Murcia, España
During the COVID-19 pandemic, open educational resources became increasingly valuablefor educators. These resources, known as e-Resources, encompass a wide range of digital content andservices available online. They have revolutionised access to information, democratising knowledgeand transforming the way people interact with information in the digital age. The main objective of designingand validating a Nano Open Online Course (NOOC) titled Scientix: The conquest of Mars wasto promote the use of Scientix in science education. Specific objectives included fostering collaborationamong educators, enhancing STEM education, and promoting online learning experiences with digitaltechnologies and educational games. The research design focused on content analysis through a casestudy approach, involving six experts from various educational backgrounds. The NOOC successfullyachieved its objectives, promoting collaboration, enhancing STEM education and providing engagingonline learning experiences. Participants reported increased knowledge, confidence and motivation inteaching sciences after completing the course. A gamification approaches of the NOOC facilitated enjoyableand effective learning experiences, attracting participants from diverse backgrounds. Proceduralassessment played a crucial role in enhancing the effectiveness of the NOOC, allowing continuousmonitoring of participants progress and providing timely feedback for improvement. Future researchcould explore innovative pedagogical approaches and educational technologies to further enhance theeffectiveness and impact of NOOCs, with procedural assessment playing a pivotal role in this process.
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