Com-educational Platforms: Creativity and Community for Learning
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Title: | Com-educational Platforms: Creativity and Community for Learning |
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Other Titles: | Plataformas com-educativas: creatividad y comunidad para el aprendizaje |
Authors: | Sánchez-López, Iván | Pérez-Rodríguez, Amor | Fandos-Igado, Manuel |
Keywords: | Communication | Education | Digital | Creativity | Community | Comunicación | Educación | Creatividad | Comunidad |
Issue Date: | 15-Jul-2019 |
Publisher: | University of Alicante |
Citation: | Journal of New Approaches in Educational Research. 2019, 8(2): 214-226. doi:10.7821/naer.2019.7.437 |
Abstract: | Education is at a time of redefinition and transformation, in line with an era characterized by considerable technological development and profound social changes. One would expect it to be accompanied by a media context in which narrative models are transformed by the impact of digitalization, affecting student-teacher interactions. However, it has been observed that the media usage of an entire generation emphasizes the gap between formal education and young people's everyday digital life. Within this framework, and at the international level, a series of innovative pedagogical proposals have emerged, which approach education from the field of communication: Minecraft Education, NFB Education, Educ'Arte, Scratch and 7 de Cinema. We have called them com-educational platforms, because of their investment in the education-communication vector, based on an educommunicative idea. The proposed study implements a multimodal discourse analysis (MDA) to gain an in-depth knowledge of its characteristics. Beyond their individual idiosyncrasies, our analysis reveals a common central feature: the placement of community-creativity combination as the core phenomenon for learning. | La educación se encuentra en un momento de redefinición y reconversión en consonancia con una época que se caracteriza por un elevado desarrollo tecnológico y profundos cambios sociales. Cabría esperar que estuviese acompasada con un contexto mediático en el que los modos narrativos se han transformado por la incidencia de lo digital, afectando a las interacciones alumnado profesorado. Sin embargo, se constata que los usos mediáticos de toda una generación enfatizan la brecha existente entre la educación formal y la cotidianeidad digital de las y los jóvenes. En este marco, y en el ámbito internacional, aparecen una serie de propuestas pedagógicas innovadoras que, desde el terreno de la comunicación, se aproximan a la educación: Minecraft Education, NFB Education, Educ’Arte, Scrath y 7 de Cinema. Las hemos denominado plataformas com-educativas, por su inversión del vector educación–comunicación, atendiendo a una idea educomunicativa. La investigación que planteamos implementa el análisis del discurso multimodal para conocer en profundidad sus características. Más allá de la idiosincrasia de cada una, el análisis revela en todas ellas un rasgo central común: el posicionamiento del binomio creatividad-comunidad como el fenómeno nuclear para el aprendizaje. |
Sponsor: | Funded by: Ministry of Science, Innovation and Universities, Spain. Funder Identifier: http://dx.doi.org/10.13039/100014440 Award: RTI2018-093303-B-I00 |
URI: | http://hdl.handle.net/10045/94259 |
ISSN: | 2254-7339 |
DOI: | 10.7821/naer.2019.7.437 |
Language: | spa | eng |
Type: | info:eu-repo/semantics/article |
Rights: | © NAER Journal of New Approaches in Educational Research 2019. Distributed under Creative Commons CC BY 4.0 |
Peer Review: | si |
Publisher version: | https://doi.org/10.7821/naer.2019.7.437 |
Appears in Collections: | Journal of New Approaches in Educational Research - 2019, Vol. 8, No. 2 |
Files in This Item:
File | Description | Size | Format | |
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NAER_8_2_09.pdf | English | 173,96 kB | Adobe PDF | Open Preview |
NAER_8_2_09_esp.pdf | Spanish Translation | 168,25 kB | Adobe PDF | Open Preview |
NAER_8_2_09_info.pdf | Infography | 3,33 MB | Adobe PDF | Open Preview |
NAER_8_2_09_info_esp.pdf | Infography (ES) | 3,32 MB | Adobe PDF | Open Preview |
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