with autism spectrum disorder. Integrating it in video-based interventions. This study aims to characterize, in an everyday context, the mediating role of the NAO robot presented in group videoconferences to stimulate video-based on observational learning for children with cognitive and social communication deficits. The children in the study demonstrated a minimal ability to understand simple instructions. This qualitative study was applied to three children with autism spectrum disorder (ASD), level III special education students at Center for Special Basic Education (CEBE) in the city of Arequipa, Perú. Likewise, an instrument was designed for assessment of the VBIs by a group of psychologists. The results showed that the presence of the NAO robot in the VBIs successfully stimulated their interaction capabilities.
The digital gaps that were amplified due to the COVID-19 pandemic deepened more in vulnerable areas in different parts of the world. The present work aims to analyze the study of digital gaps that influence online learning of students from rural areas in secondary education, based on a systematic review of the literature. It was developed using the PRISMA methodology, the scientific information was retrieved from the Web of Science and ERIC databases in a period of three months. In the searches it was taken as inclusion criteria; open access, year of publication 2017 - 2021, English and Spanish language, rural secondary education level and exclusion; articles whose studies were carried out in higher education, in specific areas, related to research policies, evaluation, studies before 2017 and articles from systematic reviews. The results and findings emphasize that digital literacy levels are scarce and limited in terms of the skills developed by students and teachers to achieve digital competencies, in addition to restricted access due to technological, economic, and coverage gaps of families. The conclusions are aimed at strengthening urgent educational policies in addition to the integration of the school curriculum.
In recent years, serious games have gained greater relevance in the educational field due to their usefulness in the intellectual development of students. With this objective in mind, we conducted a systematic literature review on serious games in the learning of primary-school students to reveal the advantages and the disadvantages, as well as the effects of educational game strategies and in the application areas, when using the PRISMA methodology to analyse the academic progress during the last 10 years. We conducted the search, selection and analysis in different databases, such as SCOPUS, ERIC and Dimensions, and analysed 54 studies. The results showed that serious games have a positive impact on cognition; and they generate significant learning achievements. Likewise, the game-based learning strategy concentrates a high level of motivation, generated by the interest, commitment and fun to solve the activities. However, it was also noted that the competition among students to reach the highest competencies can increase the level of anxiety. In addition, inadequate methodology and teacher unfamiliarity can cause negative effects, such as apathy towards serious games. Regarding the intervention areas, a greater application was observed in mathematics, the social sciences, communication and natural sciences. On the other hand, mathematical and communicative skills are the most addressed topics.
The article aims to report the pedagogical journey of the essence of the reflection of the theory and practice of initial training students, by gender, based on the development of the training plan and educational experiences in pre-professional practices. The objective is to analyze the effectiveness, impact and transfer of the university training process in pedagogical practice. The methodology used was qualitative, based on the beliefs of the students to arrive at subjective theories. An interview and the focus group technique were used. The analysis took place around career choice, teacher orientation, satisfaction, teacher performance, change of conceptions, finding ten common categories. We end by extrapolating the need for accompaniment, the relationship between theory and practice; the preference and greater opportunities for the female gender; These findings make it possible to contribute to the resignification of pedagogical conceptions, approaches and practice models.
The use of the inquiry-based instructional approach allows the development of research skills and construction of scientific knowledge. When coupled with effective teaching strategies, this approach allows for the modeling of the world's laws and theories with reality, thereby making science more accessible. The objective is to analyze the instructional models, subject areas, and developmental areas implemented by secondary school teachers in science education. After a systematic review of Web of Science, Scopus, and ERIC databases from 2013 to 2022, 51 articles were selected, which include qualitative, experimental, and descriptive works. The results indicate that teaching science has a tendency to achieve learning using scientific reasoning, with high expectations based on evidence, and a predisposition to the use of constructivism instructional models. The need for continuous teacher training to understand scientific knowledge and to master strategies for implementing open inquiry is emphasized. It is concluded that all studies focus on IBL, which encourages new ways of conducting science while considering the cyclic application processes. Similarly, the trend toward technology-based serious games, such as video, audio, and digital platforms, is becoming increasingly evident in current education, as is the drive to develop STEM methodologies.
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