Técnicas de computación social e información contextual para el desarrollo de actividades de aprendizaje colaborativo

[EN]Educational innovation is a field in which its processes has been greatly enriched by the use of Information and Communication Technologies (ICT). Thanks to technological advances, the use of learning models where information comes from many different sources is now usual. Likewise, student-stud...

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Detalles Bibliográficos
Autor: García García, Óscar
Tipo de recurso: tesis doctoral
Fecha de publicación:2017
País:España
Institución:Universidad de Salamanca (USAL)
Repositorio:GREDOS. Repositorio Institucional de la Universidad de Salamanca
OAI Identifier:oai:gredos.usal.es:10366/136270
Acceso en línea:http://hdl.handle.net/10366/136270
Access Level:acceso abierto
Palabra clave:Telecommunication
Tesis y disertaciones académicas
Computer science
Universidad de Salamanca (España)
Tesis Doctoral
Academic dissertations
Computación social
Innovación educativa
Aprendizaje cooperativo
Descripción
Sumario:[EN]Educational innovation is a field in which its processes has been greatly enriched by the use of Information and Communication Technologies (ICT). Thanks to technological advances, the use of learning models where information comes from many different sources is now usual. Likewise, student-student, student-device and device-device collaborations provides added value to the learning processes thanks to the fact that, through it, aspects such as communication, achievement of common goals or sharing resources. Within the educational innovation, we find as a great challenge the development of tools that facilitate the creation of innovative collaborative learning processes that improve the achievement of the objectives sought, with respect to individualized processes, and the fidelity of the students to the process through the use of contextual information. Moreover, the development of these solutions, that facilitate the work of teachers, developers and technicians encouraging the production of educational processes more attractive to students, presents itself as an ambitious challenge in which the perspectives of Ambient Intelligence and Social Computing play a key role. The doctoral dissertation presented here describes and evaluates CAFCLA, a framework specially conceived for the design, development and implementation of collaborative learning activities that make use of contextual information and that is based on the paradigms of Ambient Intelligence and Social Computing. CAFCLA is a flexible framework that covers the entire process of developing collaborative learning activities and hides all the difficulties involved in the use and integration of multiple technologies to its users. In order to evaluate the validity of the proposal, CAFCLA has supported the implementation of three concrete and different use cases. These experimental use cases have shown that, among other benefits, the use of Social Computing customizes the learning process, encourages collaboration, improves relationships, increases commitment, promotes behaviour change in users and enables learning to be maintained over time. In addition, in order to demonstrate the flexibility of the framework, these use cases have been developed in different scenarios (such as a museum, a public building or at home), different types of learning have been proposed (serious games, recommendations system orWebQuest) and different learning objectives have been chosen (academic, social and energy-efficient).