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TEACH: THE T3-TEACHING TO TEACH TECHNOLOGY PROJECT Azucena - - PowerPoint PPT Presentation

TECHNOLOGIES FOR TEACHING TO TEACH: THE T3-TEACHING TO TEACH TECHNOLOGY PROJECT Azucena Garca-Palacios, PhD Labpsitec Universitat Jaume I-Universidad de Valencia Workshop Internazionale Formazione e Technology Enhanced Learning: il futuro


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TECHNOLOGIES FOR TEACHING TO TEACH: THE T3-TEACHING TO TEACH TECHNOLOGY PROJECT

Azucena García-Palacios, PhD Labpsitec Universitat Jaume I-Universidad de Valencia

Workshop Internazionale Formazione e Technology Enhanced Learning: il futuro dell'apprendimento nell'università e nell'azienda Roma, Università del Foro Italico, 30 Sett.2014

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  • 1. Presentation of Labpsitec
  • 2. ICT and learning
  • 3. T3 project

Technology for teaching to teach

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LABPSITEC

UNIVERSITAT JAUME I UNIVERSITAT DE VALENCIA

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Labpsitec

  • Labpsitec has a wide experience in the use of ICTs, such as

Virtual Reality (VR), Augmented Reality (AR) and Internet use in Clinical Psychology.

  • Labpsitec is pioneer in the use of VR and AR for the

treatment of different mental disorders like claustrophobia, panic disorder and agoraphobia or adaptive disorders.

  • The team is also pioneer in the design and testing of VR

mood induction procedures (VR-MIP’s).

  • One of the main lines of research is the use of Internet-

based treatments for emotional disorders and chronic pain.

Universitat Jaume I –Universitat de València

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SLIDE 5
  • Key people
  • Dr. Cristina Botella Arbona
  • Dr. Rosa María Baños Rivera
  • Dr. Azucena García-Palacios
  • Dr. Soledad Quero
  • Dr. Juani Bretón
  • Dr. Ausias Cebolla
  • More than 30 researchers

Universitat Jaume I –Universitat de València

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SLIDE 6
  • More than 35 research projects funded by national and

European institutions.

  • Main research lines: ICT (VR, AR, Internet, mobile

devices, serious games…):

– Assessment and treatment of psychological disorders. – Health promotion in different context: clinical, academic.

RESEARCH EXPERIENCE

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ICT Technologies and Clinical Psychology

Persuasive Technologies

Computers Persuasion

PDA Web sites Videogames Mobile phone Smart environments Virtual reality Physical games

CAPTOLOGY

Motivation Attitude change Point of view changes Behavior modification

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VR: Phobias and Eating Disorders Telepsychology “Talk to Me”, “Without Fear” VR: Agoraphobia

1995 2001

VR: EMMA Adaptive Display VR: MIP’s

2003

AR: Phobias AR: Mobile devices e- Therapy Intelligent System

2005 2007 e-TI-II Systems 2009-

Trajectory using ICT’s technologies

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SLIDE 9

Virtual Reality: phobias

Claustrophobia Acrophobia Fear of flying

Botella, C. et al., (1998) Virtual Reality treatment of claustrophobia: a case report. Behaviour Research and Therapy, 36, 239-246. Botella, C. et al., (1999) The treatment of claustrophobia with virtual reality: changes in other phobic behaviors not specifically treated. Cyberpsychology and Behavior 2(2), 135-142. Botella, C. et al., (2000) Virtual Reality in the treatment of claustrophobic fear: a controlled multiple baseline design. Behavior Therapy, 31, 583-595. Baños, C. et al.,(2002) Virtual Reality Treatment of Flying Phobia. IEEE- Transactions on Information Technology in BioMedicine, 6, 206-212. García-Palacios, C. et al., (2002) Virtual Reality in the treatment of spider phobia: A controlled study. Behaviour Research & Therapy, 9, 983-993 Botella, C. et al., (2004) Treatment of flying phobia using virtual reality: data from a year follow-up using a multiple baseline design. Clinical Psychology & Psychotherapy, 11, 311-323.

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VR: Panic Agoraphobia

Alcañiz. M. et al.,(2003) Internet based Telehealth System for the Treatment of Agoraphobia, CyberPsychology & Behaviour, 6(4), 355-358. Botella, C. et al., (2004) Clinically significant virtual environments for the treatment of panic disorder and agoraphobia. Cyberpsychology & Behavior, 7(5), 527-535. Botella, C. et al.,(2007) Virtual Reality Exposure in the Treatment of Panic Disorder and Agoraphobia: A controlled study. Clinical Psychology and Psychotherapy, 14 (3) 164-175.

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VR: Body image in eating disorders

Perpiñá, C. et al., (1999) Body image and virtual reality in eating disorders: exposure by virtual reality is more effective than the classical body image treatment? Cyberpsychology and Behavior, 2 (2), 149-156. Alcañiz, M. et al.,(2000) A New Realistic 3D Body Representation in VE for the Treatment of Disturbed Body Image in Eating Disorders CyberPsychology and Behavior, 3 (3), 433-440. Perpiñá, C. et al., (2003) Virtual Reality in Eating Disorders. European Eating Disorders Review, 11, 261-278 Perpiñá, C. et al., (2003) Tratamiento de las alteraciones de la imagen corporal en los trastornos alimentarios mediante realidad virtual: un estudio de caso. Psicología Conductual, . 11 (2), 351-369.

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VR: Pathological gambling

García-Palacios, A. et al.,(2006) Virtual Reality in the Treatment of Pathological Gambling. CyberTherapy, Gatineau (CANADA). Botella, C, et al., (2009) El uso de la Realidad Virtual en el tratamiento del Juego patológico , En J. Del Pozo, L. Perez y M. Ferreras (ed) Adicciones y Nuevas tecnologías de la información y de la Comunicación. Perspectivas de su uso para la prevención y el tratamiento.

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Alcañiz, M. et al., (2003) The EMMA Project: Emotions as a determinant of presence. PsychNology Journal, 1 (2) 141-150. Rey, B., (2005) A Preliminary study on the use of an adaptive display for the treatment of emotional disorders. PsychNology Journal, 3(1) 101-112. Botella, C., et al., (2006) Using a flexible Virtual Environment for Treating a Storm Phobia. PsychNology Journal, 4(2) 129-144. Botella,C., et al.,(2005).Treatment of emotions in a virtual world: Application in a case of post-traumatic stress disorder. Cyberpsychology & Behavior, 8 (4), 305-305. Botella, C., et al., (2006). Using an Adaptative Display for the Tratment of Emocional Disorders: A preliminary analisis of effectiveness. Work-In-Progress CHI, 586-591. Botella, C., et al., (2008) Treatment of Complicated Grief using Virtual Reality. A Case Report. Death Studies, 32 (7), 674-692. Baños, R.M., et al., (2008) Behandlung psychischer Probleme im virtuellen Raum. En S.Bauer, & H. Kordy (Hrsg.) E-Mental-Health: Neue Medien in der psychosozilen

  • Versorgung. Heidelberg: Springer-Verlag.

Baños, R.M., et al., (2009), An adaptive display to treat stress-related disorders: the EMMA’s world. British Journal of Guidance and Counselling, 37:3, 347-356.

“EMMA’s World”

An Open and Flexible VR System

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The “Emotional Parks”

Baños, R., et al., (2005). Role of Presence and Reality Judgment in Virtual Environments in Clinical Psychology. Cyberpsychology & Behavior, 8 (4), 303-304. Baños, R.M, et al., (2004) Immersion and Emotion: The impact on the sense of presence. CyberPsychology and Behaviour, 7(6) 734-741. Baños R.M. et al., (2005) The third pole of the sense of presence: Comparing virtual and imagery spaces. PsychNology Journal, 3(1) 90-100. Baños, R.M., et al., (2008). Presence and emotions in virtual environments: the influence of stereoscopy CyberPsychology and Behavior, 11 (1), 1-8. García-Palacios, A., Herrero, R., Vizcaino, Y., Belmonte, M. A., Castilla, D., Molinari, G. Baños, R. M. y Botella, C. (accepted for publication). Integrating virtual reality with activity management for the treatment of fibromyalgia: Acceptability and preliminary efficacy. The Clinical Journal of Pain.

The VR-Mood Induction Procedures can promote Psychological and Physical well being. Can promote positive mood in clinical populations (emotional disorders, chronic pain).

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Augmented Reality : Small animal phobia

Botella, C. et al., (2005) Mixing Realities? An application of Augmented Reality for the treatment of cockroaches phobia. CyberPsychology and Behaviour, 8 (2), 161- 171. Juan, MC., et al., (2005) Using augmented reality to treat phobias IEEE Computer Graphics And Applications 25, 31-37 Juan, M.C., et al., (2005). AR spiders: A new system for the treatment of arachnophobia. Cyberpsychology & Behavior, 8 (4), 300-301. Botella, C. et al., (2010) Treating Cockroach Phobia with Augmented Reality, Behavior Therapy, 41, 401-413.

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Augmented Reality

Botella, C. Breton-López, J., Quero, S., Baños, R. M., García-Palacios, A., Zaragoza, I. & Alcaniz, M. (2011). Treating Cockroach Phobia Using a Serious Game on a Mobile Phone and Augmented Reality Exposure: A Single Case Study. omputers in Human Behavior, 27, 217- 227.

+

Serious Games

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Experience in treatments applied via the Internet

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“Talk to” Me and “Without Fear”

Botella, C. et al (2000) Telepsychology: Public speaking fear treatment on the Internet. CyberPsychology & Behavior, 3(6), 959-968. Alcañiz, M. et a.,(2003) Internet based Telehealth System for the Treatment of Agoraphobia, CyberPsychology & Behaviour, 6(4), 355-358. Botella, C. et al., (2004). A self-applied Internet-based intervention for fear of public speaking. Journal of Clinical Psychology, 60, 1-10. Botella, C. et al.,(2007) Telepsychology and Self-help: Treatment of Fear of Public Speaking. Cognitive and Behavioral Practice, 14 (1), 46-57. Botella, C. et al., (2008). Telepsychology and Self-Help: The treatment of phobias using the Internet. CyberPsychology & Behavior, 11 (6) 659-664. Botella, C., et al., (2009), The Acceptability of an Internet-based Self-help Treatment for Fear of Public Speaking. British Journal of Guidance and Counselling. 37, (3), 297-311

Using The Internet

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  •  Smiling is Fun for the prevention and treatment of depression.

– This program was tested in a controlled study and was found that without support by the therapist was as effective than with support by the therapist (2 minutes brief weekly support call) and, the two intervention groups were more effective than the waiting list control group.

Furthermore ….

Smiling is Fun

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We had developed:

– Butler System for reduce the technological gap that separates the elderly people from the computerized world where we live nowadays.

  • Tries to encourage their curiosity, satisfaction and decrease their feeling of
  • isolation. The system has as its main objective to work in a primary intervention

level and to improve the quality of life of the elderly population.

– ETIOBE System a computer program for the treatment of obesity in children

and adolescents.

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We had developed:

– POETS, a blended internet- based program for the treatment

  • f chronic pain.

– We are testing it in chronic back pain in a randomized controlled trial.

Internet-based programs: Chronic pain

Doménech, J., Baños, R., Peñalver, L., García-Palacios, A., Herrero, R., Ezzedine, A., Martínez-Díaz, M., Ballester, J., Horta, J. y Botella, C. (2013). Design considerations

  • f a randomized clinical trial on a cognitive behavioural intervention using

communication and information technologies for managing chronic low back pain. BMC Musculoskeletal Disorders, 14, 142.

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We had developed:

– An ecological momentary

assessment (EMA) system, for

the assessment of key variables in chronic pain using smartphones. – We are developing an EMA platform to support other internet- based programs.

EMA

García-Palacios, A., Herrero, R., Belmonte, M. A., Castilla, D., Guixeres, J., Molinari, G. Baños, R. M. y Botella, C. (2014). Ecological Momentary Assessment for chronic pain in fibromyalgia using a smartphone: A randomized crossover study. European Journal of Pain, 18, 862-872.

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  • Transdiagnostic perspective for different disorders:

https://www.psicologiaytecnologia.com/cambiook.aspx

 “Transversal” modules:

Telepsychology: emotional disorders

  • T1. Emotional disorders

and emotional regulation

  • T2. Motivation for the

change

  • T4. Accepting the

emotional experiences

  • T5. Practicing the

acceptance

  • T3. Understanding the

emotional experiences

  • T6. Learning to be flexible
  • T7. Cognitive flexibility
  • T9. Behaviors driven by

emotions

  • T10. Facing internal

experiences

  • T8. Emotional avoidance
  • T11. To dare to do

something

  • T12. Learning to start up
  • T14. Learning to live
  • T15. Living and learning
  • T13. Learning to enjoy
  • T16. And now what…
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Information and Communication technologies in learning

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¿What do we have?

  • Students over-stimulated by new media
  • Very prepared in digital communication systems
  • Technological Tsunami: Annual technological

revolutions

But, contens still closely related to written books.

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  • Very high dropout rates
  • European target June 2010 - 10% reduction, 15% in Spain!

Dropout rate in secondary education. Source: OCDE, 2010.

¿What do we have?

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  • The school leaving has huge costs:

INDIVIDUAL SOCIAL TAXES

More unemployment Greater crime rates Less taxes incomes Lower quality of life Lower economic growth Unemployed increased cost Lower risk control Lower social cohesion Increased costs in health care and social services Lower life satisfaction Less intergenerational effect Increased police costs

Source: “The Costs of School Failure A Feasibility Study”, Analytical Report for the European Commission - George Psacharopoulos - European Expert Network on Economics of Education (EENEE)

¿What do we have?

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Technological Detachment at school

Students digitally disconnected at school

( Students in USA 2007)

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Are ICTs the solution?

They are not the panacea

  • This is a complex problem solutions:
  • Political
  • Social
  • Economic
  • Philosophical
  • Technology

They can be part of the solution: Rational integration

  • f technologies in education

Technology by itself does not improve learning. It depends on how it is designed and implemented and how we support teachers to use it.

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EDUCATION NEEDS COLLABORATION MORE THAN COOPERATION

  • Education paradigms are shifting to include more online learning,

blended and hybrid learning, and collaborative models.

  • Students already spend much of their time on the Internet,

learning and exchanging new information.

Cooperation vs. Collaboration

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  • Cooperation: partners split the work, solve sub-tasks individually and then assemble

the partial results into the final product.

  • Collaboration: Participants perform work jointly

School 2.0: Cooperation Magic Lamp: Collaboration Polyhedra seeking

Cooperation vs. Collaboration

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The 1x1 mode (1 x 1 student laptop) so really enhance activities of individual character or activities most cooperative, collaborative never Scientific evidence exist of improved learning through collaboration not only in education (engineering, radiology, etc. ..)

Stahl, G., Koschmann, T., & Suthers, D. (2006). Computer-supported collaborative learning: An historical perspective

Cooperation vs. Collaboration

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New most collaborative interfaces

  • It is necessary to use ICTs to promote

collaboration

  • Possible solution:
  • Natural user Interfaces (NUI)
  • Immersive Interfaces
  • Virtual Reality
  • Augmented Reality
  • Multi-touch Interfaces
  • Gestural Interfaces
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The Horizon 2011 report, developed by "The New Media Consortium" and Educause U.S. considers these ICT technologies:

http://www.nmc.org/pdf/2011-Horizon-Report-es.pdf

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Key Emerging Technologies

Consumer Technologies

3D Video Electronic Publishing Mobile Apps Quantified Self Tablet Computing Telepresence Wearable Technology

Learning Technologies

Badges/Microcredit Learning Analytics Massive Open Online Courses Mobile Learning Online Learning Open Content Open Licensing Personal Learning Environments Virtual and Remote Laboratories

Visualization Technologies

3D Printing/Rapid Prototyping Augmented Reality Information Visualization Visual Data Analysis Volumetric and Holographic Displays

Digital Strategies

BYOD Flipped Classroom Games and Gamification Location Intelligence Makerspaces Preservation/Conservation Tech.

Internet Technologies

Cloud Computing The Internet of Things Real-Time Translation Semantic Applications Single Sign-On Syndication Tools

Social Media Technologies

Collaborative Environments Collective Intelligence Crowdfunding Crowdsourcing Digital Identity Social Networks Tacit Intelligence

Enabling Technologies

Affective Computing Cellular Networks Electrovibration Flexible Displays Geolocation Location-Based Services Machine Learning Mobile Broadband Natural User Interfaces Near Field Communication Next-Generation Batteries Open Hardware Speech-to-Speech Translation Statistical MachineTranslation Virtual Assistants Wireless Power

The NMC Horizon Report: 2014 Higher Education Edition

http://www.nmc.org/publications/2014-horizon-report-higher-ed

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Rise of Data-Driven Learning and Assessment

  • There is a growing interest in using new sources of data for personalizing the

learning experience and for performance measurement.

  • As learners participate in online activities, they leave an increasingly clear trail of

analytics data that can be mined for insights.

  • Learning analytics experiments and demonstration projects are currently

examining ways to use that data to modify learning strategies and processes.

  • So that student progress can be monitored in real time.
  • As the field of learning analytics matures, the hope is that this information will

enable continual improvement of learning outcomes.

Key aspect: Learning Analytics (LA)

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LEARNING ANALYTICS CLASSROOM

Activity in classroom Content interaction Social Net Learning outcomes Personal records

Key aspect: Learning Analytics (LA)

As learners participate in online and other activities, they leave an increasingly clear trail of analytics data that can be mined for insights.

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SLIDE 38

Key aspect: Learning Analytics (LA)

  • Intelligent analysis of data about students and their context in order to

understand and optimize the learning process and the context in which they

  • ccur
  • Multidisciplinary:
  • Statistics
  • Artificial Intelligence and Data Mining
  • Web analytics
  • Social Network Analysis
  • Viewing information
  • Artificial Vision
  • Key to adaptive systems that personalize learning strategy
  • Vital source of information for teachers
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Digital Footprints

  • A great deal of information about users’ activities and states can be

inferred from the various digital traces that individuals leave in their day- to-day lives.

  • Calendars, e-mail, and the use of social-networking applications such as

Facebook are all sources of potentially useful information for modeling health-related behavior.

  • Monitoring of such systems can help us determine individuals’ social

interactions, patterns of free time and business throughout the day, and potentially even individuals’ energy level variations.

(Emmelkamp et al., 2014; Heckler et al., 2013; Nilsen et al., 2013; Saranummi et al., 2013)

Moving the Science of Behavioral Change into the 21 Century

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Relationships are ultimately the lifeblood of social media.

SOCIAL MEDIA FOR LEARNING

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Shift from Students as Consumers to Students as Creators

  • A shift is taking place in the focus of pedagogical practice all over the world as students

are learning by making and creating rather than from the simple consumption of content.

  • Creativity, as illustrated by the growth of user-generated videos, maker communities,

and crowd-funded projects is increasingly the means for active, hands-on learning.

  • Courses and degree plans across all disciplines are in the process of changing to reflect

the importance of media creation, design, and entrepreneurship.

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The integration of online, hybrid, and collaborative learning in face-to-face instruction is already impacting the way courses are structured. Ohio State University has created a “HyFlex” model of learning that leverages a variety of online technologies. The use of interactive polling, recording and synchronous communication during class time has enabled students to engage with the material in ways that suit how they learn best.

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In the Faculty Thought Leadership Series, developed by the University of Hawaii Professional Assembly, convened to re-envision the future of the higher education teaching profession, with social media as a major component. Recordings of the meetings were broadcast on YouTube and anyone could join the real-time discussions through Twitter

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Conclusions

  • Worrying data: A change in education sector is necessary
  • ICT technologies: a promising partial solution
  • Using non-intrusive technologies adapted to the classroom and not vice versa
  • The Future: Interactive Interface Environment
  • Collaboration vs. cooperation
  • Using gestural interfaces, RA, multi-touch, mixed realities
  • Developments driven by the users (students and teachers)
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Teaching to teach (T3) project

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T3 GOAL

  • The strategic goal of T3 has been to develop and validate an

innovative teaching program to promote the use of advanced learning technology by: (i) University teaching staff in SPAIN (ii) Secondary school teachers in UNITED KINGDOM (ii) Company trainers in ITALY

  • With this purpose three trials to train in e-learning

technologies have been carried out.

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Our contribution to T3 project

  • UJI’s main contribution to the project has been coordinating the

trials made by all three countries.

  • UJI has contributed with its knowledge of the Spanish market to

the Needs Analysis.

  • Like the other partners, UJI has participated in the rest of WPs of

the T3 project.

  • Regarding the exploitation and sustainability plan, UJI has

worked and will work to make sure the T3 teaching program to train teaching staff is used at the University and it will be offered to the University’s customers in the Valencia area of Spain.

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SPANISH methodology of the trials: Trainees

  • Trainees.
  • We contacted the participants by email, sending information

about the workshop for the training in new technologies and e-learning.

  • Initially, 22 people were registered for the seminar.
  • Finally, the group was composed by 16 (10 women, 6 men)

with a mean age of 32 (S.D.= 4.4).

  • All the participants were teachers at UJI, but with different

characteristics (see next three figures).

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SLIDE 49

62% 38%

Science Arts Figure 1 - Academic backgrounds

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38% 62%

PhD students Professors

Figure 2 - Types of contracts

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Figure 3 - Teaching experience 50% 50%

Year 1 Years 2-8

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SPANISH methodology of the trials: Trainers

  • Trainers

The seminar was taught by two members from the research group Labpsitec specialized in the field. Both specialists graduated in Psychology, with master degree and at the present moment they are PhD students in their teaching phase. They have been trained and had more than 2 years of experience in the use of new technologies in psychology.

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SPANISH methodology of the trials: Trainers

  • Trainers

Rocío Herrero Luis Farfallini

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PRE-EVALUATION

  • Frequency of use with

New Technologies Questionnaire POST EVALUATION

  • Technology Satisfaction

Questionnaire

  • Training Course

Evaluation Questionnaire WORKSHOP TRAINING 6 8-HOUR SESSIONS

SPANISH methodology of the trials: Design

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SPANISH methodology of the trials: Evaluation

Questionnaires were developed as a result of a review of the relevant literature of the topic and expert meeting about new technologies and training:

  • Frequency of use with New Technologies Questionnaire. It was designed to

assess the previous experience of the users with ICTs in their workplace. It was applied before the training course started and it’s composed of 23 items with a scale of response ranging from 1 “Never" to 5 “Very often”. The items correspond to the different technologies that the trainees could have used in their educational contexts.

  • Technology Satisfaction Questionnaire and Training Course Evaluation
  • Questionnaire. These were designed to assess the users´ satisfaction with ICTs

and with the training course they received. Both were applied after the training course had finished. These questionnaires are composed of 13 and 11 items, respectively, with a scale of responses ranging from 1 "Strongly disagree" to 5 "Strongly agree".

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  • In order to select the technologies for the workshop, a

classification of the learning technologies was carried out.

  • The resulting categories were based on the new trends of

educational psychology and taking into account two variables: type of technology (based on instructions or a more constructivist one) and type of teaching (experimenting, experiencing soft skills or exploring). SPANISH methodology of the trials: Selected Technologies

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  • We considered that “soft skills” would be a relevant topic as aim of

the workshop developed in a University context.

SPANISH methodology of the trials: Selected Technologies

Figure 4 – Classification of the learning technologies

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  • Soft Skills are behavioral competencies. Also known as Interpersonal

Skills or people skills, they include:

 communication skills

 conflict resolution and negotiation  personal effectiveness  creative problem solving  strategic thinking  team building  influencing skills  selling skills and more…

  • Three technologies were selected as more adequate to achieve our

goals and to train soft skills: e-Adventure, Eutopia, and Palma systems to train soft skills

SPANISH methodology of the trials: Selected Technologies

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The e-Adventure platform is the result of a research project aimed to facilitate the integration of educational games and game-like simulations in educational

  • processes. It is being developed

by the e-learning research group at Universidad Complutense de Madrid (e-UCM).

SPANISH methodology of the trials: E-Adventure

http://e-adventure.e-ucm.es/

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Eutopia is a platform designed to support distance learning. It is a useful platform to create and

  • rganize Educational Multiplayer On-

Line Role Playing Games (EMORPG). This approach allows a small group of people to give a theatrical performance for educational or psychological purposes.

SPANISH methodology of the trials: Eutopia

http://www.nac.unina.it/eutopia/download.htm

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PalMa is a serious game conceived as a software tool with a specific learning outcome. PalMa is suitable to develop high managerial skills like: leadership, negotiation, effective communication skills, speech and persuasiveness, co-workers’ management, customers’ management, personal incisiveness and commercial skills.

SPANISH methodology of the trials: Palma

http://www.entropykn.net/edugames/Pagine/Palma.htm

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WORKSHOP STRUCTURE

Session 1

  • Application of the pre-evaluation protocol: Sociodemographic data, academic backgrounds and technology

profile (questionnaire 1).

  • Recollection of information about the teachers’ experience in their training, evaluation and use of the new

technologies.

  • Presentation of the T3 Programme (new technologies and education)
  • Introduction about tools

Session 2

  • - Theoretical introduction about “Soft Skills”.
  • - Introduction to PalMa’s tool.
  • - Practical session with the tool. Participants experiments about the use of PalMa with an example. Trainees

constructed their own schema for a game.

  • Discussion about the experience after the practical session and the conclusions regarding its use with the

students, in the future. Session 3

  • Introduce to Eutopia’s tool.
  • Practical session with the tool. Participants design in a group of a scenario. Their assign different roles and

play the game.

  • Discussion about the experience after the practical session and the conclusions regarding its use with the

students, in the future. Session 4

  • Introduce to e-Adventure’s tool.
  • Practical session with the tool. Each participant constructed a game following a guideline.
  • Discussion about the experience after the practical session and the conclusions regarding its use with the

students, in the future. Session 5

  • Define the skills each teacher is going to exploit.
  • Selection of a tool that each teacher is going to include in his / her practice.
  • Practical session to design the scenarios for each teacher.

Session 6

  • Practical session to design the scenarios for each teacher.
  • Application post-evaluation protocol and collect teachers’ opinion about the tools (questionnaire 2 and 3).
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Some pictures

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Some pictures

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Some pictures

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■ The tools that scored between 5 and 4, with a high frequency of use, are:  Generic software tools (e.g., PowerPoint, graphics, audio and video editing, data handling, word processing and publishing).  Conventional desktop or laptop computers.  Communication tools (e.g., Skype, e-mail, chat)  The internet (Web 1) as a data and information resource. Main Results: Frequency of use of technologies

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■ The tools that scored between 2 and 4, with a medium frequency of use, are:

 Virtual environments / Virtual learning environments (VLEs)

 Web 2.0 technology (wikis, social networking software etc.) for collaborative learning  Sharing information tools (e.g., glossary, repository, social tagging)  Computer modeling  Teamwork tools  Digital cameras, audio recorders and video cameras  Construction of knowledge tools (e.g., Wiki, Social Networking, Blog),  Digital audio / video editing / production  Individual authoring tools (e.g., personal blog, portfolio)  Simulations (e.g., biological/physical, inter-social processes)  Serious games  e-Assessment  Managed learning environments (MLEs, e.g., Fronter)  Games for educational purposes, average = 2.

Main Results: Frequency of use of technologies

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■ The tools that scored between 1 and 2, with a low frequency of use,

are: Commercial video games e-Portfolios Immersive technology Hand-held technologies The use of robots or other computer-controlled devices

Main Results: Frequency of use of technologies

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Main Results: Technology Satisfaction

Figure 6 – Tool Opinion by the teachers

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Main Results: Training course

Figure 6 – Workshop Opinion by the teachers

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Participation certificate

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Conclusions

  • The objective of the workshop is to show a series of tools

designed to highlight the possibilities that the new technologies can offer as powerful tools to empower learning within a university environment.

  • The participants evaluated the technologies used as

appropriate and easy to use.

  • All systems had a score above 50% of the scale. However, an

application stands out above the others two: e-Adventure. This is probably because this tool is more versatile and easier to adapt to a specific teaching context.

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Conclusions

  • The initiative for this project is to add current and widely

distributed tools to elementary teaching processes in different areas and backgrounds.

  • A future line of research in this project is the possibility to

evaluate the effectiveness of these tools to improve education

  • r increase students’ motivation.
  • Finally, the data are interesting because we directly asked the

teachers about their satisfaction regarding the tools and specifically about their teaching experience.

  • This methodology involves novel data with regard to previous

initiatives.

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CONTACTs and INFO

botella@uji.es banos@uv.es Visit: www.t3.unina.it www.uji.es www.labpsitec.es

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Thanks for your attention!!