Aula Touch Game: Digital Tablets and Their Incidence in the Development of Citizen Competences of Middle Education Students in the District of Barranquilla-Colombia
Citizen competences are considered as a fundamental aspect in the social development of man with his environment, which allows him to carry out actions that are articulated with the different guidelines established by law, which leads the citizen to live in a coherent and peaceful way in a nation th...
- Autores:
-
Ariza Colpas, Paola Patricia
Herrera Tapias, Belina Annery
Sanchez-Comas, Andres
Piñeres Melo, Marlon Alberto
MARTINEZ-ROYERT, JUDITH
- Tipo de recurso:
- Article of journal
- Fecha de publicación:
- 2020
- Institución:
- Corporación Universidad de la Costa
- Repositorio:
- REDICUC - Repositorio CUC
- Idioma:
- eng
- OAI Identifier:
- oai:repositorio.cuc.edu.co:11323/7347
- Acceso en línea:
- https://hdl.handle.net/11323/7347
https://doi.org/10.1007/978-3-030-53956-6_49
https://repositorio.cuc.edu.co/
- Palabra clave:
- Digital tablets
Citizen competences
Social appropriation
Middle education
Learning software
- Rights
- openAccess
- License
- Attribution-NonCommercial-NoDerivatives 4.0 International
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dc.title.spa.fl_str_mv |
Aula Touch Game: Digital Tablets and Their Incidence in the Development of Citizen Competences of Middle Education Students in the District of Barranquilla-Colombia |
title |
Aula Touch Game: Digital Tablets and Their Incidence in the Development of Citizen Competences of Middle Education Students in the District of Barranquilla-Colombia |
spellingShingle |
Aula Touch Game: Digital Tablets and Their Incidence in the Development of Citizen Competences of Middle Education Students in the District of Barranquilla-Colombia Digital tablets Citizen competences Social appropriation Middle education Learning software |
title_short |
Aula Touch Game: Digital Tablets and Their Incidence in the Development of Citizen Competences of Middle Education Students in the District of Barranquilla-Colombia |
title_full |
Aula Touch Game: Digital Tablets and Their Incidence in the Development of Citizen Competences of Middle Education Students in the District of Barranquilla-Colombia |
title_fullStr |
Aula Touch Game: Digital Tablets and Their Incidence in the Development of Citizen Competences of Middle Education Students in the District of Barranquilla-Colombia |
title_full_unstemmed |
Aula Touch Game: Digital Tablets and Their Incidence in the Development of Citizen Competences of Middle Education Students in the District of Barranquilla-Colombia |
title_sort |
Aula Touch Game: Digital Tablets and Their Incidence in the Development of Citizen Competences of Middle Education Students in the District of Barranquilla-Colombia |
dc.creator.fl_str_mv |
Ariza Colpas, Paola Patricia Herrera Tapias, Belina Annery Sanchez-Comas, Andres Piñeres Melo, Marlon Alberto MARTINEZ-ROYERT, JUDITH |
dc.contributor.author.spa.fl_str_mv |
Ariza Colpas, Paola Patricia Herrera Tapias, Belina Annery Sanchez-Comas, Andres Piñeres Melo, Marlon Alberto MARTINEZ-ROYERT, JUDITH |
dc.subject.spa.fl_str_mv |
Digital tablets Citizen competences Social appropriation Middle education Learning software |
topic |
Digital tablets Citizen competences Social appropriation Middle education Learning software |
description |
Citizen competences are considered as a fundamental aspect in the social development of man with his environment, which allows him to carry out actions that are articulated with the different guidelines established by law, which leads the citizen to live in a coherent and peaceful way in a nation that tends for freedom of thought framed in a democratic society. That is why it is considered of high importance that in educational establishments there are spaces that tend for training in peaceful coexistence framed in the law of the educated. This article resulted from the research project: “Social Appropriation of citizen and mathematical competences making use of MIDTablets”, in which the mediation of Information and Communication Technologies is proposed to support the training of citizens with competences citizens who ensure adequate behavior in society. This project was developed in 31 educational institutions in the district of Barranquilla-Colombia, with support from resources of both the Ministry of Information Technology and Communications (MinTic), and the Secretariat of District Education of Barranquilla, in compliance with national goals, departmental and district regarding the quality of education of the national population |
publishDate |
2020 |
dc.date.accessioned.none.fl_str_mv |
2020-11-18T19:29:52Z |
dc.date.available.none.fl_str_mv |
2020-11-18T19:29:52Z |
dc.date.issued.none.fl_str_mv |
2020 |
dc.type.spa.fl_str_mv |
Artículo de revista |
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http://purl.org/coar/resource_type/c_2df8fbb1 |
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http://purl.org/coar/resource_type/c_6501 |
dc.type.content.spa.fl_str_mv |
Text |
dc.type.driver.spa.fl_str_mv |
info:eu-repo/semantics/article |
dc.type.redcol.spa.fl_str_mv |
http://purl.org/redcol/resource_type/ART |
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info:eu-repo/semantics/acceptedVersion |
format |
http://purl.org/coar/resource_type/c_6501 |
status_str |
acceptedVersion |
dc.identifier.uri.spa.fl_str_mv |
https://hdl.handle.net/11323/7347 |
dc.identifier.doi.spa.fl_str_mv |
https://doi.org/10.1007/978-3-030-53956-6_49 |
dc.identifier.instname.spa.fl_str_mv |
Corporación Universidad de la Costa |
dc.identifier.reponame.spa.fl_str_mv |
REDICUC - Repositorio CUC |
dc.identifier.repourl.spa.fl_str_mv |
https://repositorio.cuc.edu.co/ |
url |
https://hdl.handle.net/11323/7347 https://doi.org/10.1007/978-3-030-53956-6_49 https://repositorio.cuc.edu.co/ |
identifier_str_mv |
Corporación Universidad de la Costa REDICUC - Repositorio CUC |
dc.language.iso.none.fl_str_mv |
eng |
language |
eng |
dc.relation.ispartof.spa.fl_str_mv |
https://link.springer.com/bookseries/558 |
dc.relation.references.spa.fl_str_mv |
Zakaria, F., Zukiman, W.W., Shah, A.M.: SAT-482’UR-ine’Town board game: learning AKI the fun way!!! Kidney Int. Rep. 5(3), S201 (2020) Lee, D.: Comparison of reinforcement learning algorithms for a 2D racing game learning agent. J. Inst. Internet Broadcast. Commun. 20(1), 171–176 (2020) Sopy, H., Hasibuan, S.: Development of game learning media e-learning basketball based on students class X of SMA Negeri 3 Medan. In: 1st Unimed International Conference on Sport Science (UnICoSS 2019), pp. 11–13. Atlantis Press, March 2020 Pardede, E.Y.: Development of the snake game model for basic movement skills in SD medan struggle students. In: 1st Unimed International Conference on Sport Science (UnICoSS 2019), pp. 146–147. Atlantis Press, March 2020 Nuryasintia, I.: EFEK Moderasi Keaktifan Belajar Siswa Pada Pengaruh Media Monopoly Accounting Game Terhadap Pemahaman Konsep, Doctoral dissertation, Universitas Pendidikan Indonesia (2019) Echeverri-Ocampo, I., Urina-Triana, M., Patricia Ariza, P., Mantilla, M.: El trabajo colaborativo entre ingenieros y personal de la salud para el desarrollo de proyectos en salud digital: una visión al futuro para lograr tener éxito (2018) Morales Ortega, R., Ariza Colpas, P.P., Piñeres-Melo, M., Ayala-Mantilla, C., Peluffo-Martínez, G., Mendoza Palechor, F., Diaz Martinez, J.L.: CBT system (Computer Based Training) of the aircraft a-37b, used in the earth course of the combat air command No. 3 (CAMCOM-3) of the Colombian Air Force (FAC) (2020) Wang, H., Chen, W.W., Sun, C.T.: Play teaches learning?: a pilot study on how gaming experience influences new game learning. In: Interactivity and the Future of the Human-Computer Interface, pp. 147–168. IGI Global (2020) Lubay, L.H., Purnama, A.D.: An effort to improve the playing skill through the application of tool modification in small ball game (a classroom action research). In: 4th International Conference on Sport Science, Health, and Physical Education (ICSSHPE 2019), pp. 403–405. Atlantis Press, February 2020 Masyhuri, S.F., Suherman, W.S.: The traditional game learning model for the elementary school student character building. In: 4th International Conference on Sport Science, Health, and Physical Education (ICSSHPE 2019), pp. 9–13. Atlantis Press, February 2020 |
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Attribution-NonCommercial-NoDerivatives 4.0 International |
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http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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Ariza Colpas, Paola PatriciaHerrera Tapias, Belina AnnerySanchez-Comas, AndresPiñeres Melo, Marlon AlbertoMARTINEZ-ROYERT, JUDITH2020-11-18T19:29:52Z2020-11-18T19:29:52Z2020https://hdl.handle.net/11323/7347https://doi.org/10.1007/978-3-030-53956-6_49Corporación Universidad de la CostaREDICUC - Repositorio CUChttps://repositorio.cuc.edu.co/Citizen competences are considered as a fundamental aspect in the social development of man with his environment, which allows him to carry out actions that are articulated with the different guidelines established by law, which leads the citizen to live in a coherent and peaceful way in a nation that tends for freedom of thought framed in a democratic society. That is why it is considered of high importance that in educational establishments there are spaces that tend for training in peaceful coexistence framed in the law of the educated. This article resulted from the research project: “Social Appropriation of citizen and mathematical competences making use of MIDTablets”, in which the mediation of Information and Communication Technologies is proposed to support the training of citizens with competences citizens who ensure adequate behavior in society. This project was developed in 31 educational institutions in the district of Barranquilla-Colombia, with support from resources of both the Ministry of Information Technology and Communications (MinTic), and the Secretariat of District Education of Barranquilla, in compliance with national goals, departmental and district regarding the quality of education of the national populationAriza Colpas, Paola Patricia-will be generated-orcid-0000-0003-4503-5461-600Herrera Tapias, Belina AnnerySanchez-Comas, Andres-will be generated-orcid-0000-0002-4280-8070-600Piñeres Melo, Marlon AlbertoMARTINEZ-ROYERT, JUDITH-will be generated-orcid-0000-0002-4468-8578-600application/pdfengCorporación Universidad de la Costahttps://link.springer.com/bookseries/558Zakaria, F., Zukiman, W.W., Shah, A.M.: SAT-482’UR-ine’Town board game: learning AKI the fun way!!! Kidney Int. Rep. 5(3), S201 (2020)Lee, D.: Comparison of reinforcement learning algorithms for a 2D racing game learning agent. J. Inst. Internet Broadcast. Commun. 20(1), 171–176 (2020)Sopy, H., Hasibuan, S.: Development of game learning media e-learning basketball based on students class X of SMA Negeri 3 Medan. In: 1st Unimed International Conference on Sport Science (UnICoSS 2019), pp. 11–13. Atlantis Press, March 2020Pardede, E.Y.: Development of the snake game model for basic movement skills in SD medan struggle students. In: 1st Unimed International Conference on Sport Science (UnICoSS 2019), pp. 146–147. Atlantis Press, March 2020Nuryasintia, I.: EFEK Moderasi Keaktifan Belajar Siswa Pada Pengaruh Media Monopoly Accounting Game Terhadap Pemahaman Konsep, Doctoral dissertation, Universitas Pendidikan Indonesia (2019)Echeverri-Ocampo, I., Urina-Triana, M., Patricia Ariza, P., Mantilla, M.: El trabajo colaborativo entre ingenieros y personal de la salud para el desarrollo de proyectos en salud digital: una visión al futuro para lograr tener éxito (2018)Morales Ortega, R., Ariza Colpas, P.P., Piñeres-Melo, M., Ayala-Mantilla, C., Peluffo-Martínez, G., Mendoza Palechor, F., Diaz Martinez, J.L.: CBT system (Computer Based Training) of the aircraft a-37b, used in the earth course of the combat air command No. 3 (CAMCOM-3) of the Colombian Air Force (FAC) (2020)Wang, H., Chen, W.W., Sun, C.T.: Play teaches learning?: a pilot study on how gaming experience influences new game learning. In: Interactivity and the Future of the Human-Computer Interface, pp. 147–168. IGI Global (2020)Lubay, L.H., Purnama, A.D.: An effort to improve the playing skill through the application of tool modification in small ball game (a classroom action research). In: 4th International Conference on Sport Science, Health, and Physical Education (ICSSHPE 2019), pp. 403–405. Atlantis Press, February 2020Masyhuri, S.F., Suherman, W.S.: The traditional game learning model for the elementary school student character building. In: 4th International Conference on Sport Science, Health, and Physical Education (ICSSHPE 2019), pp. 9–13. Atlantis Press, February 2020Attribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2International Conference on Swarm Intelligencehttps://link.springer.com/chapter/10.1007/978-3-030-53956-6_49Digital tabletsCitizen competencesSocial appropriationMiddle educationLearning softwareAula Touch Game: Digital Tablets and Their Incidence in the Development of Citizen Competences of Middle Education Students in the District of Barranquilla-ColombiaArtículo de revistahttp://purl.org/coar/resource_type/c_6501http://purl.org/coar/resource_type/c_2df8fbb1Textinfo:eu-repo/semantics/articlehttp://purl.org/redcol/resource_type/ARTinfo:eu-repo/semantics/acceptedVersionPublicationORIGINALAula Touch Game.pdfAula Touch 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