Diversidad(eS)


Book Description

Diversidade(S). Discapacidad, altas capacidades intelectuales y trastornos del espectro autista se estructura en tres partes. En primer lugar, se presenta la discapacidad intelectual desde el modelo social. En segundo lugar, se estudian los trastornos del espectro autista desde una visión amplia e interdisciplinaria hasta los aportes específicos de Fernand Deligny en Francia y el movimiento de la neurodiversidad en Inglaterra. En tercer lugar, se indican los elementos esenciales para el trabajo educativo con niños con altas capacidades intelectuales en el aula. El libro recoge los enfoques teóricos, modelos epistemológicos, técnicas de acompañamiento socioeducativo, instrumentos de detección, evaluación y orientaciones generales de trabajo en contextos educativos para los tres casos citados. Se plantea una aproximación teórico-práctica que ofrece criterios de actuación a los profesionales de la educación. Por otro lado, se interroga sobre algunos debates y controversias presentes en los casos estudiados ofreciendo, en su conjunto, un contenido extenso y de gran aplicación práctica.





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Social Computing and Social Media


Book Description

This book constitutes the refereed proceedings of the 6th International Conference on Social Computing and Social Media, SCSM 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCII 2014, in Heraklion, Crete, Greece in June 2014, jointly with 13 other thematically conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 56 papers included in this volume are organized in topical sections on designing and evaluating social computing and social media; designing, analyzing and visualizing social networks; online communities and engagement; presence and self in social media; social media, games, gamification and entertainment.







The 11th International Conference on EUropean Transnational Educational (ICEUTE 2020)


Book Description

This book contains accepted papers presented at ICEUTE 2020 held in the beautiful and historic city of Burgos (Spain), in September 2020. The 11th International Conference on EUropean Transnational Education (ICEUTE 2020) has been a meeting point for people working on transnational education within Europe. It has provided a stimulating and fruitful forum for presenting and discussing the latest works and advances on transnational education within European countries. After a thorough peer-review process, the ICEUTE 2020 International Program Committee selected 44 papers which are published in these conference proceedings achieving an acceptance rate of 41%. Due to the COVID-19 outbreak, the ICEUTE 2020 edition was blended, combining on-site and on-line participation. In this relevant edition, a special emphasis was put on the organization of five special sessions related to relevant topics as Role of English in Transnational Education and Teacher Training, Personalization and ICT: a Path to Educational Inclusion, Innovation and Research Findings in Engineering Higher Education, Practical Implementations of Novel Initiatives, and Innovation in Computer Science Higher Education. The selection of papers was extremely rigorous in order to maintain the high quality of the conference, and we would like to thank the members of the Program Committees for their hard work in the reviewing process. This is a crucial process to the creation of a high standard conference, and the ICEUTE conference would not exist without their help.




Research Anthology on Developments in Gamification and Game-Based Learning


Book Description

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.




Implementing Education Policies Strong Foundations for Quality and Equity in Mexican Schools


Book Description

This report presents an assessment of Mexico's recent education reforms. Education systems worldwide require continued policy efforts in essential areas to improve student learning, such as: the need to prioritise equity; providing learning environments that are fit for the 21st century...





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Catalogo visite di studio


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Actas del primer Congreso Árabe Marroquí: Estudio, Enseñanza y Aprendizaje


Book Description

Contribuciones presentadas en el encuentro que bajo el título Árabe marroquí: estudio, enseñanza y aprendizaje se celebró en Cádiz el 27 y 28 de abril de 2006.