M-Learning en niveles iniciales, rasgos didácticos de las APPS educativas

From academic institutions we must give a rigorous response to the real possibilities of ICT. We need to consider the latest developments of M-learning. This paper analyzes the correspondence between software, its educational approaches and the classic features of a didactic unit. The method follows a descriptive essay of a random sample of 136 applications oriented to the initial educational levels, from the Android and IOs repositories. The results shows these tools are being introduced outside the educational guidelines, and these apps are useful for searching information, items, services, with recreational activities and social interaction. They are uses different from those expected in the classroom. The audiovisual narrative continues to be important because of its high emotional component, the subsequent generated motivation, flexibility and dynamism in terms of variety of reference models.<br>We show the different levels and areas where these APPs are oriented.<br>The educational systems are parallel to these trends, and they could pick up the technological proposals. And it would even be necessary to reverse the process, with the educational initiative specifically designing and generating innovative guidelines in the management of these forms and contents.

Publication Details

Journal
Figshare
Published
2024-11-26
DOI
https://doi.org/10.6084/m9.figshare.27908718
Primary Topic
Educational Practices and Sociocultural Research
Type
article
Field-Weighted Citation Impact
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M-Learning en niveles iniciales, rasgos didácticos de las APPS educativas

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Educational Practices and Sociocultural Research
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M-Learning en niveles iniciales, rasgos didácticos de las APPS educativas

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Abstract

From academic institutions we must give a rigorous response to the real possibilities of ICT. We need to consider the latest developments of M-learning. This paper analyzes the correspondence between software, its educational approaches and the classic features of a didactic unit. The method follows a descriptive essay of a random sample of 136 applications oriented to the initial educational levels, from the Android and IOs repositories. The results shows these tools are being introduced outside the educational guidelines, and these apps are useful for searching information, items, services, with recreational activities and social interaction. They are uses different from those expected in the classroom. The audiovisual narrative continues to be important because of its high emotional component, the subsequent generated motivation, flexibility and dynamism in terms of variety of reference models.<br>We show the different levels and areas where these APPs are oriented.<br>The educational systems are parallel to these trends, and they could pick up the technological proposals. And it would even be necessary to reverse the process, with the educational initiative specifically designing and generating innovative guidelines in the management of these forms and contents.

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Educational Practices and Sociocultural Research
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