Ana García-ValcárcelUniversidad de Salamanca · Departamento de Didáctica, Organización y Métodos de Investigación
Ana García-Valcárcel
Doctor of Education
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147
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Introduction
Skills and Expertise
Additional affiliations
January 1992 - February 2016
Publications
Publications (147)
La investigación en el ámbito científico de la competencia digital y la competencia lingüística en idioma inglés ha demostrado una relación direccional en la que se señala a la competencia digital como favorecedora de las habilidades lingüísticas en idioma inglés. Sin embargo, no existen investigaciones que hayan estudiado la relación entre las hab...
La teoría cognitiva del aprendizaje multimedia (TCAM) ha impulsado el desarrollo de múltiples estudios en torno a cómo diseñar materiales y escenarios que logren un verdadero aprendizaje. Teniendo en cuenta estas características, el artículo realiza una revisión de la literatura para identificar las áreas de conocimiento en las que se vienen realiz...
The assessment and feedback area of the European Framework for the Digital Competence of Educators (DigCompEdu) establishes a specific competence related to the ability to use digital technologies to provide feedback and make decisions for learning. According to the literature, this particular competence is one of the least developed in the teachin...
In the new global scene, digital skills are a key skill for students to seize new learning opportunities, train to meet the demands of the labor market, and compete in the global market, while also communicating effectively in their everyday and academic lives. This article presents research aimed at relating the impact of personal variables on the...
In the last decade, the extensive use of new Information and Communication Technologies (ICT) in education in recent years has changed the nature of the teaching–learning environment. However, the adequate use of ICT is necessary for promoting educational practices that contribute to sustainable development. The systematization of the research in t...
From an increasingly early age, girls and boys handle technology, and digital education must become an essential part of the training of young people. The European Union has recognized that it is urgent to strengthen training in digital competence throughout Europe so that Member States can recover from the crisis caused by the Covid-19 pandemic, i...
El estudio del nivel de las competencias digitales en docentes (CDD) ha estado orientado en los últimos años por referentes como el Marco Europeo de Competencia Digital del profesorado DigCompEdu y su adaptación al Marco Común español de Competencia Digital Docente del INTEF. En este sentido, el artículo busca identificar las áreas de competencia d...
El microaprendizaje (MA) como estrategia de formación ha sido utilizado en diferentes ámbitos por el formato que ofrece basado en contenidos de corta duración dispuestos en una ruta de aprendizaje adaptable a necesidad particular. El artículo realiza una revisión de la literatura para identificar las principales ventajas y desventajas del uso del M...
Networking between teachers and researchers is a challenge in today’s connected society. REUNI+D is a network of prestigious university research groups in the field of education in Spain. The REUNI+D network is committed to the professional development of teachers and researchers in a collaborative framework of open training activities, "open scien...
Este artigo apresenta uma síntese dos relatos de experiências académicas vivenciadas por alunos bolsistas denominados monitores da Universidade Federal Alagoas (UFAL). Contextualização do problema: A pandemia COVID-19 levou os professores universitários a refletirem sobre como realizar as aulas remotamente mesmo sem ter o devido preparo quanto ao u...
Technology has become invaluable and digital competence has turned into a necessity for students. The research presented here aims to propose mediation models that explain the influence of attitudinal, technology use, and family factors on the level of digital problem-solving skills of compulsory education students (12-14 years old). A quantitative...
Las Tecnologías de la Información y la Comunicación (TIC) se utilizan en todos los sectores, incluido el educativo y una competencia básica como es la digital, debe ser desarrollada desde la escuela. Para desarrollar políticas educativas eficaces que integren las TIC en los sistemas educativos y fomenten el desarrollo de esta competencia, es muy im...
En este artículo se presenta un trabajo que pretende proponer modelos de mediación que expliquen la influencia de variables sociofamiliares en la evaluación de la competencia digital, en el área de comunicación y colaboración, de estudiantes españoles de Educación Obligatoria (12-16 años). Se empleó una metodología cuantitativa no experimental con...
Con este estudio se pretende evaluar la competencia digital, en el área de comunicación, de los estudiantes españoles de Educación Obligatoria e identificar el perfil sociofamiliar y de uso de tecnología de los que obtienen los mejores resultados. La metodología empleada fue cuantitativa y se trabajó con una muestra de 807 estudiantes. Los instrume...
Este estudo apresenta os resultados de uma pesquisa qualitativa sobre fatores intervenientes na mediação pedagógica do tutor: o caso de um curso de Bacharelado em Administração Pública a distância (ADMP) do PNAP, ofertado por meio do Sistema UAB, em uma universidade pública da região Nordeste, iniciado em 2009. A questão norteadora foi: existem fat...
En la Universidad de Salamanca no ha existido un programa de mentoría que busque ayudar a la
orientación, apoyo, integración académica y social de los estudiantes dentro de un programa
específico como lo es el Doctorado en Formación en la Sociedad del Conocimiento, lo que lo
convierte en un proyecto totalmente nuevo e innovador en la USAL. Se qu...
Purpose
The purpose of this paper is to analyze the influence of two active methodologies on digital competences development using mobile devices. The first methodology is project-oriented learning (POL); the second one is case-based learning (CBL). The analyzed digital competences belong to the communication and collaboration area of framework DIG...
The technological advance of mobile devices
has signifi cantly changed the way students communicate
and interact. The purpose of this research
is to analyse the level of digital competence in the
area of communication of Spanish schoolchildren
aged 12-16 years and to determine whether the use
of WhatsApp and email infl uence this competence.
A quan...
The global public health crisis unleashed by the COVID-19 pandemic has made it clear that digital competence in education is no longer an option, but a necessity. Online communication with friends using social networks is an activity in which young people very frequently and at increasingly early ages engage. This article presents the results of a...
Information and communication technologies (ICT) are often rendered as key tools in the promotion of teachers' collaborative learning. Their use enables teachers to complete assignments, solve problems, or create products together. The content of this chapter is based on the information published in a previous research study by the authors. In that...
This research presents the results of a case study that analyses the Solidarity Atocha project, which was implemented at a school in Madrid, Spain, and in which 114 first-year High school students participated. The main objective of this study is to analyse the experience of students that participated in the Solidarity Atocha project and to underst...
Valid and reliable information-gathering tools are necessary if research on digital competence is to provide valuable information that is able to guide education policies on the development of digital competence and the integration of information and communication technologies (ICT) into the educational systems of different countries.
The aim of th...
The integration of citizens in the society of information and knowledge is a pillar in social cohesiveness. The digital gap, a direct consequence of socioeconomic inequality among citizens enables e-exclusion, which is a new way of social exclusion that excludes people from different economic, social and economic backgrounds out of the society of i...
La alfabetización informacional es una de las dimensiones de la competencia digital y una necesidad básica e imprescindible para los estudiantes de hoy en día, de ahí nuestro interés en conocer qué nivel de competencias informacionales tienen adquiridas los niños/as y jóvenes entre 11 y 13 años.
Para ello hemos aplicado una prueba de evaluación ya...
El incremento y avance tecnológico que experimenta la sociedad actualmente está impulsando el desarrollo de iniciativas educativas que integran actividades de enseñanza-aprendizaje para fomentar habilidades digitales asociadas a la programación y el pensamiento computacional como es la secuenciación de movimientos. En este trabajo se muestran algun...
Las rúbricas se han convertido en un instrumento de evaluación de competencias apropiado para valorar el proceso y los resultados de aprendizaje en el contexto de la educación superior, así como para orientar el trabajo de los estudiantes. En este trabajo se presenta una rúbrica para evaluar el Trabajo Fin de Máster (TFM) de los estudiantes y el pr...
El Aprendizaje basado en proyectos (ABP) es una metodología que puede mejorar la práctica educativa, ya que ofrece estrategias a los estudiantes para aprender mediante la investigación de forma activa y dinámica en situaciones más cercanas a la realidad, y que culminan con la elaboración de productos auténticos y reales. El objetivo de este trabajo...
Technology has transformed the social scenario by incorporating strategies, techniques and methods to obtain more significant educational processes. The main initiative promoted is the strengthening of skills and competencies in programming and computational thinking. This article evidences the effect of a training program on educational robotics o...
El progreso tecnológico actual está contribuyendo a
promover iniciativas pedagógicas para transformar
los procesos de enseñanza-aprendizaje mediante
propuestas y modelos educativos que permitan el
desarrollo de aprendizajes significativos, competencias
digitales y habilidades sociales necesarias para afrontar
con éxito los retos que impone el siglo...
The development and integration of digital technology, in the current social context,makes it necessary to design and implement educational proposals that contribute tostrengthening the teaching-learning processes through resources and didactic materials thatprovide dynamism, flexibility and innovation. One of the approaches that is gaining popular...
Digital competence is a basic skill for citizens and should be systematically assessed, taking into account characteristics such as knowledge, skills and attitudes. However, measuring and identifying the digital competence of students is still a major challenge. To this end, the indicator model (INCODIES) has been developed and validated following...
El objetivo del trabajo es elaborar y analizar una prueba de evaluación dirigida a estudiantes que finalizan la Educación Primaria. La prueba se ha diseñado para medir los conocimientos, capacidades y actitudes de los estudiantes en las 4 competencias del área de seguridad señaladas en el modelo DigComp (protección de los dispositivos, de los datos...
The main objectives of the research is to explain and analyze the processes of argumentation and metacognitive thinking that activate university students when they undergo a process of systematic discussion to solve a problem and evaluate the effectiveness of the software Digalo2 for the development of argumentative and metacognitive competences. T...
The technological advance that is currently evident in the different social contexts is contributing to consolidate educational processes that allow the strengthening of technological and social skills in students. This paper presents some results obtained in the development of a learning experience in computational thinking and social interaction...
This work presents some results on the research of the paper of primary socialization in the experience of high-performance students from bachelor’s degree in Architecture at the Universidad Nacional Autónoma de México. The research, with an interpretative character, and based on semi-structured interviews to twenty-three university students was pe...
Students’ motivation is a fundamental factor in the educational process, and can be facilitated through new methodologies and technologies, including gamification, video games, collaborative learning, or, in particular, the methodology called “collaborative learning with video games” (which is presented and can be understood as the implementation o...
Se exponen algunos resultados de la investigación sobre el papel de la socialización
primaria en la experiencia de estudiantes de alto rendimiento
académico (ARA) de la Licenciatura en Arquitectura de la Universidad
Nacional Autónoma de México (UNAM). Se realizó una investigación de
corte interpretativo basada en el desarrollo de entrevistas semies...
The development of programming skills is currently promoting from an early school age, trying to get children to take an active and creative role in the use of technologies. The objective of this article is to verify the repercussion of educational robotics activities on kindergarten students in the acquisition of computational thinking and program...
Resumen En la escuela el profesorado es cada vez más consciente de la importancia que tiene adaptar la enseñanza y el aprendizaje al entorno y realidad del alumnado, haciendo que estos adquieran destrezas para su día a día y su futuro académico y laboral. Una de las mejores formas es a través del Aprendizaje Basado en Proyectos (ABP), una metodolog...
This paper presents the results corresponding to two projects: Research Project "Confidence in behavioral changes through serious games" (e-Confidence, code: 732420), and "Evaluation of the digital competences of obligatory education students and study of the incidence of socio-family variables "(EVADISO, EDU2015-67975-C3-3-P, MINECO / FEDER) The f...
The main objective of the research is to promote the development of argumentative skills in university students from the Social Work degree programme, through the promotion of metacognitive skills and collaborative work in a digital context. The research has characteristics of a mixed study with a quasi-experimental design with a control group sinc...
This document has the purpose to present some results obtained in the pilot experience, play and program with Bee-Bot. The activities were developed in the framework of the doctoral research project whose purpose is the design and integration of learning activities with robotics to foster programming skills and computational thinking in the classro...
Video games are a common form of entertainment, but they can also be a useful learning resource. To implement video games effectively, it is important to make good video game selections and to consider certain criteria. One of these criteria is the video game content rating system: in Europe, the Pan European Game Information system (PEGI). We focu...
This edited volume is composed of thirty-six chapters and covers topics such as teaching-learning methodologies, innovative projects and proposals, and reflections on education, ranging from elementary school to the university level.
La integración de tecnologías como la robótica en el contexto educativo ha permitido que surjan procesos de aprendizaje con mayor dinamismo e inclusión. En esta comunicación se presenta la valoración inicial que realizaron los participantes de una jornada formativa sobre robótica y pensamiento computacional. La jornada, es parte de la investigación...
En esta comunicación se presentan los resultados iniciales de una investigación en desarrollo, que permitirá el diseño e integración de actividades educativas para la formación de habilidades de programación y pensamiento computacional en escolares de educación inicial por medio del recurso de robótica educativa, Bee-Bot. Se utilizará una metodolog...
p>El aprendizaje y servicio es una metodología que ha tomado auge en las últimas décadas, conectada al desarrollo de competencias sociales y cívicas que despiertan el interés del alumnado por las tareas académicas. En este momento es necesario contar con investigaciones que evidencien los resultados que se obtienen con esta metodología en contextos...
The aims of this research are to study teachers’ opinions about collaborative work as a learning methodology in schools with a high ICT level accreditation and to know if the methodological value that teachers give to collaborative work is conditioned by teaching practice. The study sample comprises 185 teachers from Primary and Secondary schools t...
Information and communication technologies (ICT) are often rendered as key tools in the promotion of teachers' collaborative learning. Their use enables teachers to complete assignments, solve problems, or create products together. The content of this chapter is based on the information published in a previous research study by the authors. In that...
p>Los serious games son videojuegos que pueden ser creados con finalidad educativa, siendo fundamental la presencia de profesionales de la educación en su desarrollo. Se presenta en este artículo la participación que por parte de un grupo de profesionales de la educación se está llevando a cabo en el proyecto “eConfidence: Confidence in behaviour c...
Increasing interest has been shown in using video games as an educational resource due to their pedagogical possibilities and their current expansion as an entertainment activity. However, their use in schools is still far from mainstream practice, which could be because of the barriers such as the price of video games, schools’ technological infra...
Este informe presenta la fundamentación teórica, diseño, elaboración y validación de una rúbrica de evaluación de Trabajos Fin de Máster. Ofrece un instrumento para la evaluación de los resultados de aprendizaje de estudiantes de posgrado universitario que se ha elaborado mediante la validación de expertos.
The purpose of this paper is to present the PhD thesis research plan, which aims to design, integrate and evaluate educational activities mediated by ICT resources and programmable educational robots, in initial education students, obtaining collaborative learning and Training of computational thinking skills. The research will be developed through...
Nowadays, the teaching-learning processes are constantly changing, one of the latest modifications promises to strengthen the development of digital skills and thinking in the participants, from an early age. In this sense, the present article shows the advances of a study oriented to the formation of programming abilities, computational thinking a...
Search and Research: Teacher Education for Contemporary Contexts represents a compilation of international teacher education practice and research that draws upon the diverse educational perspectives, teaching procedures, knowledge, and situated contexts where the discipline takes shape.
The present book is divided into four sections:
– Part one. T...
Il Project-based learning (PBL) come modello per lo sviluppo del curriculum educativo è oggi una delle tendenze che suscita più attenzione nella scuola, in quanto riguarda il curriculum in un modo globale e inclusivo.
Questa metodologia rinforza il desiderio naturale di imparare dello studente, che tante volte si vede limitato per la difficoltà deg...
Los videojuegos cada vez más pueden ser utilizados como recurso en diferentes contextos en los que la educación y la transformación social son elementos definitorios. En este sentido, los pedagogos y futuros pedagogos, como agentes que van a trabajar o van a poder trabajar en estos diferentes campos educativos, pueden plantear la utilización de vid...
Los videojuegos se encuentran imbricados en nuestra realidad social como elemento de entretenimiento, siendo fuente de experiencias lúdicas que posibilitan la inmersión en mundos digitales fantásticos, permitiendo, incluso, alejarnos de nuestra realidad y pudiendo ser un medio de escapismo de los problemas reales que nos acucian.
Sin embargo, más a...
Actualmente la investigaci n educativa se centra en la b squeda de evi - dencias que pongan de mani esto la utilidad de las TIC (Tecnolog as de la Informaci n y Comunicaci n) para la mejora del rendimiento acad mico de los universitarios. En esta l nea, nuestra investigaci n pretende conocer el potencial de las TIC para el desarrollo de estrategias...
Nowadays personal learning environments appear as student-centered educational spaces to overcome the identified constraints in the institutional learning platforms. However, most of the published research is based only on the use of computers, without considering mobile electronic devices. This article analyses the scientific and academic producti...
In this article, we highlight the opinions given by teachers at different schools in Spain with regard to project-based learning (PBL). The teachers in question have been involved in various projects that incorporate digital technologies. Our data collection was based on a questionnaire that was constructed and validated by us. The questionnaire wa...
Currently, educational research is focused on searching for evidence to show the usefulness of ICT’S (Information and Communication Technologies) for improved academic performance at university. So, our research aims to discover the potential of ICT’s as a tool to develop learning strategies for improving the performance of academic tasks. For this...
p class="RESUMENCURSIVA">Dada la consolidación del aprendizaje basado en proyectos (ABP) y su utilización cada vez más frecuente en la escuela como mecanismo para desarrollar competencias curriculares, aumentar la motivación y la autoestima del alumnado, potenciar la investigación y la colaboración (Railsback, 2002), se diseña una escala de evaluac...
Teachers’ attitudes and teacher training are two of the main factors to integrate a new technology or a new methodology in the classroom. In that sense, although there is a lot of literature about using video games in education and about their educational possibilities, teachers’ attitudes can influence the application of video games as an educatio...
The aim of this work is an overview of the doctoral thesis called “Video games in teacher training: design, implementation and evaluation of an educational proposal”, that is being written by Marta Martín del Pozo and supervised by Ana García-Valcárcel Muñoz-Repiso and Azucena Hernández Martín. The main objectives of the thesis are the following on...
La formación inicial de los maestros contempla las competencias TIC o digitales como un aspecto de gran relevancia en su preparación profesional. Para el análisis de las competencias digitales se ha realizado un doble enfoque utilizando el modelo TPACK (Technological Pedagogical Content Knowledge), complementado con preguntas acerca de habilidades...
It is often assumed that Information and Communication Technologies (ICT) encourage collaborative work by providing a set of widely accessed tools and a mutual framework for shared activities. The present study aims at determining what in-service teachers think (teachers' opinion), know (technical knowledge) and do (tactual use) about ICT to promot...
INTRODUCTION: The assessment of digital, pedagogical and disciplinary skills of teachers through the TPACK model has a wide international acceptance (Jordan y Dinh, 2012; Koh, Chai y Tsai, 2013). METHOD: In this work, we assess the perceptions of students who are completing their Degree in Primary Education at different Spanish universities about t...
El texto presenta el seguimiento y evaluación de un proyecto curricular basado en el aprendizaje colaborativo entre alumnos de Primaria de un centro rural y otro urbano, a través de tecnologías digitales para el aprendizaje de inglés y el desarrollo de competencias digitales básicas. Competencias que permitan a todos los estudiantes desenvolverse c...
The text presents the monitoring and evaluation of a curriculum project based on collaborative learning among elementary students from a rural school and an urban school, through digital technologies for learning English and developing basic digital skills, skills to enable all students to work proficiently in the digital society. The monitoring pr...
El objetivo de esta ponencia es analizar el proceso de implementación de un proyecto de innovación orientado a m-learning en la modalidad a distancia de la Universidad Técnica Particular de Loja(UTPL), centrado en el cambio de soporte del material educativo. Se describe el modelo detallando cada componente tecnológico, académico y operativo. Estos...
Editora-chefe: Dra. Marlene Araújo de Carvalho/Faculdade Santo Agostinho Artigo recebido em 14/07/2015. Última versão recebida em 05/08/2015. Aprovado em 06/08/2015. Avaliado pelo sistema Triple Review: a) Desk Review pela Editora-Chefe; e b) Double Blind Review (avaliação cega por dois avaliadores da área). Revisão: Gramatical, Normativa e de Form...