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Investigación en TIC y educación en el grupo de Sistemas Interactivos DEI-Lab

    1. [1] Universidad Carlos III de Madrid

      Universidad Carlos III de Madrid

      Madrid, España

  • Localización: IE Comunicaciones: Revista Iberoamericana de Informática Educativa, ISSN-e 1699-4574, Nº. 30 (Julio-Diciembre), 2019, págs. 69-77
  • Idioma: español
  • Enlaces
  • Resumen
    • español

      Desde sus inicios en 1995, el grupo de investigación en Sistemas Interactivos DEI-Lab centró parte de su investigación aplicada en el estudio de las capacidades que las Tecnologías de la Información y las Comunicaciones (TICs) ofrecían para mejorar los procesos de aprendizaje y enseñanza. En concreto, dos tipos de investigación han guiado nuestros trabajos en este ámbito: el estudio de las posibilidades ofrecidas por tecnologías emergentes y la definición de herramientas y tecnologías que faciliten la participación de los usuarios finales en el diseño y desarrollo de tecnologías interactivas educativas. En este artículo repasamos algunos de las contribuciones realizadas en estos dos ámbitos, desde el uso de tecnologías como los libros electrónicos hasta la computación móvil y ubicua, la realidad virtual, aumentada o mixta, al desarrollo de modelos y herramientas que capaciten a usuarios sin conocimientos técnicos a idear y prototipar sus propias experiencias interactivas

    • English

      Since it was created in 1995, the research group “Sistemas Interactivos DEI-Lab” focused its applied research on analyzing the possibilities that Information and Communication Technologies (ICTs) offer to enhance the learning and teaching experiences. In particular, the research developed in this area can be categorized in two broad areas: studying the learning affordances of emerging technologies and envisioning tools and technologies to ease the active participation of end users in the design and development of interactive learning technologies. In this paper we look back and review the main contributions the members of DEI-Lab did in these two areas, involving technologies such as electronic books, mobile computing, ubiquitous computing, virtual/Augmented/mixed reality, and the development of end-user tools enabling non-technical users to ideate and Prototype their own interactive learning experiences.

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