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Advances in Human
and Social Aspects of
Technology (AHSAT) Book
Series
ISSN:2328-1316
EISSN:2328-1324
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Titles in this Series
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Human Behavior and Another Kind in Consciousness Emerging Research and Opportunities
Shigeki Sugiyama (Independent Researcher, Japan)
Information Science Reference • © 2019 • 102pp • H/C (ISBN: 9781522582175) • US
$135.00
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Table of Contents
Preface.................................................................................................................. vii
Chapter 1
Social Sciences, Geography and History Teaching Based on Research:
Innovation and Professional Development..............................................................1
Chapter 2
Gamification and Game-Based Learning: Motivating Social Sciences
Education..............................................................................................................40
Chapter 3
Augmented Reality in Social Sciences Education: Integrating Virtual Layers
With Physical Reality............................................................................................75
Chapter 4
Virtual Reality, 3D Recreations and 3D Printing in Social Sciences
Education: Creating and Interacting With Virtual Worlds..................................102
Chapter 5
Learning Managements Systems and Open Educational Resources for the
Teaching of Social Sciences: Monitoring Students and Virtual Interaction.......131
Chapter 6
Massive Open Online Courses as a Specific Type of E-Learning: From
Sending Information to Sharing Knowledge.......................................................165
Copyright © 2020. IGI Global. All rights reserved.
Chapter 7
B-Learning and Flipped Classroom in Social Sciences Education: School as a
Collaborative Space of Learning........................................................................193
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Chapter 8
M-Learning as a Driving Force of Social Engagement, Responsible
Collaboration, and Student Interaction: Resources for Social Sciences
Education............................................................................................................226
Chapter 9
U-Learning and Virtual Classrooms in Social Sciences Education: Virtual
Learning Environments and Participation..........................................................246
Chapter 10
The Future of ICT/LKT in the Teaching and Learning of Social Sciences,
Geography, and History: Adaptive Learning and Artificial Intelligence............268
Index................................................................................................................... 294
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vii
Preface
Delgado-Algarra, Emilio José. ICTs and Innovation for Didactics of Social Sciences, IGI Global, 2020. ProQuest Ebook Central,
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Preface
viii
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Preface
ix
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Preface
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Preface
types, focusing con xMOOCs and cMOOCs, and main MOOC search engines
from consolidated institutions is reviewed.
The lecture-driven classroom allows teachers to teach a lot of information
to students over a limited time. However, the traditional classroom lecture
format has also limited the communication between student and teacher. The
flipped classroom pedagogy is a type of b-Learning that inverts the traditional
classroom lecture. In flipped learning, students are required to read or view
pre-record lectures edited online by the teacher a part of their homework.
After, in class time, they focus on group activities, so that teachers must
rethink the design of the teaching and learning process in the classroom
with discussions and group work where students can make decisions, apply
theoretical knowledge and make mistakes. Regarding the teaching and
learning of Social Sciences, Geography and History, this approach implies
opportunities for students to learn high-level content, besides creative, critical
and collaborative skills according to current reality. Chapter 7 “B-Learning and
Flipped Classroom in Social Sciences Education: School as a Collaborative
Space of Learning” highlights the defining aspects of blended learning;
focusing on flipped classroom as an educational strategy with special attention
on the teaching and learning of the social sciences and including aspects
such as the conceptualization, pedagogical background, and benefits and
difficulties of its implementation in the school. Finally, some useful content
editing tools to introduce b-Learning and flipped classrooms in the social
science classroom are reviewed.
The normalization of the use of these devices offers facilities for exploration,
personalization of learning and greater adaptation to the rhythm of students.
In chapter 8 “M-Learning as a Driving of Social Engagement, Responsible
Collaboration and Students Interaction: Resources for Social Sciences
Education”, a conceptualization of m-Learning is presented; including the
main m-Learning features and focusing on application for Social Sciences
education. That section is divided into two parts. In a first subsection, general
applications that can be useful for teaching and learning Social Sciences is
reviewed, offering numerous procedural possibilities at the service of the
area. In a second subsection, some specific applications for the teaching of
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Preface
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Preface
sciences in the 21st century regarding ICT and innovation, adaptive learning
technologies, artificial intelligence, robotics and mixed reality.
Regarding current and emerging key trends from 2012 to over 2023, and
considering several sources such as Horizon Report 2019, some of the most
relevant sectors in the future will be education, media, information managers,
computer services and technological research. This book has been designed
taking as reference the social and educational needs of the present and the next
years and attending to needs that go beyond technological literacy. Moving
away from positions based on technological determinism, the development
of technologies no longer determines the changes in social structures or
the transformation of the teaching-learning process. Active nature of users
in the learning society stop focusing on instrumental aspects to emphasize
educational aspects and didactic adaptation. Teachers of Social Sciences
should be aware to the consequences of this new situation where ignoring
emerging technologies and not including responsible use of them in the
classroom implies a disconnection with social reality and social (and labor)
needs in the near future, a near future where procedural and attitudinal issues
such as adaptability to technological environments or critical and creative
thinking will be fundamental.
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1
Chapter 1
Social Sciences, Geography
and History Teaching
Based on Research:
Innovation and Professional
Development
ABSTRACT
Innovation accompanies us in our daily lives contributing to personal
growth and improving social participation. Considering the most important
epistemological traditions of teaching-learning processes and teaching
models, research-based teaching model is a relevant approach to introduce
innovative didactic proposals. Selection, organization, and sequencing of
school knowledge in the teaching of social sciences, geography and history,
and the construction of meaningful school knowledge connected with the
social reality implies considering relevant socio-environmental issues, teacher
professional knowledge, student daily knowledge, and metadisciplinarity.
As a pedagogical base, in this chapter, the authors focus on epistemological
traditions of social sciences education, keys for the design of proposal from a
research-based approach, and finally, they focus on alternatives for evaluation
of students and the importance of action-research for systematization of
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DOI: 10.4018/978-1-7998-2882-2.ch001
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Social Sciences, Geography and History Teaching Based on Research
INTRODUCTION
Delgado-Algarra, Emilio José. ICTs and Innovation for Didactics of Social Sciences, IGI Global, 2020. ProQuest Ebook Central,
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Social Sciences, Geography and History Teaching Based on Research
paradigm and the Marxist or critical paradigm. The humanist paradigm denies
the existence of a reality independent of the existence of people and their
subjectivity (Benejam, 1997b, Hervás & Miralles, 2004, Cuesta, 2011). In
line of thinking, students respond according to an innate process of maturation
and personal construction that determines the teaching-learning processes.
Under this paradigm, teaching is based on flexible proposals that respond to
student interests through study of relevant problems and acceptance of different
points of view. Teachers motivate mental activity and consider evaluation
as a means of adjusting the teacher to the needs of the teaching-learning
process. From the Marxist or critical paradigm, neither society nor school are
neutral because they respond to interests and needs of humans. This line of
thinking considers that the positivist tradition does not generate changes. In
other words, the critical school, detracts “neutrality” from behaviorists and
development of students’ personality from humanists; considering that it is a
priority for students to be critical with their value system. In relation to this
socio-critical paradigm, commitment and participation in critical activities
regarding relevant problems are essential to look for social alternatives.
McCutcheon (1995) and Misco (2007) affirm that students find numerous
possible solutions when they meet to solve a practical problem of a certain
complexity, considering that dialogue, debate and argumentation are considered
appropriate to find the most efficient conclusions.
PROFESSIONAL DEVELOPMENT
AND TEACHERS ATTITUDE
model and spontaneist model, and the last level is the research model (figure
1). As Estepa-Giménez (2007) and Delgado-Algarra & Estepa-Giménez
(2017) indicates, professional development is progressive, but models are
ideal references that can never be considered as closed tags. In other words, no
teacher responds 100% to a single model, but practical activity can preferably
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Social Sciences, Geography and History Teaching Based on Research
this attitude increases the risk of indoctrination. Teacher can decide on work
or not about relevant socio-environmental problems or controversial issues
(absent curriculum). If teacher decide include social problems or controversial
issues in the classroom, neutrality, balance and commitment would be key
concepts, because they are going to define the afore mentioned four teaching
attitudes (figure 3) (Stradling, 1984; Pineda, 2015):
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Social Sciences, Geography and History Teaching Based on Research
• Neutrality implies that the teacher does not show preference for any
positioning.
• Balance refers to the presentation of a wide variety of alternatives and
points of view by the teacher.
• Commitment is related to sharing of the teacher opinion with students.
over balance (Bigelow and Peterson, 2002). Within neutral impartiality, there
is an option of procedural neutrality where the teacher acts impartially in the
discussion groups and encourage students’ debate with information, regardless
of his own positioning (Stenhouse, 1975). Neutrality is not synonymous with
having no values. The teacher has the responsibility to defend educational
values, not party values (Stenhouse, 1970). The teacher who assumes an
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Social Sciences, Geography and History Teaching Based on Research
detestable opinions that not only must not be respected, but must be combated
(…) (2011: 13), referring to opinions based on prejudices, racism, ignorance,
etc.; highlighting the role of elements such as criticism, ethics and commitment
to the subject of study.
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Social Sciences, Geography and History Teaching Based on Research
subjectivity of the teacher and students must be argued with facts and
information from several sources. Teacher encourages students to take
down their position, constructing critical ability, ethical positioning
and intellectual tools to oppose the authority with arguments.
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Social Sciences, Geography and History Teaching Based on Research
This curriculum project, among other issues, raises school research for
the teaching of Social Sciences as an alternative to the routine in the typical
teaching-learning process from traditional model. Thus, the research model is
based on curricular organizers for the construction and progressive structuring
of school knowledge based on questions or problems about social and cultural
subsystems. These curricular organizers are the following areas of research:
researching economic activities, researching current and historical societies,
researching human feeding, researching live, researching ecosystems,
researching human settlements, researching the earth and the universe,
researching machines and artifacts. This project is based on constructivism
and considers several fundamental elements (Estepa, 2007, Delgado-Algarra
& Lorca-Marín, 2019) (figure 4):
10
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Social Sciences, Geography and History Teaching Based on Research
Various studies (Canal, Costa & Santisteban, 2012; Kuş, 2015; Pineda,
2015; Delgado-Algarra & Estepa-Giménez, 2018) have highlighted the
effectiveness of deliberative and decision-making strategies, in addition to
the importance of analyzing relevant and controversial socio-environmental
issues in order to educate in democratic values. There are several big social
problems that demonstrate the need to promote a critical attitude in school
education. Some of these social problems are distrust in the political class,
intensification of migratory movements, fear of loss of identity and the
triumphs of ideological extremisms. Starting from current problems to the
past, the classical chronological order from the academicist perspective is
broken, ensuring the development of a teaching-learning process for a critical
citizenship committed to the present, aware of their rights and duties and able
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Social Sciences, Geography and History Teaching Based on Research
teaching staff has not received didactic training to introduce real problems
in their lessons. This situation is accompanied by fear of teacher to analyze
controversial issues with students. Yeager and Humphries (2011) research
concludes that most of teachers who include controversial topics in the
classroom do it because they consider that it contributes positively to become
students more efficient active participants in a democratic society.
In general, when teachers are not trained to work with the controversial
issues, they tend to avoid them in the classroom. This situation is due to
uncomfortable feeling of many teachers to set out controversial issues and
include discussions about. In other words, the discomfort is based on difficulties
of teachers to handle the uncertainty that can arise from working with relevant
socio-environmental problems and controversy. Regarding this, a research
with social science teachers conclude that the inclusion of controversial topics
from a critical perspective, despite contributing to the construction of a critical
and committed and democratic citizenship, encounters important obstacles
such as the existing taboo in both the school environment and the family
environment (Delgado-Algarra & Estepa-Giménez, 2017, 2018). Finally, in
relation to active, deliberative and decision-making strategies, as Nielsen
(2009) indicates, both argumentation and discussion allow students to develop
a critical and reflective attitude towards problems; making possible a functional
interaction between Social Science classes and the socio-environmental
context. So that “the inclusion of controversial topics in the classroom allows
participatory learning by promoting an active listening of diverse points of
view, enabling to express and change opinions in the light of new arguments
and information” (Pineda, 2015: 354-355). A school committed to society and
the democratic system should not ignore serious problems such as distrust
of politicians. Political polarization is accompanied by a social polarization
that is reflected in everyday conversations, in the media and social networks.
Ignoring relevant problems in the classroom involves turning our backs on the
world around students, a world that share information with them by media,
an information sometimes they cannot understand.
One of the main purposes in the teaching of Social Sciences is the
construction of students’ skill to participate critically and responsibly in a
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Social Sciences, Geography and History Teaching Based on Research
to understand the world around them and to improve their social and civic
competence. In summary, in order to build an active, democratic, reflective
and responsible citizenship, it is necessary for the Social Sciences teachers to
implement critical didactics committed to a democratic education (figure 5).
13
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Social Sciences, Geography and History Teaching Based on Research
system. Throughout history there have been different political systems that
are characterized by (Estepa-Giménez, 2007):
14
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Social Sciences, Geography and History Teaching Based on Research
Figure 6. Systemic analysis of the basic concepts about Current and Historical
Societies. Adapted and translated from Estepa-Giménez (2007: 43)
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Social Sciences, Geography and History Teaching Based on Research
Meta-Disciplinary Knowledge
ideological worldviews that guide the reason for decisions in the scientific
and educational field (García Díaz & García Pérez, 2001: 2-3).
21
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Exam remains the most widespread assessment tool (Alfageme & Miralles,
2009, Mochizuki, 2011). Nakamura (2011), on the other hand, proposes
as an ideal an evaluation system where both quantitative and qualitative
elements are combined; including initial, formative and final assessment.
From justice-based evaluation approach and in order to involve the students
in the process, students should have options to decide and contribute in their
evaluation. This approach implies metacognitive mechanisms and enhancing
of self-management in working groups through methodological strategies
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Social Sciences, Geography and History Teaching Based on Research
was carried out from a formative point of view. Hetero evaluation sheet (for
teachers) model must be adapted to the specific Social Sciences contents
(concepts, procedures and attitudes) (table 1). In the experience, it included
categories such as formal aspects, orthography and expression, exposition, and
observed evolution. According to the study conducted by Tomes, Wasylkiw
& Mockler (2011), when the teacher asks students to prepare a diary to
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Social Sciences, Geography and History Teaching Based on Research
Maximum Real
Category Subcategory Observation
score score
… … … … …
Table 2. Logbook
What
What
have we What have I
Group difficulties
Date Attendance worked contributed
members have we
on this to the group?
had?
session?
Yes/Partial/No
Yes/Partial/No
Yes/Partial/No
Yes/Partial/No
Yes/Partial/No
… …. …. … … …
record aspects related to their training process, they become able to show a
greater ability to predict their academics results, with greater control over
their learning process. Considering the results of this research, justice-based
evaluation proposal includes a (physical or digital) logbook (table 2) with
a table structure that would allow the teacher to quickly know the internal
functioning of the groups; improving efficiency in autonomous resolution
of conflicts between members of groups.
In this evaluation proposal, the ethical-academic report is a document
that must be signed by all the group members. With this signature, students
declare that they have not plagiarized their didactic proposal and that the
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contents of logbook have been reviewed and validated by all group members.
Students would explicitly assume responsibilities in situations of plagiarism
or non-veracity of information.
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Social Sciences, Geography and History Teaching Based on Research
In general, didactic units based on school research started from problems (and
subproblems) that students must respond through activities and tasks. However,
there are other types of problems that must be diagnosed by the teacher in
practice; problems that directly affect the students and the achievement of
some educational objectives. Teachers must recognize problems that affect
students and possible causes to adapt the educational action. In this process, it
is necessary that teachers assume commitment to their practice from a critical
perspective, including student’s environment and their own professional
practice. In action research process, variables such as the commitment,
professional development and changes in the practice are considered in order
to improve the quality in teaching-learning process (Delgado-Algarra, 2016).
As Ahumada, Antón & Peccinetti (2012) indicated, Kurt Lewin designed
methodology with the name “action research”. I was popularized in the Social
Sciences through Lewin works on psychological and social intervention. He
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does not admit the separation between the action and the reflection or the
theory and the practice” (2014: 87). This involves the following features in
this spiral process (Evans, 2010): collaborative, participative, democratic,
self-evaluative, active, reflexive, interactive, feedback, immediate application,
contextualized and linked to social change. When an action-research process
is carried out, four main stages in spiral are identified (figure 8): planning,
action, observation and reflection.
In planning step, initial information is critically collected, teacher formulated
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Social Sciences, Geography and History Teaching Based on Research
Figure 9. Problems tree, objectives tree and action hypothesis in the planning phase
of the action
on the Evans (2010) proposal, the spiral process of the four stages of action
research begins. Focusing on the first phase of planning, teacher collects the
most direct information, these consequences are associated with the students
and they are part of a larger central problem. Next, teachers determine several
causes that could have led to the aforementioned consequences (teaching
action, family environment, etc.), they must formulate the specific objectives
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Social Sciences, Geography and History Teaching Based on Research
that affect their practice, as a result of which, they formulate expected results
around students (figure 9).
In order to move from the problem tree (problematic situation) to the
objective tree (desirable situation), teacher must design a flexible and adaptable
educational action proposal called the action hypothesis. This proposal involves
making decisions about their professional practice. Based on interaction and
decision-making, action-research processes have a strong epistemological
link with participatory democracy and professional commitment (Tanaka,
2014, Delgado-Algarra, 2015). So, regarding Participatory Action Research,
although we cannot give a closed and unique definition, could be defined as
a “research from a community perspective, from a participatory, commitment
and change approach, with all the agents involved from the beginning, is a
way to rethink the research from the traditional margins of academia” (Díez,
2013: 115).
In essence, it is necessary to develop a teaching practice that consider needs
of students (Komuro & Nishikawa, 2009). However, there is a predominant
disciplinary tradition that diverges with minority didactic experiences in which
students actively participate in truly democratic schools and alternative didactic
experiences where teachers are committed to professional improvement from
reflection on their practice (García Pérez & De Alba, 2009)). Thus, action
research was linked to the mobilizations of minority groups, so that the
functionality of actions for change was promoted through both individual
and collective increasing of the public understanding and transformation of
society.
CONCLUSION
When people carry out a reflection on a problem, they can try to solve them
to transform reality. In this situation they must also modify their values,
attitudes and interpersonal relationships because social transformation
starts from an individual transformation (Oliveira & Waldenez, 2010). It
is necessary to adapt the Social Sciences curriculum to the characteristics
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of the center, students and context. According to the study on the learning
society developed by CISCO in 2010, in order to advance in the construction
of a learning society, teacher must focus on interdisciplinary collaboration,
critical thinking and problem solving the following 9 principles of learning
society (Chambers, 2010): culture of learning. motivation and commitment
to respond to challenges in future from the present, learning as an activity
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Social Sciences, Geography and History Teaching Based on Research
(not a physical place), learning for everyone, different ways of learning, new
educational providers from public and private sectors, new networks between
people, universal physical and virtual infrastructure to achieve success, and
continuous innovation and feedback.
Regarding the school contents, Larson (2017) characterized as the essential
elements of History and Social Studies education: knowledge, skills, and
dispositions. Knowledge refers to the facts and concepts that students are
expected to learn, skills are related with abilities and dispositions refer to
the habits of mind that students need to learn in Social Sciences, including
Geography and History (such as self-expression, perseverance, etc.). In
coherence with Lawson’s representation of school knowledge, we recognize
the importance of scientific - disciplinary knowledge of teachers, relevant
social and environmental problems, student’s everyday knowledge (conceptions
and difficulties) and metadisciplinary knowledge in the selection of school
knowledge / school contents. Regarding this, we consider Researching Our
World Curriculum Project as a reference for the design of didactic units based
on school research. The ultimate purpose of these units is the learning of
school contents (concepts, procedures and attitudes) ensuring the construction
of critical and informed citizens, including the internalization of useful skills
for life. It should be clarified that the teaching of Social Sciences responds to
the understanding of the world, socio-environmental problems and efficient
participation, developing a critical attitude and commitment to social, political,
cultural, economic and historical reality.
REFERENCES
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Social Sciences, Geography and History Teaching Based on Research
Kuş, Z. (2015). Science and Social Studies Teachers’ Beliefs and Practices
about Teaching Controversial Issues: Certain Comparisons. Journal of Social
Science Education, 14(3), 84–97.
Larson, B. E. (2017). Instructional strategies for middle and high school
social studies: Methods, assessment and classroom management. New York,
NY: Routledge.
López Arroyo, C. T. (2014). La enseñanza del patrimonio a partir del entorno
próximo a los centros educativos. Propuesta didáctica. Íber. Didáctica de las
Ciencias Sociales. Geografía e Historia, 78, 61–71.
López Faca, L, R. (2010). Ciudadanía. Iber, 64, 5–9.
López Facal, R. (2011). Aprender de los conflictos. Iber, 69, 5–7.
Martín del Pozo, R., & Porlán, R. (1999). Tendencias en la formación inicial
del profesorado sobre los contenidos escolares. Revista Interuniversitaria de
Formación del Profesorado, 35, 115–128.
Martín Jiménez, I. (2012). Proyecto de trabajo 2.0 sobre la Constitución de
1812. Íber. Didáctica de las Ciencias Sociales. Geografía e Historia, 72, 38–46.
Martínez Esquerro, A. (2015). Didáctica y patrimonio: San Millán de la
Cogolla y el origen de la lengua. Investigación en la Escuela, 85, 101–112.
McCutchen, G. (1995). Developing the curriculum: Solo and group
deliberation. White Plains, NY: Longman Publishers.
Merchán, F. J. (2005). Enseñanza, examen y control. Profesores y alumnos
en la clase de Historia. Barcelona: Octaedro.
Miller-Lane, J., Denton, E., & May, A. (2006). Social Studies Teachers’
Views on Committed Impartiality and Discussion. Social Studies Research
& Practice, 1(1), 30–44.
Misco, T. (2007). Holocaust curriculum development for Latvian schools:
Arriving at purposes, aims, and goals through curriculum deliberation.
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Travé, G., Cañal, P., & Pozuelos, F. J. (2003). Aportaciones del proyecto
curricular Investigado Nuestro Mundo (6-12) al cambio en la Educación
Primaria. Investigación en la Escuela, 51, 5–13.
Valls, J. A. (2016). Descubriendo la arqueología. Profe, ¿qué se siente al
descubrir restos arqueológicos? Íber. Didáctica de las Ciencias Sociales.
Geografía e Historia, 85, 69–74.
Vrba, T., & Mitchell, K. (2019). Contemporary classroom innovation:
Exploration. Journal of Instructional Pedagogies, 22, 1–8.
Waldron, R. (2017). Positionality and reflexive interaction: A critical
internationalist cultural studies approach to intercultural collaboration.
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.1080/14703297.2016.1156010
Waterson, R. A. (2009). The examination of pedagogical approaches to
teaching controversial public issues: Explicitly teaching the Holocaust and
comparative genocide. Social Studies Research & Practice, 4(2), 1–24.
Yeager, E., & Humphries, E. K. (2011). A Social Studies teacher’s sense
making of controversial issues discussions of race in a predominantly white,
rural high school classroom. Theory and Research in Social Education, 39(1),
92–134. doi:10.1080/00933104.2011.10473448
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40
Chapter 2
Gamification and Game-
Based Learning:
Motivating Social Sciences Education
ABSTRACT
Teachers can use game mechanics in a non-game environment (gamification),
or they can consider playing a game as an option to learn content. In the
first case, adding elements inspired by games to the classroom environment
allows teachers to create a motivating atmosphere for the learning of social
sciences, geography, and history. The second case is directly related to
games that “teach” content through making decisions and observation of
consequences. With a focus on elements, benefits, strategies, and some of the
most important resources to introduce gamification and game-based learning
in social science education, the authors highlight student motivation and
learning of content and skills. Although gamification is not a new concept,
it can be considered that the technological development and the recognition
of its didactic possibilities have extended the educational experiences in a
new way, contributing significantly to education.
INTRODUCTION
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DOI: 10.4018/978-1-7998-2882-2.ch002
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Gamification and Game-Based Learning
Teachers and game designers can fail to establish differences between Serious
Games, Game-Based Learning or Gamification. As Ayén (2017) indicates,
Serious Games start from a real problem and include it in a game to make it more
fun and easier to understand. In Game-Based Learning learners play games
(digital or non-digital) in order to learn contents (Keeler, 2014). Examples
of resources for Game-Based Learning are: World Peace Game Foundation,
World of Warcraft in School, Minecraft Edu or Portal 2. Gamification is
not a game, but it applies the techniques and elements of games in order to
motivate, encourage changes in attitudes, improve processes, etc. It is not
based only on rewards, points or rankings, but implies a pre-action analysis
process (Deterding, Dixon, Khaled & Nacke, 2011). The main differences
between gamification and game-based learning are organizated in table 1.
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Gamification and Game-Based Learning
games, students can make decisions and observe the consequences of them.
Martínez-Navarro (2017) collects the benefits of Game-Based Learning such
as support for the process of internalization of multidisciplinary knowledge,
understanding of different ways of think, improving problem solving skills,
improving strategic planning, decision making, development of social skills,
experience with various identities and experiences, improving attention and
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Gamification and Game-Based Learning
There are other alternative options found between Gamification and Game-
Based Learning that are called Playsheets. They have questions to practice
concepts previously learned in the class by playing (on a device) in the
classroom or out of school. It is like a worksheet converted into a game by
adding things such as graphics, progress bar, leveling up, sound effects,
pop-up messages to indicate success or failure, badges or trophies, avatars,
leaderboards, or Storylines (Keeler, 2014). Benefits of playsheets are:
44
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Gamification and Game-Based Learning
People have contact with gamification in everyday life and teachers have
different ways to introduce it in the classroom (Hollaway, 2018). Some
examples of gamification in everyday life could be point cards from loyalty
programs, badges for collaboration, filling a completion bar to invite you
to continue completing your profile up to 100% in a professional network,
illumination of objectives achieved in fitness machines, etc. In addition, there
are many websites and mobile applications where users can achieve points,
raise levels, win stickers and medals, receive postcards, etc. Rewards, in
general, encourage specific actions such as, for example, sharing opinions
about shops or restaurants (Google® Local Guides), participating in a
forum or social network (Facebook® pages), planning and achieving weekly
goals (Habitica: Gamify your Tasks) or making random decisions (roulette
decisions). Regarding school context, teachers can use several strategies to
introduce gamification in Social Sciences classroom. TeachThought (2019)
recommends 10 ideas before to design gamification in the classroom: making
students co-designers, allowing second (and third) chances, providing instant
feedback, making progress visible, creating challenges or quests instead of
homework and projects, giving students voice and choice, offering individual
badges and rewards, designing a class-wide skills and achievement system,
implementing educational technology, and accepting failure and emphasizing
practice. Taking this into account, and defining contents, objectives and
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competences, the next step is answer the following questions: how can I
apply this ideas in my Social Sciences classes? In order to focus on different
practical choices, the most important strategies are:
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Gamification and Game-Based Learning
saga / Discovery tour). Games can be integrated in the teaching and learning
of Social Sciences, including Geography and History. One interesting example
is the proposal of Muñoz and Riquelme (2019) for Geography in the first year
of secondary education. That proposal is designed in 4 phases:
Phase 1: We play to Battleship / Sea Battle - students design the game board
(rows [A – J], columns [1 – 10]), place 2 or 3 ships on the board and
start a game to ensure that they control the dynamics of the game that
will be necessary later for geographic location.
Phase 2: Evaluation of previous knowledge - the world map: a world map
without information is distributed in the classroom. Students can place
continents and oceans in The Earth, teacher can use a wall map / projection
to complete it or compare the projection with a globe.
Phase 3: Numbers and letters become meridians and parallels - latitude and
longitude: students are invited to associate their game board with the
world map. Boxes with letters and numbers they used in game become
squares formed by meridians and parallels. Teacher must explain that
the geographical location is similar to location in game. At this time, the
most important parallels and meridians (Ecuador, Greenwich, tropics
and polar circles) are underlined and latitude and longitude from the
equator and the Greenwich meridian are explained, respectively.
Phase 4: Battleship / Sea Battle on a world map - finally, students play
Battleship / Sea Battle again, but in this case, using the world map as
a game board. Coordinates will now not be numbers and letters. New
coordinates are number of degrees with latitude (north or south) and
with longitude (east or west). For example, 30º north latitude and 45º
east longitude. While the students play, teacher must check possible
mistakes in gaming.
◦◦ Evaluation: teacher can ask students to find valid coordinates on
the map, for example, a continent, a country or an ocean.
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Gamification and Game-Based Learning
issues such as the interaction that occurs in video games with multiplayer
(local or online) are ignored. Researchers that highlight the abusive and
irresponsible use of video games by children usually ignore causes such as
lack of parental control in the family context or rejection of video games in
school context. These situations generate a total lack of guidance regarding
the responsible use of games. Rejecting the use of video games implies a
total disconnection with the environment of students who, usually, become
accustomed to the use of games or mobile applications. However, in order
to start a properly game-based learning proposal with students, the first step
is the pre-selection a right game. As a guidance, teacher can start answering
the following questions:
Although the selection of game can be decided between teacher and students,
a clear justification for game selection is essential. Focusing on the teaching
and learning of Social Sciences, and regarding the contents, videogames can
show relevant social problems and concerns, including interactive historical
representations for the present with future projection thanks to simulations. In
general terms, in this area of knowledge, 5 categories related to the teaching of
Social Sciences can be stablished (Cuenca-López & Martín-Cáceres, 2010):
games about economy, games about social issues, games about geography,
games about art and games about history. Some of the contents of Social
Sciences in videogames are related to war and conflict, urban and territorial
management, democracy and citizenship, economy and commerce, and the
environment. From this point, in order to select the game, we must delve
into a didactic review. Martínez-Navarro (2017) organized didactic review
of games in eight categories (figure 1):
Which?
• Positioning: regarding certain events in the game, can students adopt
a positioning? Has their positioning influence in playable experience?
Can they understand the thinking of others in game?
• Resolution: are presented relevant socio-environmental problems? Are
competencies set in motion to solve problems?
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Gamification and Game-Based Learning
• Planning: are there planning phases for the action? Does it allow
student to consider advantages and disadvantages before putting it into
practice?
• Decision: is decision-making encouraged? what decisions can be
made? What are the difficulties in decision-making?
• Social: what is the role of social and civic competence? Are issues
related to identity raised? How are the social events that can be
experienced in game?
• Attention: can game catch students’ attention? What must they focus
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on?
• Motivation: what is the motivation to continue playing? How can this
motivation improve Social Sciences learning?
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Gamification and Game-Based Learning
“The use of videogames in the classroom acquires its greatest meaning when it
is not the only reference for the study of a subject, but when it is integrated into
a sequence of activities based on planning, synthesis (search and structuring)
and evaluation activities” (Martín-Cáceres & Cuenca-López, 2019: 32).
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In general terms, although one of the issues to consider is the age rating3,
a large number of experiences with videogames have been published in
relation to Social Sciences classes; didactic experiences with videogames
from Age of Empires saga (Cuenca-López & Martín-Cáceres, 2010, Maguth,
List & Wunderle 2014), from Civilization saga (Delgado-Algarra, 2018a),
from Sim City saga (Delgado-Algarra, 2018a, Delgado-Algarra, Montes-
Navarro & Lorca-Marín, 2018), from Assasins Creed saga (Discovery Tour)
(Quintero Mora, 2018, Kasenti, Bugmann & Parent, 2019), etc. One of the
main keys to develop a successful gamification process is the understanding
and assimilation of the game dynamics by students. Game dynamics should
be designed to encourage the student to achieve educational objectives.
Proposed dynamics will depend on the didactic objectives. For example, to
foster interest in game, teacher can apply a dynamic of rewards; but to focus
the interest in the activity, teacher can apply a dynamic of the competition
and / or cooperation.
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Brainscape
• Set up a fast class page: students will be able to access it via any web
or mobile device.
• Make or Find Flashcards: teachers can make their own flashcards,
borrow flashcards created by other educators, or students can create
them.
• Track students’ progress: assign studying or flashcard creation as
“homework”; analyze students’ study habits and identify weaknesses.
With free features teachers and students can find thousands of classes
created by publishers, teachers, and students, create it, share it, allow a
progressive study, allow students collaboration, allow students compare
commitment levels with classmates. Pro version has better options to check
students’ progress or the chance to upload images, animations and sounds
to created flashcards.
Teachers has the option to download it and use with their students other
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apps from the same team according to areas of knowledge or specific contents
from the same publisher as, for example, Learn World Geography5 or from
other publishers such, for example, World Geography - Quiz Game6 with more
than 6.000 questions with 4 difficulties about maps, flags, capitals, population,
religion, language, etc. or History & Culture Trivia7 with questions about
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Cerebriti
Cerebriti8 is a gaming platform born in Spain that has expanded to the rest
of the world and allows students to improve their knowledge by developing
educational games or playing games developed by other users (or by the
teacher). Access to the platform is free and user can find games of different
themes, courses and ages; including the areas of Geography and History.
Game creation takes place in 4 steps: choose game, edit content, description
and publish. Focusing on the first phase, choosing the game to be created,
there are 10 types of games:
• Test: questions with several answers, one of them being the correct
one.
• Mute Map: where to place the answers.
• Look for the right answers: with multiple correct and incorrect answers.
• Find the couple (text): match words with their respective partners.
• Find the couple (image): join images with their respective partners.
• Carousel of questions: where user should identify the clues.
• Secret words: write the answer behind each clue.
• Identify the image: write the corresponding answer with each image.
• Ranking: classify the answers in the correct order.
• Blank list: no clues beyond the game title.
not require programming knowledge and allows you to transform any content
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the option to locate maps of cities (both real and fictitious) created by the
community of users. There, you can download specific maps to work Geography
and History. There is also a Wiki to download more resources
The Block by Block Foundation13 began in 2012 with the radical idea of
integrating the Minecraft into public space to engage neighborhood in public
projects (including youth, older or people with disabilities). It was created
by United Nations and was connected with the reaching of UN Sustainable
Development Goals. According to the website, it is a tool for visualization
where citizens contribute with their ideas, empowering communities to
turn neglected urban spaces into vibrant places through the Block by Block
methodology where community and school are empowered to improve the
social environment:
urban improvements.
Step 10: Plan - Minecraft models from workshop inform about cost estimates,
budget allocations, and professional design work.
Step 11: Build - engage the community in the final design, construction, and
maintenance of the urban environment. The community is involved in
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Block by Block has funded and activated dozens of public space projects
with an innovative methodology in more than 30 countries around the world.
As is indicated in the website, some examples are pilot projects in Nairobi
and Mumbai or restoration of Solar Park in Khulna (Bangladesh).
Pear Deck
Pear Deck14 was founded by educators and allows students to receive content
on their devices after introduce a code in students’ computer, mobile or other
devices, such as questions, images or support materials in parallel to the
teacher’s explanations. It enhances bidirectionality and a more personalized
follow-up in the classes (figure 3).
Kahoot!
Kahoot15 is an application and learning platform based on the game that was
created in 2013 by Professor Alf Inge Wang of the Norwegian University of
Science and Technology for educational purposes. Editing and creation tasks
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require registration. When registering, four options appear that allow you to
use Kahoot as: school teacher, student, socially and at work.
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Teachers can design a new Kahoot (New K!), finding kahoots (for different
subjects and contents), manage then in “my kahoots” or review results in “my
results”. It is possible to search or design a game for your Social Science,
Geography and / or History classes with this tool. When developing a new
Kahoot (option that we are going to focus on), you have four options:
About the first option, entering Quiz teachers can write title, keywords,
include images or small opening videos, edit their visibility, language, type
of audience (school, university, etc.). After, they can add questions with the
following options:
• Question.
• Time limit.
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When teachers have designed the contest and they want to launch it with
students, it only requires that students download the application on their mobile
devices or tablets. By pressing “Play”, teacher can choose between “classic”,
purely competitive, or “team mode” that combines intragroup cooperation
and intergroup competition. When teacher selects one of the two options,
a 7-digit pin number will appear. At this moment, students must open the
application on their respective devices, enter the specific code (no registration
required) and start the game. As was indicated by Delgado-Algarra (2018b)
and Delgado-Algarra & Lorca-Marín (2019) that game, both the response
speed and a correct response are valued. So that, students or groups that are
more impulsive can respond faster, but they are more likely to make a mistake.
Edmodo Gamificación
into Edmodo now because we will return to it within the section of resources
for ubiquitous learning of chapter 9.
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Classcraft
There are several kinds of activities such as worksheet, video, quiz or other
material, alongside an optional narrative element. When students complete
activities, the adventure continue. In order to design a didactic proposal, the
first step is writing a quest name and selecting a quest map from the world
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of Classcraft. New quests are invisible to students until the teacher makes
them visible in “My Library”. The second step is placing onto the map a
fictional or real story to introduce students to the objective. In quest, teacher
can add lists by points or numbers, insert images or video, add links, create
tables, attach files, etc.
According the website information, the following settings are specific to
each class for students: objective rewards, assignments, due dates, self-paced
progress, discussion, Google Classroom lesson and assignment (if linked),
student progress and quest position on the world map. On the other hand, the
following settings are shared between classes: title, map, paths, objectives
linked (or not) to Google Classroom, number of objectives, objectives positions,
story, task titles and descriptions (only if they are not in Google Classroom
tasks). In addition, Classcraft allow teachers to learn more about students’
progress with statistics and it facilitates families the access to this platform
and communication; besides the development of a positive school culture.
Administrators can proactively monitor all positive and negative behaviors.
They can also set up consistent behavior rules to encourage PBIS18 (Positive
Behavioral Interventions & Supports) implementations and build a school
culture.
ClassDojo
When completing the first steps, from the web, the following recommended
actions are:
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Figure 8. Example of the diagram of the part of the proposal “Styles of columns and
their parts”. Retrieved from https://quizlet.com/218213867/estilos-de-columnas-y-
sus-partes-diagram/
Quizlet
Quizlet20 is a platform and app with ‘flashcards’ or ‘free study units’ that
allows teachers and students to create their own card packs or use those that
have been prepared by others. It contains thousands of packs to learn and
review different concepts. Therefore, users can find numerous flashcard packs
of Social Sciences, Geography is History in different languages.
Users can start it on any device and browser. In addition, this app allows
teachers to start Quizlet Live and a game with the students. It contributes
to the development of study habits and allows teachers to monitor student
progress, allowing information to be crossed. Regarding this, Quizlet Learning
Mode is driven by the New Learning Assistant Platform. That platform
uses data from millions of anonymous study sessions and triangulates them
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with proven ideas of cognitive science, creating adaptation plans and study
notifications for each student.
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It should be noted that the paid version for teachers allows them to add
personalized recordings and images, create interactive diagrams on various
topics (with images, audios, definitions, short answer questions, multiple
choice etc.) (figure 8), scan documents to create units and offline access.
Play Brighter
Step 1: Choose the questions - there is 15,000 questions, but it is easy for
teachers to create their own sets of questions adapted to their lessons.
Step 2: Make them into a play - teacher set ‘missions’ (challenges) for students
to play one of created games and progress by answering questions.
Teacher can choose students to assign to mission.
Step 3: Success gets rewarded - when students complete a mission, they earn
a special on-site money (not real) that can be spent to customize avatar.
Step 4: Marking - platform gives you detailed results for every student on
every mission with charts.
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Quizizz
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When the student responds (or not) into the time limit, his position in
the ranking goes up or down. After finishing the game, a screen appears
indicating points (example, 12230 / 15000), final rank (example, 2/24),
accuracy (example, 86% correct), performance stats (example, 13 correct, 2
incorrect, 0 unattempted, 2.9s avg. time/ question, 6 longest streak), questions
for review to compare student answer with right answer in order to study,
and study flashcard elaborated from the quiz without answers on the front
(student must turn around them to check at the right answer).
Trivinet
Trivinet23 is a free game that allows users to play Trivial online from a computer
or from a device with Adroid operating system. It offers the option to set up
a Trivial game (questions and answers game) with students in a collaborative
way and it allows access to many topics with different difficulties. Teachers
can play directly in the “play” section or upload a specific trivial game for
their class group. It is possible to cloning games from other teachers in order
to continue designing based on it. There are Trivial games about different
themes and areas of knowledge, including Geography and History.
Genially
Genially24 is an intuitive and free tool with a very complete visual appearance
in basic version. It allows teachers to create presentations, infographics,
posters, catalogs and images with numerous designs and rich contents. It
is possible to include features that do not require programming knowledge:
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CONCLUSION
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Gamification and Game-Based Learning
and applications where games and interaction of students are basic elements.
Beyond the development of Information and Communication Technologies
(ICT) and the expansion of the use of mobile applications in the everyday
environment of students, strategies and resources for gamification of lessons
are connected with Technologies for Learning and Knowledge Technologies
(LKT) development.
Gamification responds to a process of implementation of recreational
procedures in educational environments. Regarding Game-Based Learning,
videogames without explicitly educational purposes can be used too as a
resource for the teaching of Social Sciences, Geography and History in different
educational stages. Due to the popularity of technologies, mobile and tablet
applications, and videogames in student life, gamification and game-based
learning have captured the interest of many of the studies in education. Most
of the research conclusions made to date highlight the advantages of the game
in the learning processes.
Although gamification is not a new concept, technological development
and recognition of its educational possibilities have extended the possibilities
in a new way, contributing significantly to the teaching and learning of
Social Sciences, Geography and History. In other words, the development of
technologies and the expansion of the use of tablets and mobiles in the daily
context of students should be considered in school. Taking into account the
social and students’ context, beyond encouraging motivation and contributing
to the understanding of Social Sciences contents, Gamification and Game-
Based Learning serves as guidance for responsible and critical use of them,
taking advantage of LKT educational possibilities. In addition, the succession
of challenges seeks to enhance participation and involvement in proposed
tasks, aspects that are considered especially relevant for the teaching of Social
Sciences, including Geography and History; areas that require commitment
to relevant socio-environmental issues.
REFERENCES
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Gamification and Game-Based Learning
Heick, T. (2018). Exactly How To Teach With Video Games In The Classroom.
Teachthought. Retrieved from https://www.teachthought.com/technology/
exactly-how-to-teach-with-video-games-in-the-classroom/
Higgins, E. (1999). Self-Regulation and quality of life: Emotional and non
emotion al life experiences. In D. Kahneman, E. Diener & N. Schwarz (Eds.),
Well-being: The foundations of hedonic psychology (pp. 244-266). New
York: Russell Sage Foundation.
Hollaway, S. (2018). Gamification in Education: 4 Ways To Bring Games
To Your Classroom. Retrieved from https://tophat.com/blog/gamification-
education-class/
Hong, G. Y., & Masood, M. (2014). Effects of Gamification on Lower
Secondary School Students’ Motivation and Engagement. International
Journal of Educational and Pedagogical Sciences, 8(12), 3765–3772.
ISFE. (2017). The New Faces of Gaming. Report, 2017.
Issacs, S. (2015). The difference between gamification and game-based
learning. Edutopia, 1-8. Retrieved from http://inservice.ascd.org/the-
difference-between-gamification-and-game-based-learning/
Jiménez-Palacios, R & Cuenca-López, J. M. (2017). Libertus. Íber: Didática
de las ciencias sociales, geografía e historia, 86, 41-44.
Kapp, K. M. (2012). Games, gamification, and the quest for learner engagement.
Training & Development, 66(6), 64–68.
Kasenti, T., Bugmann, J., & Parent, S. (2019). Can students learn history by
playing Assassi’s Creed? An exploratory study of 329 high school students.
Canada Research Chair on Technologies and Education. Retrieved from
http://www.karsenti.ca/Assassins_creed_Report_EN.pdf
Keeler, A. (2014). Beyond the worksheet: playsheets, GBL, and gamification.
Edutopia, 1-3. Retrieved from www.edutopia.org/blog/beyond-worksheet-
playsheets-gbl-gamification-alice-keeler
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Kenny, R., & McDaniel, R. (2011). The role teachers’ expectations and
value assessments of video games play in the irad opting and integrating the
min to their class rooms. British Journal of Educational Technology, 42(2),
197–213. doi:10.1111/j.1467-8535.2009.01007.x
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Gamification and Game-Based Learning
Perrotta, C., Featherstone, G., Helen, A., & Houghton, E. (2013). Game based
Learning: Latest Evidence and Future Directions. Retrieved from http://ocw.
metu.edu.tr/pluginfile.php/10919/mod_resource/content/1/GAME01.pdf
Powley, A. (2017). My XP Grading-Nuts and bolts. Retrieved from https://
classroompowerups.com/2017/07/12/my-xp-grading-nuts-and-bolts/
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Gamification and Game-Based Learning
ENDNOTES
1
“Nuts-and-bolts” is a Powley’s (2017) adaptation to history teaching of
the Sheldon’s XP Grade System. It is a helpful example about designing
your own XP Grade System from Sheldon (2011) proposal. More
information here https://classroompowerups.com/2017/07/12/my-xp-
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grading-nuts-and-bolts/
2
For design your students’ medals or awards, you can use the intuitive
web tool “Chicago Badge Studio”. You can Access here http://toolness.
github.io/chicago-badge-studio/studio.html
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Gamification and Game-Based Learning
3
There are different rating systems in Europe, América and Canada, and
Japan:
- In the European context, regarding PEGI (Pan European Game
Information), you can find information about the two levels of game
information, PEGI Age Labels and Content Descriptors, here: http://
www.aevi.org.es/documentacion/el-codigo-pegi/,
- In the American and Canadian context, in relation to ESRB
(Entertainment Software Rating Board) you can find information about
Rating Categories, Content Descriptors here: https://www.esrb.org/.
- In the Japanese context, you can find information about rating and content
descriptor of CERO (Computer Entertainment Rating Organization)
rating system here: https://www.cero.gr.jp/en/publics/index/17/
4
How educators use brainscape: https://www.brainscape.com/teachers
5
Learn World Geography: https://apps.apple.com/us/app/learn-world-
geography/id385952415
6
World Geography-Quiz Game https://play.google.com/store/apps/
details?id=com.age.wgg.appspot&hl=en
7
History & Culture Trivia: https://play.google.com/store/apps/
details?id=eu.ionuticleanu.trivia&hl=en
8
Celebrity: https://www.cerebriti.com/
9
Celebriti edu: https://edu.cerebriti.com/
10
Open world game whose full version was released in 2011 and offers
the player freedom to choose how to play. In general, the game focuses
on the placement and destruction of cubic blocks on a fixed grid pattern,
cubes representing earth, stone, minerals, etc.
11
GeoCraft: https://geocraft.nl/english/
12
Minecraft Maps: http://www.minecraftmaps.com/
13
Block by Block Foundation https://www.blockbyblock.org/about
14
Pear Deck: https://www.peardeck.com/
15
Kahoot!: https://kahoot.com/
16
Edmodo: https://www.edmodo.com/
17
Classcraft: https://www.classcraft.com/
18
The Technical Assistance Center on PBIS was funded by the U.S.
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for all students, including students with disabilities and students from
underrepresented groups. More information here: https://www.pbis.org/
19
ClassDojo: https://www.classdojo.com/
20
Quizlet: https://quizlet.com/
21
Play Brighter: http://playbrighter.com/
22
Quizizz: https://quizizz.com/
23
Trivinet: https://www.trivinet.com/
24
Genially: https://www.genial.ly/
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75
Chapter 3
Augmented Reality in Social
Sciences Education:
Integrating Virtual Layers
With Physical Reality
ABSTRACT
The integration of physical reality and layers of digital information in real
time can be diverse (text, symbols, audio, video, and/or three-dimensional
objects) with the result of enriching or altering the information of the
physical reality. It is also usual in the everyday context of citizens. In other
words, augmented reality has been used for years, for example, to mark
an offside game in football or to alter the face in real time. Regarding the
computer and mobile applications, they are those related to the AR, and
it is an increasingly widespread technology in the daily environment with
potential in the educational field. Educational software creators have noticed
that teachers can make a didactic use of AR technology in the classroom.
Beyond contributing to educate in a responsible use of AR, with an adequate
didactic approach, AR implies important advantages such as improving of
motivation, participation, commitment to the object of study, teamwork, and
procedure improvement.
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DOI: 10.4018/978-1-7998-2882-2.ch003
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INTRODUCTION
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Augmented Reality in Social Sciences Education
headsets and gloves and popularizing the term “Virtual Reality” in the late
80s of the 20th century.
The term “Augmented Reality”, meanwhile, was introduced in 1992 by
researcher Tom Caudell as a result of work developed in Boeing with the
team of engineers to find an alternative to cable configuration boards. The
alternative led to the idea of special headsets and virtual boards on real
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reality is formed.
• Consistent integration in real time: from triggers of physical reality
(trackable) whose rotation or displacement affects the associated
digital object.
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mobile devices, geolocation and AR. During the city tour, students assume
the role of archaeologists who must be guided by a georeferenced virtual
map. The location of each scenario in the route leads them to access a Point
of Interest (POI) where a series of multimedia documents in AR allows
them to contextualize the physical remains of the city of 1714. Based on
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There are devices such as Microsoft Hololens, numerous mobile app and
videogames integrated with AR technology. AR is an emerging techno-social
technology that has demonstrated practical effectiveness in educational
contexts (Cabero, Leiva, Moreno, Barroso & López-Meneses, 2017). In this
context, some of mobile apps, computer programs and web platforms based
on AR technology are reviewed. They are available for different devices;
offering environments for exploration, experimentation, immersion and
useful research for the teaching and learning of Social Sciences, Geography
and History.
The following AR resources include apps and platforms related to AR with
markers, without markers, by geolocation including markers recognitions and
creators, AR scene creators, challenges, itineraries and maps, AR recreations,
gamification, etc. In general, technologies to create, manage, test and publish
AR content do not require programming skills. These apps and platforms are
useful or specific for the teaching and learning Social Sciences, Geography and
History. Some of them are: Aumentaty Scope / Aumentary Creator, Wikitude,
Quiver Vision / Quiver Education, Star Map / Star Chart AR, Skyview, AR
Planet Earth / Geography, 3DBear, CoSpaces Edu, JigSpace, MERGE Cube,
Metaverse, specific apps on heritage education and Geocaching®
photos, etc.) with images, create POIs and design virtual routes.
This app was presented in Increase EDU 2017. It joins three technologies
that were previously used independently in Aumentaty: Author, Geo and
VSearch. Aumentaty Scope, meanwhile, this app replaces Aumentaty Viewer
and allows users to view all contents made with Creator and uploaded to the
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Step 1: Download free Aumentaty Creator for Mac or Windows from the
website.
Step 2: Push on “create a new project”.
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Augmented Reality in Social Sciences Education
Step 3: Create a new marker. Options are marker, geolocation and event.
Users can push “marker” and create it. After, pushing “add” will connect
the marker with an AR scene5. It has the option of including several
elements: image, 3D object, video chroma, video normal, etc.
Step 4: Add keywords, publish scenes for mobile devices and share them.
Wikitude
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Star Map9 is an app that identify all the stars on the screen of the device
pointing to the sky with the mobile camera; offering information based on
the user situation in space. Star Map uses GPS technology and a precise 3D
Universe; calculating in real time the current position of stars and planets
visible from Earth and showing precisely where they are both day and night.
According the website, Star Map offers:
• Point and see, with option to look around the sky by moving your finger.
• Supports dynamic orientation view Android device.
• It allows students to see the night sky while holding your Android
Device at any angle.
• Accurately show all visible stars of both hemispheres (more than
5,000).
• It shows all planets of the solar system, including the Sun and the Moon
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Augmented Reality in Social Sciences Education
• It allows students to see the sky below the horizon and manually set
their position to discover what the sky looks like from anywhere in the
world.
Skyview
• Preserve your vision with night mode: students can turn on red and
green filters to preserve night vision when stargazing in low-light
conditions.
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Augmented Reality in Social Sciences Education
There are other specific AR apps for the teaching of Social Sciences,
Geography and History. Thus, due to the importance of heritage education in
these areas of knowledge, some significant examples of AR applications for
heritage teaching and learning were selected and reviewed by Luna, Ibáñez
and Rivero (2019):
• Asturica Emerge: an app that starts from the Astúrica Emerge project
developed in Astorga (former Astúrica), León. It is aimed at the
realization of an itinerary in which spaces can be located, allowing
users to see how they were in Roman times. In addition, a map offers
information about two Roman museums of the city.
• Castellones del Ceal AR: this app offers information about the
archaeological site of Castellones de Ceal (Jaén), grave goods and the
most representative tomb of the place. On the other hand, it has an AR
function that is activated by scanning the codes found within the Ibero
Museum of Jaén; allowing a 3D reconstruction of the Iberian funeral
tombs.
• Cástulo Virtual: this app allows access to two types of content
according to the itinerary by scanning markers. The itinerary of the
Ibero-Roman City of Cástulo allows users to know through AR the
architectural hypotheses of the Mosaic of love, of the T Building and
of the Paten of Christ in majesty; also indicating location in space
and offering information. In the case of the Visitor Center, by means
of AR, some of the objects of the showcases can be visualized, with
complementary information on them.
• Cisneros Go!: This app shows a map with the points of interest of the
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Augmented Reality in Social Sciences Education
CONCLUSION
The development of AR has great potential for the future due to the improvement
of the experience with the development of current and future technologies.
With expansion of the use of technologies by students, they have become
essential for teachers in order to put into practice didactic proposals that
connect the learning of school and family contexts. It includes the use of
social networks, video games, instant messaging and different computer and
mobile apps (Aguaded & Cabero, 2014). Nowadays, AR is an increasingly
widespread technology in the daily environment of students and it is useful
in educational contexts. This educational approach of AR technology has
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REFERENCES
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Augmented Reality in Social Sciences Education
ENDNOTES
1
Para crear objetos 3D existen programas específicos como Sketchup,
Blender o Tinkercad que repasaremos en el siguiente capítulo.
2
Geocaching website: https://www.geocaching.com/about/cache_types.
aspx
3
Aumentaty Scope: https://play.google.com/store/apps/details?id=com.
aumentaty.scope&hl=en
4
Aumentary Creator: www.aumentaty.com
5
Tutorial de Aumentary Creator: https://www.youtube.com/
watch?v=q1OcE24aoq8
6
Wikitude: • PC: https://www.wikitude.com/; • Android: https://play.
google.com/store/apps/details?id=com.wikitude&hl=en
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7
Wikitude Academy: https://www.wikitude.com/wikitude-academy/
8
Quiver Vision:
9
Star Map: https://play.google.com/store/apps/details?id=com.
escapistgames.starchart&hl=es
10
Star Chart AR: https://play.google.com/store/apps/details?id=com.
escapistgames.starchart.ar.free&hl=en
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11
Skyview: https://www.terminaleleven.com/skyview/iphone/
12
AR Planet Earth / Geography: http://arkids.cards/geo-en
13
EBSCO: https://www.ebsco.com/blog/
14
3DBear: https://www.3dbear.io/
15
Thingiverse Education provides over a hundred free lessons that make
teaching with a 3D printer easier and more effective for different grades
of levels and subjects. It also provides a community where educators
can exchange best practices or remix projects.
16
CoSpaces Edu: https://cospaces.io/edu/
17
JigSpace: https://jig.space/
18
MERGE Cube: https://miniverse.io/cube
19
Metaverse: https://play.google.com/store/apps/details?id=com.gometa.
metaverse&hl=en
20
Geocaching® https://play.google.com/store/apps/details?id=com.
groundspeak.geocaching.intro&hl=en
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102
Chapter 4
Virtual Reality, 3D Recreations
and 3D Printing in Social
Sciences Education:
Creating and Interacting
With Virtual Worlds
ABSTRACT
Virtual reality is a technology for the relocation and interaction of users
with a digital environment created by computers through an interface that
recognizes actions carried out in the real world. It allows users a multimodal
experience, making possible immersion in a digital world. On the other hand,
3D modeling is a process of design and representation of an object (3D
model) in three dimensions with specialized software, a model that could
become tangible through 3D printing. Virtual reality, 3D modeling, and 3D
printing technologies, with appropriate teaching proposals and appropriate
tools for process monitoring, offer students new ways of interacting with
contents of social sciences, geography, and history. There are more resources
for the management of classes with VR devices and specific VR applications
for teaching. In general, virtual reality and 3D modeling/painting in class
allows both interaction and several opportunities for learning adapted to
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DOI: 10.4018/978-1-7998-2882-2.ch004
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
INTRODUCTION
In recent years, Virtual Reality (VR) is one of the main emerging tools in
educational environments (Freeman, Becker, Cummins, Davis, and Hall
Giesinger, 2017). According to previous chapters and based on Milgran,
Takemura, Utsumi and Kishino (1994) approach, mixed reality and continuous
reality-virtuality were basic aspects when differentiating between Real
Environment (RE), Augmented Reality (AR), Augmented Virtuality (AV) and
Virtual Environment (VE), understanding AR as the incorporation of computer-
generated objects in a 3D real-world scene and AV as the incorporation of
real objects in a virtual world. One of the specific features of VR is related
to the immersion level of experiences.
VR allows immersion in digital world, from different senses, involving sight
and hearing. It allows the user to immerse themselves in a digitally created
world (Díaz, 2016). VR is not just a technology at the service of entertainment.
As Everson, McDermott, Kain, Fernández & Horan, (2017), Johnston, Rae,
Ariotti, Bailey, Lija, Webb & McGhee, (2017) or Toca (2017) indicate, this
technology has been used in science, medicine, architecture, psychology,
engineering, military training, astronaut training, etc. With this technology,
new devices for domestic use have emerged with relatively low prices; VR
devices such as Oculus Rift, Play Station VR, Daydream, or VR Sky. It is
possible to buy a VR Headset / Head-mounted display (HMD) adapted to
include smartphones to VR experiences. Besides, users can manually build
it with a cardboard template at a very low price. Lower price options to use
this technology are driving the creation of VR experiences (Aznar, Romero
& Rodríguez, 2018; Piscitelli, 2017) and services of companies that offer
packs for these experiences (Díaz, Rodríguez & García, 2018; Brown &
Green, 2012). 3D modeling is the process of developing a representation of
an object (3D model) in three dimensions with specialized software. There
is a connection between 3D modeling and 3D printing; regarding this, 3D
model can also be physically created using 3D printing devices. 3D printing
is technology that allows build a 3D object with successive layers of material.
In this chapter, we will review the conceptualization of VR, virtual
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recreation and 3D printing, as well as, the strategies for using them in the
teaching of Social Sciences, Geography and History. Finally, we will review
some of the resources for the inclusion of VR experiences, 3D modeling and
3D recreations in the classroom, including their usefulness for 3D printing.
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Regarding VR, a selection has been carried out considering the maintenance
by developers and the flexibility of the resource to adapt it to the classroom
needs: View Master, ClassVR, ENGAGE (communicate / teach / learn),
CoSpaces Edu, Google Expeditions, Google Street View, Google Earth VR
and YouTube (360/180). Regarding 3D modeling software, we have selected
some integrated platforms and programs for 3D design, customize, sculpt,
draw on 3D models, etc. That programs are: Tinkercad, SketchUp, Blender,
Sculptris and Pixexix. Regarding 3D recreation software, we have selected
the following repositories: Thingiverse and Smithsonian X 3D. Some of the
3D model design tools are enriched by 3D repositories and almost all 3D
software allow the printing by 3D printer.
popularizing the term “Virtual Reality” in the late 1980s of the twentieth
century.
In the 90s of the twentieth century, VR technology was introduced in the
world of video game consoles. For example, Sega released “Activator”, a
full-body motion-based video game controller unit that used infra-red beams
to interpret movements. This company also announced a VR headset called
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
Figure 1. VR Handheld
Sega VR. This headset was announced in 1991 and could revolutionize
the video game industry in the early 1990s, but only the arcade version
was released. The home console version was canceled. Some years after,
Nintendo recovered Sega’s innovative idea and adapted it, launching the
Virtual Boy on the market in 1995, a two-screen monochrome console that
reproduced 3D effect and that was a sales failure. Since approximately 2012,
and accompanied by an evident technological evolution, there is an increasing
introduction of the use of VR technology in homes and schools. Currently,
there are different VR hardware and devices options; however, there is still
an important space for the improvement of this technology. There are a lot
of definitions of VR, we have selected several conceptualizations that focus
on different features of VR:
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Figure 2. VR Projection
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
• Gloveone: gloves that allow user to send hand movements to the virtual
environment watched through the screen / HMD. It uses the sense of
touch in VR experiences. There are 10 actuators distributed along the
palm and fingertips of Gloveone and they vibrate independently at
different frequencies and intensities; reproducing touch sensations and
allowing to feel shapes and textures.
• Nyoibo: device to feel the weight of objects from VR experience. It
is an experimental mod that attaches to the top of a VIVE controller.
The mechanical device consists of several weights that can expand and
retract to distribute weight coherently regarding the virtual object hold
by the user.
• Virtuix Omni: a peripheral that simulates the effect of walking or
running inside the VR due to a slippery base where the movement of
user feet is collected. Omni is a locomotion simulator designed to work
as a game controller. It uses inertial sensors to track a user’s position,
and the length and velocity of steps. After, the information is sent to a
computer where data is translated into the game movements.
• Leap Motion: a sensor that captures hand and finger movements,
moving them into VR and AR.
• Feelreal: a mask that simulates hundreds of odors to improve the
immersion of the VR experience. Several titles support it and it is
possible to find YouTube VR with attached aroma tracks.
The two main components of the VR are user environment and virtual
environment. They are connected through the interface. The interface makes
it possible to recognize user actions (movement, voice, etc.) according to
their position and the direction of their gaze, actions that are now interpreted
in the virtual environment. At the same time, user receives coherent system
reactions (images, sounds, etc.). This generate a process of multimodal
interaction and immersion where the user’s physical and virtual environment
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CONCEPTUALIZATION OF VIRTUAL
RECREATIONS AND 3D PRINTING
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Beyond viewing virtual images, students can create their own virtual
worlds through educational apps like CoSpaces Edu. Gavish, Gutiérrez,
Webel, Rodríguez, Pevery, Bockholt & Tecchia (2015), Webster (2016) and
Cantón, Arellano, Hernández & Nieva (2017) consider that VR also facilitates
new ways of communicating information. However, the popularity of the
use of VR technology in education is increasing immersion, interaction and
imagination; encouraging active research, and facilitating active observation
and metacognitive learning processes. The immersion developed in VR
environments allows multiple perspectives, localized learning and a transfer
of knowledge from an alternative personal experience. In this sense, the NMC
/ CoSN Horizon Report K-12 (Freeman et al., 2017) refers to this immersion
in the virtual world as a way to delve of learning. So, Liu, Dede, Huang &
Richards (2017) indicate that VR technology allows intense educational
experiences. In relation to the teaching of Social Sciences, Geography and
History, VR technology allows students to rebuild and visit monuments,
buildings or even places already destroyed as traveling in time.
However, despite all the advantages that VR technology offers in the
educational field, some of the most important limitations of the use of VR in
the Social Sciences, Geography and History classes are focused on economic
issues and lacks on teacher training. Regarding economic issues, although
costs can be reduced with Cardboard VR HDM, the introduction of VR in
the classroom requires an initial investment in resources and maintenance
costs. As in other cases of educational use of emerging technologies, teacher
training is a fundamental aspect for a properly use of VR in the teaching and
learning of social sciences. Without training, teachers can not feel competent
to work with VR in class. They need basic knowledge about strategies or
about platforms for managing VR teaching in the classroom, so, without that
knowledge, they will tend to avoid them. Class management with VR is an
issue that requires specific technical and didactic resources and knowledge
that not all teachers are willing to learn.
As we have seen before, we have several devices and mobile applications.
Despite its possibilities and the relative ease of using VR in educational
environments, in the most immersive version, it requires peripherals to
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According to Sacristán & Waeder (2016) and Cuesta & Mañas (2016), VR
is like a time machine that allows teachers to recreate virtually any type of
space and place it at any time. That means breaking the barriers of space
and time and allowing students to be transported to any time or place for
a meaningful and experiential learning of Social Sciences, Geography and
History. In general, virtual recreations of both buildings and historical
monuments, archeological sites, Egyptian tombs, etc, are usually inaccessible
due to economic, time or logistics reasons. Virtual recreations, connected
to VR, allow access to places that are destroyed or whose visit is difficult to
carry out in reality. In general, virtual recreation, along with VR technology,
can become a powerful tool to reconstruct the past.
The main difficulties for the inclusion of 3D modeling and recreation
technologies in the classroom are usually related, first, to the insecurities
derived from the lack of technical training of teachers and, secondly, the
uncertainty about how to take advantage of these technologies from a didactic
point of view. In this sense, Cuban (2016) indicates that with computers in
the classroom, history/social studies teachers may be reluctant regarding
the use of 3D technologies. They prefer to continue with teaching methods
such as lecture, whole group discussion, small-group work, reliance on the
textbook and worksheets, homework, and tests. Regarding this, about 50%
of high school history/social studies teachers use lecture method during
three quarters of class periods (Wiggins, 2015). For this reason: history/
social studies teachers may not consider using 3D technologies include a
belief that 3D modeling and printing is appropriate only for mathematics
and science classes. They do not see how 3D technologies can be directly
connected to the study of the past (Maloy, Trust, Kommers, Malinowski &
LaRoche, 2017: 231)
In other words, and regarding the aforementioned difficulties to introduce
emerging technologies in educational environments, Social Sciences teachers
may feel intimidated regarding the learning of a new technology or software
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tool due to the lack of training or support for using 3D printers in classrooms.
Other teachers may be concerned about losing authority because students
would have more knowledge about this technology.
As an example of educational possibilities of 3D technology in the area
of Social Sciences, Geography and History, we can highlight the 3D printing
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
View Master
View Master2 is a page that offers different services and products related
to VR where user can buy glasses compatible with Android and iOS to
play and learn in the classroom (so gamification experiences are offered
simultaneously). In addition, on the website student can get different games
to learn and reinforce content of different subjects, including Social Sciences,
Geography and History contents. Within View Master, some VR proposals
are emphasized:
including Statue of Liberty and Ellis Island in New York or the Tower
of London and Tower Bridge in London.
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ClassVR
CoSpaces Edu
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CoSpaces Edu allow students create their own virtual worlds utilizing several
tools and objects. When the creation is complete, students can explore and
interact with their virtual space via a smartphone and a VR HMD.
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Google Expeditions
Google Expeditions5 features over 900 tours, this resource provides the
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
Google Street View6 allows user to explore world landmarks, discover wonders
and walk inside locations such as museums. Users can create photo spheres
in order to add customed Street View experiences. Regarding this, there is an
option to start with the phone’s camera or add a one–shot spherical camera for
easy 360º photography, cameras like the Ricoh Theta S. After, it is possible
to publish to Google Maps in order to share new photo spheres.
Google Earth VR
Google Earth VR7 lets users to explore freely the world from totally new
perspectives in virtual reality. Users can walk (or fly) the streets of Tokyo,
Grand Canyon, Eiffel Tower, being possible to see the world’s cities,
landmarks, and natural wonders. Earth VR comes with cinematic tours and
destinations that send user to the Amazon River, the Manhattan skyline, the
Grand Canyon, the Swiss Alps, etc.
There are many apps and videogames that can be played in VR and that are
specific and useful for teaching Social Sciences, Geography is History as
Stonehenge VR Sandbox, Great Piramid VR, Smithsonian American Art
Museum “Beyond The Walls”, The Museum of ThroughView, The VR
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
Museum of Fine Art, The Night Café: A VR Tribute to Vincent Van Gogh,
Time Machine VR, Realities Go Places, Space Rours VR, etc.
without rope barriers or glass walls where students can feel free to
explore the artwork
• The Night Café: A VR Tribute to Vincent Van Gogh: it is an immersive
VR environment that allows students to explore the world of Vincent
van Gogh walking freely in the painting and looking painted objects
from different angles.
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
• Time Machine VR: this game allows students to travel back in time
with the mission of exploring the Jurassic and ancient creatures in seas.
It is possible to use a series of state-of-the-art tools to track, examine
and discover scientifically animals such as mosasaurs, livyatans,
megalodonts, etc.
• Realities Go Places: it brings real world locations into interactive VR
with photo-realism using photogrammetry. Users can explore places far
away, closed off to the general public or dangerous to visit and discover
their stories. It is possible to walk through Death Valley, to explore the
abandoned hospital Beelitz Heilstätten in the former GDR, to see at the
architecture of the Cologne Cathedral, to feel the confinement of a cell
in Alcatraz or to walk inside the ruins of 800 years old, Stauffer castle.
There are a lot of services and programs for 3D modeling and numerous
options for access to 3D-related content, such as textures, scripts, etc.,
individual models or collections. Many of the 3D elements made with 3D
modeling programs or downloaded from various repositories can become
tangible elements thanks to 3D printing. We have selected some significant
3D modeling software and 3D repositories. Regarding 3D modeling software,
we have selected some integrated platforms and programs for 3D design,
customize, sculpt, draw on 3D models, etc. That programs are: Tinkercad,
SketchUp, Blender, Sculptris and Pixexix. Regarding 3D recreation software,
we have selected the following repositories: Thingiverse and Smithsonian
X 3D. Some of the 3D model design tools are enriched by 3D repositories
and almost all 3D software allow that 3D designs can be print by 3D printer.
Tinkercad
Tinkercad is a free and intuitive 3D design app that allows teachers and
students to create 3D designs and print them (including brick models and
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
It also allows printing on any 3D printer with a standard STL file format.
Tinkercad Classrooms8 allows teachers to add students. Students to log-in
using a Nickname and Class Code created by the teacher, who accesses to
Tinkercad Classrooms by selecting Classes under the profile navigation. To
join a Class:
• Teacher see who has joined the classroom when the student’s name is
clickable in the class list page.
• Teacher clicks the student’s names to see their created designs.
SketchUp
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
Blender
Sculptris13 is a free 3D modeling tool with which you can sculpt infinity of
objects from an initial block. It also allows users to define material properties
and paint on the object using textures, relief maps or colors. Pixexix14 is other
tool that allows students to draw on 3D models using any 2D image editor.
Thingiverse
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
Smithsonian X 3D
CONCLUSION
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Moreover, there are more and more resources for the management of classes
with VR devices and specific VR applications for the teaching Social Sciences,
Geography and History with more friendly digital environment for teachers
without programming knowledges. Understanding the technology is not
enough to make a didactic use in Social Science classes. Thus, VR and 3D
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
REFERENCES
Alexander, T., Westhoven, M., & Conradi, J. (2017). Virtual Environments for
Competency-Oriented Education and Training. In Advances in Human Factors,
Business Management, Training and Education, Advances in Intelligent
Systems and Computing. Springer; doi:10.1007/978-3-319-42070-7_3.
Aznar, M. I., Romero, J., & Rodríguez, A. M. (2018). La tecnología móvil
de Realidad Virtual en educación: Una revisión del estado de la literatura
científica en España. EDMETIC, 7(1), 256–274. doi:10.21071/edmetic.
v7i1.10139
Brigham, T. (2017). Reality Check: Basics of Augmented, Virtual, and Mixed
Reality. Medical Reference Services Quarterly, 36(2), 171–178. doi:10.108
0/02763869.2017.1293987 PubMed
Brown, B., Green, N., & Harper, R. (Eds.). (2012). Wireless world: Social
and interactional aspects of the mobile age. London: Springer.
Bullinger, H. J., Brauer, W., & Braun, M. (1997). Virtual environments. In
Human Factors and Ergonomics (pp. 1725–1759). Wiley.
Cabero, J., & Fernández, B. (2018). Las tecnologías digitales emergentes entran
en la Universidad: RA y RV. RIED. Revista Iberoamericana de Educación a
Distancia, 21(2), 119–138. doi:10.5944/ried.21.2.20094
Cadena, R. (2008). Diseño e Implementación de un Motor de Realidad Virtual
Escalable para Escenarios 3D. Tesis doctoral.
Cantón, D., Arellano, J. J., Hernández, M. A., & Nieva, O. S. (2017). Uso
didáctico de la realidad virtual inmersiva con interacción natural de usuario
enfocada a la inspección de aerogeneradores. Apertura (Guadalajara, Jal.),
9(2), 8–23.
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1994). Augmented
Reality: A class of displays on the reality-virtuality continuum. Telemanipulator
and Telepresence Technologies, 2351, 282–292. doi:10.1117/12.197321
Observatorio de Innovación Educativa. (2017). Realidad Aumentada y
Realidad Virtual. Monterrey: Author.
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
ENDNOTES
1
You can download Google Cardboar Template here: https://vr.google.
com/cardboard/manufacturers/
2
View Master: http://www.view-master.com/en-us
3
ClassVR: www.classvr.com
4
Engage: https://engagevr.io/
5
Google Expeditions: https://edu.google.com/products/vr-ar/
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expeditions/?modal_active=none
6
https://apps.apple.com/us/app/google-street-view/id904418768
7
Google Earth VR: https://store.steampowered.com/app/348250/
Google_Earth_VR/
8
Tinkercad Classrooms: https://www.tinkercad.com/teach
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Virtual Reality, 3D Recreations and 3D Printing in Social Sciences Education
9
SketchUP for Schools: https://www.sketchup.com/products/sketchup-
for-schools
10
Google for Education: https://eduproducts.withgoogle.com/products/g-
suite/g-suite-for-education
11
Microsoft Education: https://www.microsoft.com/en-us/education
12
Blender: http://www.blender.org/
13
Sculptris: http://pixologic.com/sculptris/
14
Pixexix: http://pixexix.sophiehoulden.com/
15
Thingverse: https://www.thingiverse.com/
16
Thingverse Education: https://www.thingiverse.com/education
17
Smithsonian X 3D https://3d.si.edu/
18
Smithsonian X 3D – Education: https://3d.si.edu/article/educators
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131
Chapter 5
Learning Managements
Systems and Open Educational
Resources for the Teaching
of Social Sciences:
Monitoring Students and
Virtual Interaction
ABSTRACT
Learning Management Systems (LMS) include a type of software and web
applications that facilitate the online delivery of course materials, student
tracking, and work presentation by students. An LMS focuses on the creation
of course contents through a learning content management system (LCMS)
and on the management of those contents. LMS provides tools for students to
achieve assigned tasks and interact in groups or between students through the
forums that enrich the construction of knowledge through communication and
discussions. Open Educational Resources (OER) are associated with an open
license that allows teachers to adapt and redistribute contents without any
restrictions or with limited restrictions. In general terms, LMS have allowed
learning analytics, adaptive learning, and dynamic social exchanges. Finally,
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DOI: 10.4018/978-1-7998-2882-2.ch005
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Learning Managements Systems and Open Educational Resources
INTRODUCTION
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Learning Managements Systems and Open Educational Resources
start with a brief review about the history of distance education and LMS,
continuing with the main features and advantages of LMS. After, aspects such
as LCMS and Open Educational Resources (OER) will be conceptualized.
Finally, we will present some of the most important LMS (open source, SaaS/
cloud based, propriety), LCMS and OER software and websites useful for
the management and design of your Social Sciences, Geography and History
classes; offering possibilities that expand the advantages for teachers and
students in the teaching and learning process. In other words, we will review
some of the more significant LMS focusing on open source LMS, listing
some examples of SaaS / cloud-based LMS and propriety LMS. Regarding
open source LMS, we have selected Moodle, Canvas, ATutor and Chamilo;
Regarding SaaS / cloud-based LMS, we focus on Moodle; and, in relation to
propriety LMS, we focus on Blackboard Learn. Finally, we will review how
to access to different OER types.
In this section, we will review the role that distance education has played
in the history and development of LMS, highlighting the expansion of
educational possibilities and attention to different social and educational
needs of citizens through a sequence of stages. They include correspondence
teaching, multimedia teaching, telematic teaching and online teaching. LMS
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Learning Managements Systems and Open Educational Resources
irrespective of users’ location (Vadnere, 2018). Between 1970 and 1980 the idea
of computerizing courses had a rapid development. Regarding this, Western
Behavior Science Institute from California offered the first online grade. With
the development of the teaching though the internet, LMS was developed too.
Regarding LMS and in specific cases such as Virtual Classrooms, teacher,
students and learning resources may be situated at different non-centralized
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Learning Managements Systems and Open Educational Resources
locations. This feature allows that teaching and learning take place independent
of space and time. LMS can be used for u-Learning, blended learning, flipped
classroom and other training modalities related to e-Learning.
LMS encompass a type of software and web applications that facilitates the
online delivery of course materials, student tracking and presentation of work by
students. In general, an LMS focuses on the creation of course content through
a Learning Content Management System (LCMS) and on the management
of that content from different sources without the possibility of authorship.
Some LMS may allow to manage progress toward the learning outcomes,
and they may be open source (Moodle, Canvas, ATutor, Chamilo) SAAS /
cloud based (Google Classroom, DoceboLMS, Comerstone OnDemand Inc,
CallidusCloud, EthosCE, WizIQ) or propriety (CERTPOINT Systems Inc.,
Blackboar Learning System, Desire2Learn, EduNxt, Engrade, JoomaLMS,
Kanmu, WizIQ?). LMS are used for the administration, distribution and
control of activities; allowing asynchronous work among the participants and
being the main functions (Ellis, 2009): manage users, resources, materials,
training activities and access, follow up and control the learning process,
perform evaluations, generate reports and manage communication services
such as discussion forums or videoconferences. From a general point of view,
Alshormar and Bawaneh (2018) highlight that LMS have numerous functions
according to providing tools for interaction with the software, regarding
presentation of contents and in relation to communication function. Regarding
the function of providing tools for students’ interaction, they consider that
the more usual are:
• Announcements: a tool that provides students with the latest news and
highlighted announcements from teachers (one or groups), review their
content alphabetically, historically or clicking on the icon.
• Timetable: a tool that informs students about dates of events regarding
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the subjects, alerts can be related to events such as lectures and meetings
on the platform, face-to-face meetings, etc., learners can add the events
they want.
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Learning Managements Systems and Open Educational Resources
• Tasks: this inform to students about what must they to do; allowing
them to organize those tasks. Regarding the learning needs a teacher
can send different tasks to selected students.
• Estimates: it is related to the student’s assessments, including
intermediate or final tests.
• User Guide: this is an orientation tool that guides to students about the
participation in the course.
• Address book: a personal notebook for the student to put data. It
contains the addresses added by students too.
The advantages offered by LMS the teaching of social sciences, are directly
related to the criteria when selecting an LMS. Thus, some of the key criteria
that an institution must consider when selecting an LMS are (George Reyes
s / f):
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Focusing on more technical issues, Zapara (2016), indicates that LMS allow
different levels of users to be established with different access privileges;
allowing remote access to teachers and students (access is restricted and
selective). With the use of browsers such as Nestscape, Internet Explorer,
Opera, etc., users can access the platform from any computer, Teachers can
withdraw and deposit information. It includes a common graphic interface
where the different multimedia elements of courses are integrated: text,
graphics, video, sounds, animations, etc. Users can access resources and any
information available on the Internet; updating and editing of information with
standard means or structuring information and spaces in hypertextual format.
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OER refer to free and open educational teaching, learning and research
resources in digital support. These resources are associated with an open
license (example, Creative Commons) that allows the use, adaptation and
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Within the framework of the World Congress on OER, 2012 Paris OER
Declaration (UNESCO, 2012) is elaborated. This Declaration takes as reference
the right to education that appears in sources such as article 26.1 of the
Universal Declaration on Human Rights or Article 13.1 of the International
Covenant on Economic, Social and Cultural Rights, etc.; establishing the
following recommendations for States:
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OER must play a key role if all countries have a chance to achieve the
Sustainable Development Goal of quality and lifelong education, and build
peace through Knowledge Societies that are open and accessible to all (…)
OER will amplify this impact, through fully recognizing authorship while
being free to further share, retain, copy, redistribute or remix, including
translating into local languages and cultural contexts (UNESCO, 2017a).
That Congress concluded with the adoption of the 2017 Ljubljana OER
Action Plan, where the suggested actions are (UNESCO, 2017b: 7):
LCMS is a platform that allows teachers to create, manage, host and track
digital learning content. Both LCMS and LMS allow teachers and students
to host and deliver digital learning but the main differences are related to the
field of specialization (table 1).
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Table 1. Differents between LCMS and LMS regarding kind of learning and creation
of contents
LCMS LMS
Specialized in digital learning content Specialized in learning experiences
Creation and delivery in the same place No creation only management.
In this space, we will review some of the more significant LMS focusing on
open source LMS, listing some examples of SaaS / cloud-based LMS and
propriety LMS. Regarding open source LMS, we have selected: Moodle,
Canvas, ATutor and Chamilo. Regarding SaaS / cloud-based LMS, we focus
on Moodle. In relation to propriety LMS, we focus on Blackboard Learn.
Moodle is a widely-used free software license that allows users to custom it
in order to run, study, share and modify the software. Canvas is a LMS with
several ways of connections between students and teachers; including Canvas
K-12 an LMS platform designed for needs of Elementary and Secondary
schools. ATutor is an Open Source LMS used to develop and manage online
courses, and to create and share interoperable e-learning content. Chamilo
is an e-learning platform for the management of face-to-face, b-learning or
u-learning. Google Classroom is a free LMS, developed by Google for schools
on 2014, which aims such as to simplify creating, distributing, and grading
assignments without paper. It is a part of Google Classroom is part of the
Google Apps for Education Suite, which includes Google Docs, Gmail and
Google Calendar. Blackboard Learn is a virtual learning environment and
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LMS with service for Higher School Education that allow teachers to manage
courses, with a customizable open architecture, and with a scalable design
that make it possible for teachers to integrate with authentication protocols
and student information systems.
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Moodle
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Canvas
possibilities.
In 2011, Instructure launched Canvas LMS. In 2011, the iOS app was
launched; in 2013, the Android app, enabling mobile access to the Canvas
LMS (Knighton, 2013). These apps were eventually split into Canvas Student
and Canvas Teacher, with specific features for students and teachers. In 2012,
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Finally, according the website, there are a lot of features of Canvas that we
have organized in two categories: teaching - learning features and technical
features. Regarding teaching - learning features, we highlight:
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ATutor
ATutor7 is an Open Source LMS used to develop and manage online courses
and to create and share interoperable e-learning content. ATutor is adherend
to standards and, as an open source technology, teacher may copy, distribute,
and modify it under the terms of the GNU General Public License (GPL).
ATutor’s Origin came from e-learning and LMS research, after two studies
in 1999 and 2000 that focused on the accessibility of popular LMS to people
with disabilities. The first of these researches was a technical audit which
measured the courseware accessibility (Gay, Harrison, Richards & Treviranus,
1999) and the second research was a user study that involved people with
various types of disabilities participating in a 6 week online course, whose
units were presented in different LMS each week (Harrison, 2000).
According the website, besides more additional features and third-party
add-on software to extend or modify ATutor’s functionality8, standard features
in ATutor organized in four categories (teachers, students, administrators and
developers) are:
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Chamilo
Google Classroom
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Blackboar Learn
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real-time.
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Procomún
• All contents: here the teacher can mark all the contents in learning
resources, articles, users, communities, questions, debates, surveys,
events, external content, learning itineraries, podcasts, webinars.
• Knowledge area: teacher can choose between multiple areas, including
Geography, History and Civic Education.
• Learning context: stage and course, including Infant, Primary,
Secondary, Vocational Training, Teacher Training, etc.
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Learning Managements Systems and Open Educational Resources
Currilki
• More Options:
◦◦ Subject: including social studies
◦◦ Subject area: regarding social studies some subject area are
History (local / global), Geography and Civics.
◦◦ Search by standard: step 1, jurisdiction / organization, step 2,
document title, step 3, course of study.
◦◦ Education Level: grades of Kindergarten, Primary and Secondary
Education and Professional Development.
◦◦ Rating: from partners, Curriki and members.
◦◦ Type: application, article / essay, assessment, audio, curriculum,
diagram / illustration / map, e-book, fiction, full course, game,
graphic organizer / worksheet, interactive, lesson plan, manual,
non-fiction, other, photograph, Reading / excerpts, rubric, scope
and sequence, slides, table / graph / chart, textbook, unit, video,
vocabulary.
• Teachers can search resources, members and groups.
Copyright © 2020. IGI Global. All rights reserved.
Members can save any resource to their private Curriki Library for quick
and easy access to those lessons later. Regarding communities, students
and teachers use Curriki Groups to collaborate on projects, curriculum
development, and district initiatives. Groups can be public or private and it
is possible share files without sending bulky attachments. It has numerous
partners and sponsors and it is used in a global context.
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All sections of the portal are available from the home page. It is possible
to return to home page from any other page of the portal clicking on the LRE
logo at the upper left-hand side corner. Regarding the discovering of resources
from the home page, teachers have the option to search only “travel well”
resources. They are resources that have the potential to be used in different
countries and learning contexts. Highlighted resources are resources that
Learning Resource Exchange staff has marked as interesting for users. Most
favorite resources are ‘favorites’ by other Learning Resource Exchange users.
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Europa (OEE) platform ran from 2013 until 2018. A selection of articles that
were published at OEE, including eLearning papers.
Openstax CNX
OER Commons
Wikieducator
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This space includes how to search, create, edit, use and share OER in
the classroom. This tutorial offers teacher practical information, tips and
instructions; teaching the teacher effective ways to search the Internet for
relevant information, resources and OER that fit their needs. It includes
ideas for teachers that can keep them up to date on resources of interest. It
is composed of the sections such as effective searching of OER or search
for audiovisual materials: such as images, animation, audio, video through
different web tools:
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History, World History and World Geography among other topics, including
biographies, dramatic events and special topics to use in the classroom.
CONCLUSION
each group can access to their own blog, posting public messages or private
messages to group members and teachers, including use of private mail,
discussion forums, chat rooms, etc.
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With the LMS, teachers have full control over student activity and
performance without programming knowledge; obtaining information that
allows them to adapt their teaching or share support resources with students
based on learning needs and contribute efficiently to improving of the process.
As Diaz indicated “it is computer environment in which we find many tools
grouped and optimized for teaching purposes. Its function includes allow the
creation and management of complete internet courses without the need for
a deep programming knowledge” (2009, 2). Regarding teaching experience
with Moodle, researches such as Fernández and Bermúdez (2009) conclude
that the development of didactic contents in LMS facilitates skills of didactic
aids management, introducing the using ICT for students and generating
different strategies by the teacher as selection, organization and sequencing
of contents, access to different resources in the platform, interaction with
students and promotion of collaborative work.
In general, LMS provides educational management technology to VLE,
and LCMS provides educational content management options to VLE.
Together with LMS and LCMS, OERs (not always integrated into LMS) have
promoted a process of democratization and expansion of education; generating
a solidarity exchange between teachers who share their non-profit resources
for education and training. This is due to OER are associated with an open
license (Creative Commons) that allows the use, adaptation and redistribution
of them by others without any restrictions or with limited restrictions. As we
will see in the next chapter, this formative democratization goes even further
with the expansion of the Massive Open Online Courses (MOOC) that have
contributed to give more relevance to virtual teaching-learning environments
and have responded to a social demand for specialized training.
REFERENCES
Adams Becker, S., Cummins, M., Davis, A., Freeman, A., Hall Giesinger,
C., & Ananthanarayanan, V. (2017). NMC Horizon Report: 2017 Higher
Education Edition. Austin, TX: The New Media Consortium.
Copyright © 2020. IGI Global. All rights reserved.
Almrashdeh, I. A., Sahari, N., Zin, N. A. M., & Alsmadi, M. (2011). Distance
learning management system requirements from student’s perspective. Journal
of Theoretical and Applied Information Technology, 24(1), 17–27.
160
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Learning Managements Systems and Open Educational Resources
ENDNOTES
1
Nowadays Distance Education Accrediting Commission (DEAC), a
non-profit national educational accreditation agency in the United States.
2
SCORM: the most widely used e-Learning standard.
3
Moodle: https://moodle.org/
4
Canvas: https://www.instructure.com/canvas/
5
Bridge: https://www.instructure.com/bridge/
6
Canvas K-12: https://www.instructure.com/canvas/k-12/platform
7
Atutor: https://atutor.github.io/
8
Atutor modules: https://atutor.github.io/atutor/modules.html
9
SCORM is the acronym of Sharable Content Object Reference Model
and it is considered a set of learning objects packaged and structured
as free standard web didactic material that allows teachers to import,
reuse and share content (Godwin-Jones, 2004).
10
Chamilo: https://chamilo.org/en/download/
11
Google Classroom: https://classroom.google.com/h
12
Blackboard Learn: https://www.blackboard.com/index.html
13
Procomún: http://procomun.educalab.es/en
14
Curriki: https://www.curriki.org/
15
Learning Resource Exchange: http://lreforschools.eun.org/web/guest
16
Open Education Europe: https://www.schooleducationgateway.eu/en/
pub/resources/oee.htm
17
Openstax CNX: https://cnx.org/
18
OpenDOAR: http://v2.sherpa.ac.uk/opendoar/
19
OER Commons: https://www.oercommons.org/oer
Copyright © 2020. IGI Global. All rights reserved.
20
Wikieducator: http://wikieducator.org/Open_Educational_Content_es/
olcos/SEARCH_es
21
Resources for history:
http://resourcesforhistoryteachers.pbworks.com/w/page/123820173/
FrontPage
22
https://diegosobrino.com/
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165
Chapter 6
Massive Open Online
Courses as a Specific
Type of E-Learning:
From Sending Information
to Sharing Knowledge
ABSTRACT
In recent years, training based on activities and courses with teaching-learning
processes mediated by technology has been promoted. Massive Open Online
Courses (MOOCs) have opened the possibilities in terms of design, offer, and
access to training courses. Considered as a very specific type of e-Learning,
they are free access and non-limited in the number of students, and they
automate the evaluation processes without a direct relationship between
teacher-student. There are several types of MOOCs, but the most popular
are xMOOCs, usually traditional university e-Learning courses adapted to
MOOC platform features. cMOOCs are oriented under the guidelines of the
connective learning. With the popularization of MOOC courses from many
universities, the number of web platforms with these courses has increased.
Some of these platforms are Coursera, edX, Miriadax, and platforms and
tools such as Course Builder and Canvas.
Copyright © 2020. IGI Global. All rights reserved.
DOI: 10.4018/978-1-7998-2882-2.ch006
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INTRODUCTION
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CONCEPTUALIZATION OF MASSIVE
OPEN ONLINE COURSES
The first MOOC dates from August 2008 and it was organized by George
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• Passive participants: they are users who access the course materials,
but they do not usually use the assessments and do not participate in
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Regarding the teaching roles, most of these proposals focus on the student
and on how they internalize the course contents without direct transmission
from the teacher. Thus, teaching functions are more focused on the facilitation
of resources and orientation. As Medina-Salguero & Aguaded (2013) and
Vázquez Cano (2013) indicate, MOOCs need teachers to act as content
managers, search, group and share information continuously; automating and
optimizing resources, but taking into account that students must also filter,
add and enrich the course with their participation.
CLASSIFICATION OF MOOCs
• MiniMOOC: MOOCs for content and skills that do not require long
timescales. This is more usual in commercial e-Learning courses
which tend to encourage a more intense experiences for hours and
days, not weeks. They are more suitable for precise tasks with very
specific learning objectives. Open Badges movement tends to be more
aligned with this type of MOOC. Open Badges is an open technical
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open LMS Platform Canvas that allows teachers to see the progress
of their students in a course and export badging data associated to
the completion of modules in that course. Regarding Nano MOOC
(NOOC), it is related to Nano Learning Experience (NLE) and it gives
participants the opportunity to explore, to learn and to be evaluated
on a key element of a competition, a skill, or an area of knowledge. In
Nano MOOCs, periods of time range from a minimum of 1 hour to a
maximum of 20 hours.
• TransferMOOC: courses that have been transferred to a MOOC platform
based on the adaptation of existing e-Learning courses at universities.
They are led by teacher of one institution. Learners feel attracted by the
‘name’ of the institution or the academic. Many transferMOOCs mimic
the traditional academic course, including lectures, short quizzes,
texts and assessments. Numerous courses of Coursera, a platform of
MOOCs that we will review later, are transferMOOCs.
• MadeMOOC: Made MOOCs tend to more innovation in their use of
video. They tend to have more crafted and challenging assignments,
problem solving and various levels of sophisticated software-driven
interactive experiences. Accompanied by peer work and peer-
assessment, MadeMOOCs are more vocational in nature and their aim
is to acquire skills. Udacity courser are usually MadeMOOCS.
• SynchMOOC: these courses have a fixed start date, deadlines for
assignments and assessments and end date. Coursera offer courses on
strict start date, assignments and assessments deadlines, and end date.
• AsynchMOOC: these courses have not a fixed start date, deadlines for
assignments and assessments and end date. Asynchronous MOOCs
can be taken anytime and anywhere. In this line, SPOOC (Self-Paced
[SP]) is an open online course that allows users to develop a learning
experience focusing on the development of skills, especially those
related to network collaboration, autonomous learning management
and participation in educational communities.
• AdaptiveMOOC: AdaptiveMOOCs use adaptive algorithms to present
personalized learning experiences to students. These courses are based
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Massive Open Online Courses as a Specific Type of E-Learning
Figure 1: The key characteristics of cMOOCs vs. xMOOCs (extracted from Yousef
et al. 2015: 312)
two basic types of MOOCs: xMOOCs and cMOOCs (Downes, 2012, Siemens,
2012, Scopeo, 2013, Vázquez-Cano, López-Meneses & Sarasola, 2013, Yousef,
Chatti, Schroeder, Wosnitza & Jakobs, 2015). In general, xMOOCs are usually
traditional university e-Learning courses that adapt to the characteristics of
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Massive Open Online Courses as a Specific Type of E-Learning
MOOC platforms, while cMOOCs are oriented under the guidelines of the
connective learning of George Siemens and Stephen Downes (figure 1).
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and learn to be; table 1 shows a comparison between xMOOC and cMOOC.
In xMOOCs, the idea that learning is generated through an exchange
of information and through participation in a joint and interactive teaching
facilitated by technology leads Cabero & Marín (2014) to talk about a
formative action with a certain resemblance to a social learning network. In
other words, learning primarily focuses on the acquisition of skills through
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With the rise of MOOC courses from many universities, the number of web
platforms offering such courses has also grown. Some of these platforms
are Coursera, edX and Miriadax (table 2). Moreover, we will review Course
Builder and Canvas.
Coursera
Coursera1 is a platform of MOOC courses that was born 2011, from the hand
of teachers at Stanford University, in order to provide free courses worldwide.
They are part of Coursera more than 148 educational institutions around the
world, among which are some of the most prestigious universities, such as
Princeton, Johns Hopkins, Brown or the Berklee College of Music, among
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many others. Among the Spanish universities are the Autonomous University
of Barcelona, the University of Navarra and the University of Barcelona
The Coursera platform is available in different languages (English,
Spanish, Portuguese, Chinese, French and Russian). It has courses, both free
and paid, in different languages, from English to Spanish, through French,
Italian, Russian or Chinese, among others, with which it has courses in
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more languages than it initially has translated its platform. It also offers the
possibility of filtering the courses according to the available languages, after
selecting the general category. As for the topics offered are very varied and
include different categories among which is social sciences. Within these
categories we can find different fields and disciplines represented. Many of
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these training actions are introductory and others require a certain degree of
prior knowledge in the area of study in order to continue their development
with advantage. However, the level of delving is not information that is
reflected in the catalog, but, rather, it is an issue inherent in the subject itself.
Registration on the page is free. Once the person has registered, you can
access a list of available courses and make the one you want. Some indicate
the exact date they will begin; others are only planned in the absence of a
definitive date. A few days before the start of the course, an email is sent to
the registered people welcoming and briefly explaining how the course works.
At the same time, access to the virtual course is enabled so that students can
become familiar with the different parts of it.
The platform has several “Help Forums” in which assistance can be
requested for certain problems, whether of a technical nature or issues more
related to management. In addition, there are several “Help Articles” in which
the most common problems that users may encounter are answered: problems
with the account, account settings, problems with the use of certain web
browsers, etc. The structure of the course may vary, but the most common
is to find the following design:
and 15 minutes and each topic can contain several video lessons.
◦◦ Forums: discussion and meeting forums between students,
teaching staff and support team. Study groups are usually formed
by languages, countries or interests. For example, groups of
Spanish or “homeschoolers”.
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Some courses require a high work rate for students. You have to view the
videos, read the proposed texts, perform the questionnaires, perform the tasks,
review and comment on the tasks of the other students, etc.
The duration of the course’s ranges between 4 and 11 weeks, and the ideal
workload is 8-10 hours per week, although afterwards students can organize
the study time as they wish. An element that facilitates this aspect is that
Coursera has decidedly opted for the possibilities offered by mobile learning
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and it has an app for smartphones and tablets, both for iOS and Android.
From the app it is possible to make new registrations, or follow the courses
in which we have registered, by “streaming” the video sessions of the course
or saving them for later viewing in “off-line” mode.
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As for the help that can be received as a student, there is usually a very
willingness, by the organization and teaching teams, to help and advice students,
especially in courses taught in languages other than their native language.
The platform has the possibility of accessing through mobile devices using
an app for both Android and iOS.
Edx
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As for the resources available in each MOOC course, edX offers a very
clear, simple and intuitive interface. At the top we find access to the different
tools of the course:
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MiriadaX
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At the end of each module, an evaluation system will be carried out and
at the end of the course, some of the courses will have to do a final job. In
this regard, and in relation to certifications, MiriadaX offers two different
types of certifications:
Course Builder
Course Builder4 is an Open Source (Apache 2.0), from Google Open Online
Education that also includes insights, Online Course Kit and Google for
Education (a LMS). Teachers can use it to create their online course according
the website. Course Builder:
• is completely free to use (Google App Engine charges may apply but it
comes with a free tier)
• supports multiple courses on the same instance (multitenancy)
• has support for Google Analytics and Google Tag Manager
• allows you to keep and own your data
• allows you to keep your organization’s brand
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Teachers can manage the composition of their course and its elements in the
course outline. Teacher can add content to elements (using the content editor,
uploading files, and creating videos), questions to assessments and lessons.
It is possible to change course settings in order to enable other features and
teacher, as an author, can use skills, tracks, and labels to organize elements.
Canvas
CONCLUSION
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of their learning; they have made the offer of training courses more flexible
and open; contibuting to the development of new software tools for online
training (Valverde Berrocoso, 2014). MOOCs are expected to be the
instrument that defines training through the Internet in the coming years
(González & Carabantes, 2017). However, there is no doubt that there are
many disadvantages and that it is essential to examine them from a critical
and situated perspective. In this sense, despite the educational advantages of
the cMOOCs with respect to the xMOOCs, the difficulties of interaction in
MOOCs has contributed to the incresing of xMOOCs, unidirectional and not
very flexible MOOC proposals. Regarding this situation, Gómez Galán, Martín
Padilla, Bernal Bravo & López Meneses (2017) adds a series of difficulties
that the MOOC movement has to overcome to ensure its sustainability in the
future, among which we highlight:
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ENDNOTES
1
Coursera: https://www.coursera.org/
2
edX: https://www.edx.org/
3
MiriadaX: https://miriadax.net/home
4
Course Builder: https://edu.google.com/openonline/course-builder/
index.html
5
Canvas: https://www.instructure.com/canvas/en-gb
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193
Chapter 7
B-Learning and Flipped
Classroom in Social
Sciences Education:
School as a Collaborative
Space of Learning
ABSTRACT
Lecture-driven classrooms allow teachers to teach a lot of information to
students over a limited time. However, the traditional classroom lecture
format has also limited the communication between student and teacher. The
flipped classroom pedagogy is a type of b-Learning that inverts the traditional
classroom lecture content delivery. In flipped learning, students are required
to read or view prerecorded lectures edited online by the teacher as a part
of their homework. After, in class time, they focus on group activities, so
that teachers must rethink the design of the teaching and learning process
in the classroom with discussions and group work where students can make
decisions, apply theoretical knowledge, and make mistakes. Regarding the
teaching and learning of social sciences, geography, and history, this approach
implies opportunities for students to learn high-level content, besides creative,
critical, and collaborative skills.
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DOI: 10.4018/978-1-7998-2882-2.ch007
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B-Learning and Flipped Classroom in Social Sciences Education
INTRODUCTION
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B-Learning and Flipped Classroom in Social Sciences Education
Thus, in general terms, the TPACK model of Mishra & Koehler (2006)
could be considered as a theoretical framework for the adequate integration of
ICT in education; concluding that the true challenge of a teacher is to combine
knowledge of area contents, specific teaching and of ICT in a specific context
(Salinas, Benito & Lizana, 2014, Bryan & Volchenkova, 2016). In this sense,
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activities, the use of technologies does not imply any learning benefit over
not using it. We cannot talk about innovation maintaining the same models
from physical to digital format. Any didactic proposal must allow the use of
the information, developing procedures and attitudes that allow the learning
of higher-level contents that go beyond a reproduction of facts and events.
Regardless of the use of technology, when we talk about face-to-face
learning, the physical presence of the students (the usual classes) is required.
When the learning is non-face-to-face, the physical presence of the student
is not necessary. Technological development and its educational use have
allowed students to attend classes virtually or to directly develop their learning
courses completely autonomously through ubiquitous learning (u-Learning)
through the internet and thanks to platforms like the LMS. However, between
the face-to-face learning and distance learning there is a mixed model called
blended learning (b-Learning) that allows students to work by combining face-
to-face with online teaching-learning processes. As Gómez-Gómez (2017)
indicates, in distance or virtual (and face-to-face) teaching, constructivism
is the basis on which the semi-presence teaching learning processes are
based. In other words, ICT and KLT can facilitate collaborative work, search,
selection, editing and sending of information, greater control in the evaluation
processes and greater efficiency when making decisions.
As Friesen (2012) indicates, “b-Learning” appears to have been in use
since late 1990s. However, from 2006 to the present, b-Learning has been
understood as the range of possibilities presented by combining Internet
and digital media with established classroom forms that require the physical
co‐presence of teacher and students (Graham, 2006). For Friesen (2012),
“b-Learning” designates the range of possibilities presented by combining
Internet and digital media with established classroom forms that require the
physical co-presence of teacher and students. Valiathan (2014) classified
b-Learning models into three types:
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They note different variants of the rotation model, according to the type
of student rotation in the classroom to another room or off-campus. We will
focus on the most interesting variant of the rotation model: flipped classroom.
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B-Learning and Flipped Classroom in Social Sciences Education
outside of the classroom. Contents can be sent and introduced through several
forms: video lessons, online collaborative discussions, digital research and
text readings. Video lessons are the most usual option in flipped classrooms.
They can be prepared by the teacher or by third parties and ideal length of
them is from eight to twelve minutes.
Inverting classroom implies a change in the role of the teacher. In flipped
classrooms, teacher guides students and supports them in solving the problems
through activities and tasks. Teacher of Social Sciences, Geography and
History must have technical and didactical competencies to make a flipped
learning possible. It includes professional competences, like those that are
necessary in a didactical approach based on school research. As Garralón
(2017) indicates, teacher:
Research indicates that the flipped classroom and flipped learning allows
teachers to simultaneously teach course content and practice the application
of that content (Demski, 2013). In order words, flipped classroom must not
be understood as a series of online videos that teacher facilitates to students
to be watched by them without a sense of direction. A successful flipped
classroom must allow students to (Bennett, Kern, Gudenrath & McIntosh,
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2012; Bergmann, Overmyer & Wilie, 2013, Cohen & Brugar, 2013):
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B-Learning and Flipped Classroom in Social Sciences Education
The increase of interaction between teacher and students along with students’
interactions amongst teammates fosters critical thinking skills, communication
skills and practical experience (Al-Zahrani, 2015). Students can listen to the
different points of view of classmates; learning with their group members
through communication and processes based on practice. In other words,
through group discussions students develop skills for organizing, reviewing,
analyzing and evaluating information. This change of model is proposed as
an alternative to the passive reception of information and subsequent “duties”
where such knowledge is supposedly applied. With the current technological
development and due to the democratization of access to information and it is
necessary that the teacher be the main source of information. The challenge
is that students know how to work with information, discuss with their
classmates and use it in specific tasks that go beyond copying and pasting;
learning during that process a much more enriching and functional school
knowledge.
In relation to the teaching and learning of Social Sciences, Geography
and History and looking at the main verbs above, we can understand that
lead, demonstrate, apply, collaborate, ask and engage requires a selection,
sequencing and organization of content connected with the socio-environmental
reality, the students’ previous ideas, the disciplinary scientific knowledge of
reference and the approach of situations in which students need to access to
new information, discuss and argue. In order achieve all this, it is evident
that watching videos is not enough, it is necessary to propose a solid and
properly structured learning strategy where interest is generated to learn to
solve properly contextualized tasks in the real world. From the approach
of a school understood as an engine for social improvement and to connect
students with the social context in a meaningful way; building learning based
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B-Learning and Flipped Classroom in Social Sciences Education
when solving problems. In the teaching and learning of the Social Sciences,
for example, if a student considers that in Democracy, in a Parliamentary
Monarchy, the king rules. It is not enough to show him in a video that the
king is the head of state and he does not govern. Situations and tasks must
be raised, supported by the questions that can be inserted in the video itself
in which the student reflects on: What is the role of the president regarding
the government? And the parliament? What is the meaning of a government
by someone who has not been elected by citizens? Is that compatible with
a democracy?
In the flipped classroom, students learn new knowledge that must be
connected by them to past learning. In other words, school knowledge is
constructed progressively and by triangulation between the relevant socio-
environmental problems, the students’ everyday knowledge and the teacher’s
scientific knowledge; based on an ethical positioning that is within the
framework of metadisciplinary knowledge (Cañal, Pozuelos & Travé, 2005).
Students converse with peers in the classroom, leading them to delve their
learning. Regarding the connection between prior knowledge and new scholar
knowledge, Logan (2015) and García Díaz & Cubero (2000) indicate that social
constructivist theory fits with the benefits of flipped classroom in the process
of learning as Piaget and Vygotsky explained it. In other words, desirable
level includes processes of interpretation, integration and restructuring of
students’ ideas to build a new knowledge than can be understood by them.
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B-Learning and Flipped Classroom in Social Sciences Education
Podcasting
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B-Learning and Flipped Classroom in Social Sciences Education
• Player FM: a server that allows access to web and media podcast from
different countries and in different languages, which has more than 500
categories including social sciences1, Geography 2 or History3. It also
has application in Play Store and App Store.
• Ivoox: it allows users to search, create and distribute podcasts. It has
the category “history and beliefs” and it is possible to listen to online
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B-Learning and Flipped Classroom in Social Sciences Education
Educational Video
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B-Learning and Flipped Classroom in Social Sciences Education
Wiki
content, links, and embedded images, videos, and files, and organize
content visually and by folder. PBWorks – Education18 is an online
space to publish schedules, lectures, notes, and assignments, enable
collaborative group projects, keep parents involved and informed,
encourage students to share and show off their work, interact with
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Youtube
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B-Learning and Flipped Classroom in Social Sciences Education
Vimeo
Vimeo26 is an ad-free video platform that provide free video viewing services
similar to YouTube. It has launched several products that enable quality video
creation at scale. It includes streaming services, 360-degree video support,
and support for virtual reality platforms and smartphones, stereoscopic video,
etc. There are other video platforms such as the European video-sharing
technology platform Dailymotion.
Prezi
Genially
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B-Learning and Flipped Classroom in Social Sciences Education
Emaze
Emaze29 allows the user to create presentations, websites, e-cards, blogs and
photo albums with several templates.
CmapTools; Mindomo
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CmapTools31 is a tool that allows users to build and share concept maps with
many customizable options. Mindomo32 is an online collaborative software
to build concept maps where users can create, view and share mind maps in
a search engine.
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• Bulletin board: publish news regarding the utility course for students.
Each of them should become a follower of the teacher and add a hashtag
that includes the subject and the course.
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B-Learning and Flipped Classroom in Social Sciences Education
getting into the role of each character and imagining how they would
participate in social network.
• Hashtag of the day: teacher can start the class by writing the hashtag of
that class in a corner of the board. That hashtag would be active until
the next class, being able to comment, review and debate about the
contents worked in class and encouraging attention in class, because
that will allow them to participate later in these debates.
• Collaborative work: establishing an order, teacher can get a complete
work together. Teacher continues to talk about a particular topic
worked in class (for example, Ancient Greece) with the corresponding
hashtag, the first student follows with a tweet, the second and so on
giving a response time of 1 or 2 minutes to each student to write a
tweet expanding the information of the previous one. If a student takes
longer, the turn goes to the next student.
• Expressions, before and now: teacher can publish a word or expression
and students can search for information about its origin, focusing
on its historical, political and social context. Finally, the meaning is
compared in the present and in the past by analyzing the historical,
social and cultural reasons of these differences or similarities.
• Summary of the day: the teacher can share with students’ summaries of
what has been given in the class through several tweets. Students will
only have to follow the teacher to see what he/she publishes.
• Discussion between classes: teachers can promote debate between
classes by creating discussions about current news or related to Social
Science, Geography and History contents that involve different groups
from the same school (or from other schools), in sessions virtually
supervised by teachers.
• Our projects: regarding Social Sciences teaching and learning through
Project Based Learning or School Research, students can publish tweets
about their projects or about what are they investigating. Teachers can
offer some guidance: what is the most interesting that they have done
in the group work session, who is the interviewed person, what they
have discovered or learned, what difficulties they have faced to, etc.
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• Informing parents: if parents follow the teacher, they can know about
the lessons in each class.
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B-Learning and Flipped Classroom in Social Sciences Education
groups, the teacher can share content, raise activities and generate debates.
With Instagram, students can upload images and create albums to summarize
Social Science activities. As for Snapchat, the teacher can create stories that
disappear in a short space of time where you can organize tasks with clues.
It is very important to consider the disadvantages and problems derived from
the use of social networks in the teaching of Social Sciences. In general, the
disadvantages of using social networks in the classroom are directly related to
the inappropriate or irresponsible use of social networks in everyday life. As
indicated in the REDEM World Education Network (2017), the introduction
of social networks in the classroom has to be done step by step, respecting
the times and age of the students and, above all, being very clear that the use
of social networks in the teaching - learning processes must be permanently
tutored by the teacher. In addition, the parents of students must agree it.
Therefore, this global network considers that some of the disadvantages of
using social networks in the classroom according to experts are:
Other Content Management Tool is the blog. A blog is a website that works
as a diary where users upload content that is often frequently updated, and it
can receive comments from readers. There are numerous types of blogs such
as personal blog, microblogging or corporate blog. Among the different types
of blogs, is the educational blog. In educational blog, teachers and students
can upload materials, experiences, reflections and didactic content, with
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Evaluation Tools
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CONCLUSION
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B-Learning and Flipped Classroom in Social Sciences Education
and students. What we can learn from this approach is how powerful active
teaching is in the classroom (Logan, 2015). Trying to encourage students
to come to class prepared is not a new battle for teachers because teachers
understand the effect prepared students can have on how much can be learned.
The most important feature in this approach is still the teacher who understands
the students and has a repertoire of many teaching methods. Bergmann and
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B-Learning and Flipped Classroom in Social Sciences Education
Sams, the founders, believe that teachers should use the videos they create
and offer other sources as alternatives.
REFERENCES
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B-Learning and Flipped Classroom in Social Sciences Education
Cañal, P., Pozuelos, F.J. & Travé, G. (2005). Investigando Nuestro Mundo.
Descripción general y fundamentos. Sevilla. Diada Editora.
Cohen, S., & Brugar, K. (2013, April). I want that flipping the classroom.
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k=ed94437a81&view=pt&search
Davies, R. S., Dean, D. L., & Ball, N. (2013). Flipping the classroom and
instructional technology integration in a college-level information systems
spreadsheet course. Education Tech Re-search Dev, 61(4), 563–580.
doi:10.100711423-013-9305-6
Education Next. (2013, Summer). The transformational potential of flipped
classrooms. Retrieved from www.educationnext.org
Enfield, J. (2013). Looking at the impact of the flipped classroom model
of instruction on undergraduate multimedia students at CSUN. TechTrends,
57(6), 14–27. doi:10.100711528-013-0698-1
Findlay-Thompson, S., & Mombourquette, P. (2014). Evaluation of a flipped
classroom in an undergraduate business course. Business Education &
Accreditation, 6(1), 63–71.
Friesen, N. (2012). Report: Defining Blended Learning, Retrieved from
https://www.normfriesen.info/papers/Defining_Blended_Learning_NF.pdf
García Díaz, J. E. & Cubero, R. (2000). Constructivismo y formación inicial
del profesorado. Las concepciones de los estudiantes de magisterio sobre la
naturaleza y el cambio de las ideas del alumnado de primaria. Investigación
en la escuela, 42, 55-65.
Garralón, M. (2017). ¿Y el rol del profesor en el Modelo Flipped Classroom?
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el-modelo-flipped-classroom/
Gomez-Lanier, L. (2018). Building Collaboration in the Flipped Classroom:
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Hamdan, N., McKnight, P., McKnight, K., & Arfstrom, K. M. (2013). A white
paper based on the literature review entitled: A review of flipped learning.
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every class every day. Christian Education Journal, 11(1), 183–188.
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engagement (LCE). Model based on service-dominant logic (SDL) and flipped
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J. (2009). Confronting the challenges of participatory culture: Media
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Johnson, G. B. (2013). Student perceptions of the flipped classroom
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Koehler. (2011). Using the TPACK Image. Retrieved from www.tpack.org
Logan, B. (2015). Deep exploration of the flipped classroom before
implementing. Journal of Instructional Pedagogies, 1 - 12.
López Ardao, C. (2017). Vamos a hablar 5 minutos de creación de vídeos
educativos. Retrieved from https://www.theflippedclassroom.es/creacion-
de-videos-educativos/
Martin, L., & Schwartz, D. L. (2014). A pragmatic perspective on visual
representation and creative thinking. Visual Studies, 29(1), 80–93. doi:10.1
080/1472586X.2014.862997
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B-Learning and Flipped Classroom in Social Sciences Education
ENDNOTES
1
Postcast de Ciencias Sociales en PlayerFM: • https://player.fm/
es/featured/social-sciences (Spanish); • https://player.fm/featured/
geography (English)
2
Postcast de Geografía en PlayerFM: • https://player.fm/es/podcasts/
geograf%25C3%25ADa (Spanish); • https://player.fm/featured/history
(English)
3
Postcast de Geografía en PlayerFM: • https://player.fm/es/podcasts/
historia (Spanish); • https://player.fm/featured/social-sciences (English)
4
Powtoon: https://www.powtoon.com/
5
Animaker: https://www.animaker.com/
6
Biteable: https://biteable.com/
7
VideoScribe: https://www.videoscribe.co/en/
8
Khan Academy: https://www.khanacademy.org/
9
Show me: https://apps.apple.com/us/app/showme-interactive-
whiteboard/id445066279
10
Explain Everything: https://explaineverything.com/
11
Docery: https://doceri.com/
12
Panopto: https://www.panopto.com/panopto-for-education/
13
Screencast o Matic: https://screencast-o-matic.com/
14
EDpuzzle: https://edpuzzle.com/
15
Moovly: https://www.moovly.com/
16
Screencastify: https://chrome.google.com/webstore/detail/screencastify-
screen-vide/mmeijimgabbpbgpdklnllpncmdofkcpn?hl=en
17
PBWorks – Wikis: http://www.pbworks.com/wikis.html
18
PBWorks – Education: http://www.pbworks.com/education.html
19
MediaWiki: https://www.mediawiki.org/wiki/MediaWiki
Copyright © 2020. IGI Global. All rights reserved.
20
Twiki: https://twiki.org/
21
YouTube: https://www.youtube.com/
22
British Pathé; https://www.britishpathe.com/
23
Artehistoria website: https://www.artehistoria.com/
24
Discerning History website: http://discerninghistory.com/
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B-Learning and Flipped Classroom in Social Sciences Education
25
Academia Play website: https://academiaplay.es/
26
Vimeo: https://vimeo.com/
27
Prezi: https://prezi.com/
28
Genially: https://www.genial.ly/
29
Emaze: https://www.emaze.com/
30
In order to create a unified social media feeds there are lots of tools
such as Juicer (https://www.juicer.io/) or Social Feed (https://wordpress.
org/plugins/wp-social-feed/).
31
CmapTools: https://cmap.ihmc.us/cmaptools/
32
Mindomo: https://www.mindomo.com/
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226
Chapter 8
M-Learning as a Driving
Force of Social Engagement,
Responsible Collaboration,
and Student Interaction:
Resources for Social Sciences Education
ABSTRACT
The normalization of the use of these devices offers facilities for exploration,
personalization of learning, and greater adaptation to the rhythm of students.
In this chapter, a conceptualization of m-Learning will be presented including
the main m-Learning features. After, the authors focus on applications for
social sciences education. This chapter is divided into two parts. The authors
review general applications that can be useful for the teaching and learning
of social sciences, offering numerous procedural possibilities at the service of
the area. After, they review some specific applications that, beyond concepts
and facts, offer multiple procedural possibilities connected with conceptual
contents of this area of knowledge. Finally, other resources and teaching
guidance for m-Learning will be presented, including relevant websites with
lots of resources for the teaching and learning of social sciences, geography,
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and history.
DOI: 10.4018/978-1-7998-2882-2.ch008
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INTRODUCTION
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
CONCEPTUALIZATION AND
CHARACTERISTICS OF M-LEARNING
As Farley, Murphy & Rees (2013) indicates, researchers have the challenge to
provide a unified definition of m-Learning different from e-Learning. Osman,
El-Hussein & Cronje (2010) highlight the mobility as a significant point on
the most of definitions of m-Learning in three categories: mobility of learners,
mobility of technology, mobility of learning in the landscape. Mobile devices
are widely used to support a learning with lots of opportunities such as free
access or reduced restrictions in terms of time and space (Adebayo, 2010;
Brown & Mbati, 2015; Aghaee, Jobe, Karunaratne, Smedberg, Hansson &
Tedre, 2016; Moreno-Agudelo & Valencia-Arias, 2017). In other words, from
a general point of view, m-Learning are practices that use mobile devices
and technologies of wireless data transfer extend for teaching and learning
processes (Pardo & Balestrini, 2010). As Depetris, Tavela & Castro (2012)
and Gómez-Ramirez, Valencia-Arias & Duque (2019) indicates, m-Learning
combined with a Virtual Learning Environment (VLE) is derived from mobile
technology and Web 2.0; introducing advantages that include personalization
of learning experiences and selection of device, place, and time, and including
an improvement of the design of learning environments where experiences
adapted to the student’s reality are promoted. In general, we can define
m-Learning as a type of e-Learning that occurs through mobile devices, apps
and internet, and that allows students to learn autonomously whenever and
wherever they want, including immediate interaction, contextualization and
natural integration in their daily activity.
From a technical point of view, some difficulties of introducing of
m-learning in education is related to connectivity, small screen sizes, limited
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
This section is divided into two parts. In a first subsection, general useful
apps for teaching and learning Social Sciences will be reviewed; offering
numerous procedural possibilities at the service of the area. In a second
subsection, we will review some specific apps for the teaching of Social
Sciences, Geography and History that go beyond the merely conceptual and
offers multiple procedural possibilities explicitly and naturally connected
with conceptual contents of this area of knowledge.
231
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
• Magisto: it is a video editor useful to make fast social videos with lots
of high-quality video and image options.
• Lapse It: this app is used to get and record time lapse videos. Time
lapse is a photograph technique that shows an accelerated view of
slowly changing events such as movement of clouds, the rising and
setting of the sun, etc.
• Explain Everything: it is a mobile whiteboard app to teach, present,
sketchnote, create videos and collaborate in work groups.
• Comic Strip It: it is a tool to create comic-books, comic-strips, and
storyboards using an Android phone.
• Comic Book: it is an app to create comics with different graphic effects,
105 inspiring layouts, 374 hand-drawn comic Stickers, 12 caption and
text tools, or auto-content from Facebook and Flickr.
There are lots of apps for m-Learning that can be use in the teaching
and learning of Social Sciences, Geography and History. In relation to
this, as indicated by Becker, Cummins, Davis, Freeman, Hall Giesinger &
Ananthanarayanan (2017), Hotseat1 is a mobile app that has been developed at
Purdue University (United States) and it allows students to publish questions
and comments in real time during class development. These questions are
published anonymously or through their respective social media profiles;
including participation through SMS, answering questions from others, like the
messages or answering questionnaires. These authors highlight that teachers
recognize as benefits a greater involvement, adaptation of teaching based on
student feedback, also helping the most introverted students to participate.
Countries, Learn World Geography, History and Social Studies, Geo Touch,
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
◦◦ Website: http://cort.as/-QgLI
• News-O-Matic EDU: it delivers news regarding interest of students.
◦◦ Website: http://cort.as/-QgML
• Student News Daily: it provides current events materials for the high
school classroom. Content categories include a Daily News Article and
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Other History teaching apps are, for example, History Vault, Study AP
World History, Udemy or WHExperience. On the other hand, Wallen (2014)
hightlight five applications for creating timelines: Timeglider, RWT Timeline,
Tiki-Toki, Capzles and myHistro. They can be useful to organize facts and
events in time and in order to delve in causes and consequences.
Moll (2016), on the other hand, defines a mobile app like any computer app
that is carried out on smartphones and tablets and that is distributed through
mobile operating systems. Moreover, he makes a classification around
functionality with some examples that may be useful for the user. Some of
those examples we have seen previously. In addition, throughout different
chapters, we have seen other apps that can be used through mobile devices
and that are not in the following list. This classification could be useful as
a basic orientation: apps to create lists of students and tasks (Wunderlist,
Google Talk, Busy, Astrid, etc.); apps to take notes (Evernote, Colornote,
Plaintext, Google Keep, etc.); apps to take notes manually (Penultimate,
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
etc.); and Storage apps (Dropbox, Google Drive, etc.). On the other hand,
some general ideas to use these apps for the teaching and learning of Social
Sciences, Geography and History are:
These and many other ideas indicated in other chapters must be integrated
into broader teaching-learning processes of the Social Sciences, which
involve selection, sequencing and organization of contents considered by the
integration of concepts, procedures and attitudes. That promotes social and civic
competences, in addition to other necessary competencies in societies related
to creativity, critical thinking and collaboration; or that integrate continuous
and plural evaluation tasks as part of the teaching - learning methodology.
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
manuscripts. According the app page, it allows users to create their own
collections and sharing them, travel with tours of iconic sites, famous
buildings and natural wonders, on one screen or in VR. It includes art
recognizer and art selfie.
◦◦ Website: https://artsandculture.google.com/
• World History: World History for Us All is innovative model
curriculum for teaching world history in middle and high schools
created by national collaboration of teachers, collegiate instructors,
and educational technology specialists. According the website, it offers
teaching units, lesson plans and resources. It presents the human past
as a single story rather than unconnected stories of many civilizations,
helps teachers meet state and national standards, enables teachers
to survey world history without excluding major peoples, regions,
or time periods, helps students understand the past by connecting
specific subject matter to larger historical patterns, draws on up-to-date
historical research and may be readily adapted to a variety of world
history programs.
◦◦ Website: https://whfua.history.ucla.edu/
• EDSITEment: related to humanities education, it includes lesson plans,
curricula, teacher’s guides, student activities (and real innovative
experiences) and readings.
◦◦ Website: https://edsitement.neh.gov/
• Newsela: website to improve the engagement of students regarding the
reading of topics in different subjects; including text sets for Social
Studies.
◦◦ Website: https://newsela.com/
• CNN 10: CNN 10 replaces CNN Student News and it offers 10-minute
news that can be seen as a streamed video or can be downloaded as a
free podcast. According de website, the show’s priority is to identify
stories of international significance and then clearly describe why
they’re making news, who is affected, and how the events fit into a
complex, international society. Students can learn from every story
on CNN 10. The show maintains a neutral position on controversial
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
◦◦ Website: https://www.docsteach.org/digital-vaults
• Museums of The World: this page connect students with thousands of
museums and galleries from all over the world in one place. Searching
categories are Country, City and type.
◦◦ Website: http://museu.ms/
• Digital Public Library of America: it includers more than 35,000,000
images, texts, videos, and sounds from across the United States.
◦◦ Website: https://dp.la/
• Internet History Sourcebooks Project: it includes a collection of public
domain and copy-permitted historical texts for educational use in high-
school and university courses. Sources can be available to students and
documents associated with a “western civilization”; providing also
much information on Byzantine, Islamic, Jewish, Indian, East Asian,
and African history.
◦◦ Website: https://sourcebooks.fordham.edu/index.asp
• Historic Newspapers: this page allow students to use historic
newspapers from the world’s largest archive from specific dates.
◦◦ Website: https://www.historic-newspapers.co.uk/
• Digital History Project: in the space “Teaching Digital History”
involves methodological questions, narrative theories, computational
programming, technical writing, group projects, and digital media
productions. Moreover, undergraduate and graduate student projects
and course syllabi.
◦◦ Website: http://digitalhistory.unl.edu/
• Facing History and Ourselves: this website is related to use of history
lessons to challenge teachers and their students to stand up to bigotry
and hate. According the website, independent research studies show
that experience in a Facing History classroom motivates students to
become upstanders in their communities, whether by challenging
negative stereotypes at the dinner table, standing up to a bully in their
neighborhood, or registering to vote when they are eligible.
◦◦ Website: https://www.facinghistory.org/
• The History Engine: it is a collection of thousands of historical
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
CONCLUSION
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A study by Bustillo, Rivera, Guzman & Ramos (2017) shows how, through
the use of mobile apps, the teacher uses different teaching strategies with the
intention of generating meaningful learning for certain themes. In general,
m-Learning is a type of e-Learning that occurs through mobile devices, apps
and internet. It that allows students to learn autonomously whenever and
wherever they want, including immediate interaction, contextualization and
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
REFERENCES
Adams Becker, S., Cummins, M., Davis, A., Freeman, A., Hall Giesinger,
C., & Ananthanarayanan, V. (2017). The NMC Horizon Report: 2017 Higher
Education Edition. Retrieved from http://educalab.es/documents/10180/38496/
Resumen_Informe_Horizon_2017/44457ade-3316-418e-9ff9-fd5e86fc6707
Adebayo, F. A. (2010). Towards the successful implementation of open
and distance learning in Nigeria. Paper presented at the 12th Cambridge
Conference on Open and Distance Learning, Cambridge, UK.
Aghaee, N., Jobe, W. B., Karunaratne, T., Smedberg, Å., Hansson, H., &
Tedre, M. (2016). Interaction gaps in PhD education and ICT as a way forward:
Results from a study in Sweden. The International Review of Research in
Open and Distributed Learning, 17(3). doi:10.19173/irrodl.v17i3.2220
Al-Adwan, A. S., Al-Madadha, A., & Zvirzdinaite, Z. (2018). Modeling
Students’ Readiness to Adopt Mobile Learning in Higher Education: An
Empirical Study. International Review of Research in Open and Distributed
Learning, 19(1), 221–241. doi:10.19173/irrodl.v19i1.3256
Ali, R., & Arshad, M. (2016). Perspectives of students’ behavior towards
mobile learning (M-learning) in Egypt: An extension of the UTAUT model.
Engineering, Technology &. Applied Scientific Research, 6(4), 1109–1114.
Aula Planeta. (2018). Herramientas para iniciarse en el aprendizaje móvil.
Retrieved from https://www.aulaplaneta.com/2018/03/27/recursos-tic/
herramientas-para-iniciarse-en-el-aprendizaje-movil/
Brown, T. H., & Mbati, L. S. (2015). Mobile learning: Moving past the myths
and embracing the opportunities. The International Review of Research in
Open and Distributed Learning, 16(2). doi:10.19173/irrodl.v16i2.2071
Bustillo, J., Rivera, C., Guzmán, J., & Ramos, L. (2017). Benefits of using
a mobile application in learning a foreign language. Sistemas & Telemática,
15(40), 55–68. doi:10.18046yt.v15i40.2391
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
Deaton, B., Herron, J. H., & Deaton, C. C. M. (2018). Mobile Technology and
Learning. In V. C. Bryan, A. T. Musgrove, & J. R. Powers (Eds.), Handbook
of Research on Human Development in the Digital Age (pp. 87–108). IGI
Global. doi:10.4018/978-1-5225-2838-8.ch005
Depetris, M. R., Tavela, D., & Castro, M. F. (2012). El futuro de las tecnologías
móviles y su aplicación al aprendizaje: Mobile learning [The future of
mobile technologies and their application to learning: Mobile learning].
In VII Congreso de Tecnología en Educación y Educación en Tecnología.
TE&ET (pp. 6). Buenos Aires, Argentina: Red de Universidades Nacionales
con Carreras de Informática.
Educators Technology. (2017). 12 Good Social Studies Apps for High School
Students. Retrieved from https://www.educatorstechnology.com/2017/10/12-
good-social-studies-apps-for-high.html
Elfeky, A. I. M., & Masadeh, T. S. Y. (2016). The Effect of Mobile Learning
on Students’ Achievement and Conversational Skills. International Journal
of Higher Education, 5(3), 20–31. doi:10.5430/ijhe.v5n3p20
Farley, H., Murphy, A., & Rees, S. (2013, December). Revisiting the definition
of Mobile Learning. In Proceedings of the 30th Australasian Society for
Computers in Learning in Tertiary Education Conference (ASCILITE 2013)
(pp. 283-287). Sydney, Australia: Macquarie University.
Franklin H. S. History. (n.d.). Social Studies. Retrieved from https://sites.
google.com/view/franklinhighschoollibrary/social-studies
Gómez-Ramirez, I., Valencia-Arias, A., & Duque, L. (2019). Approach to
M-learning Acceptance Among University Students: An Integrated Model of
TPB and TAM. International Review of Research in Open and Distributed
Learning, 20(3), 141–164. doi:10.19173/irrodl.v20i4.4061
ISFE. (2017). The New Faces of Gaming. Recuperado de https://goo.gl/zuYvgE
JISC. (2011). Why mobile learning? Retrieved from https://www.jisc.ac.uk/
guides/mobile-learning/why-mobile-learning
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M-Learning as a Driving Force of Social Engagement, Responsible Collaboration
ENDNOTE
1
Hotseat: https://www.openhotseat.org/Login?ReturnUrl=https%3a%2
f%2fwww.openhotseat.org%2f
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246
Chapter 9
U-Learning and Virtual
Classrooms in Social
Sciences Education:
Virtual Learning Environments
and Participation
ABSTRACT
The development of internet, wireless devices, and sensors; the expansion of the
use of mobile technologies; or the development of applications have enabled
different ubiquitous learning modalities. u-Learning is an expanded model
from e-learning and m-Learning with features such as mobile, collaborative,
interactive, omni-synchronous, and experimental that fosters interaction and
breaks limitations by place and time in the teaching and learning of social
sciences, geography, and history. U-Learning is considered as a learning model
that integrates technology in the assessment and monitoring of educational
processes of the students, a learning model where virtual classrooms and
virtual learning environments are highlighted. In a social context with a lack
of civic engagement and democratic participation, interactive character of
virtual classrooms, including social networks, is essential because they connect
teachers, students, and parents in addition to encouraging participation in
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DOI: 10.4018/978-1-7998-2882-2.ch009
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U-Learning and Virtual Classrooms in Social Sciences Education
INTRODUCTION
Although the term “ubiquitous technology” dates to 1910, the term “ubiquitous
computing” would be coined in 1988 by Weisser when referring to the presence
and integration of computers in people’s lives to facilitate problem solving.
However, in the educational context, the development of the internet, wireless
devices and sensors, the expansion of the use of mobile technologies or the
development of apps have enabled the development of different ubiquitous
learning modalities (Delgado-Algarra & Lorca-Marín, 2019). With the
expansion of internet and the use of handheld devices, teachers can implement
ubiquitous learning (u-Learning) in Virtual Learning Environment (VLE)
as an extension of e-Learning environments that include apps and services
related to mobile devices (Case, 2008). In other words, u-Learning is originated
by the convergence of e-Learning and m-Learning (figure 1) and it allows
learning to take place independently of time and place through features
such as permanence of the work, accessibility to materials from anywhere,
immediacy to access the materials at any time, interactivity, activities based
on needs and concerns, and adaptability. U-Learning transcends beyond
the classroom, empowering students in relation to knowledge management
through VLE. Due to the importance of interaction between teachers, students
and family, the current virtual classrooms offer multiple tools to facilitate
discussion, interaction and information exchange. It incorporates defining
elements of a social network and sometimes contributes to the creation of
virtual learning communities.
In this chapter, the main features of u-Learning (mobile, collaborative,
interactive, omni-synchronous, experimental) will be reviewed, considering
it as a model that integrates technology in the assessment and monitoring of
educational processes of the students and breaking the limitations by place and
time in the teaching and learning of Social Sciences, Geography and History.
Regarding u-Learning, we will introduce virtual classrooms and Virtual
Learning Environments (VLE); highlighting that Learning Management
Systems (LMS) offers technologies for e-Learning and Learning Content
Management System (LCMS) offers contents useful for e-Learning and
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u-Learning with e-Leaning and m-Learning, some of these tools have already
been reviewed in previous chapters from a different perspective.
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stands out that it blurs the space-time boundaries; facilitating access and
the production of collaborative knowledge mediated by a horizontal and
participatory interaction (Rodríguez Zidán, Claudia Cabrera & Zorilla, 2019).
Díez-Gutierrez and Diaz-Nafría define ubiquitous technology as the technology
that allows interaction between people, groups and networks, mediated by
devices ranging from mobile phones to alternative social networks or the deep
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U-Learning and Virtual Classrooms in Social Sciences Education
internet (2018: 55). Moreover, they write about the concept of Ubiquitous
Learning Ecologies, considering as environments that foster and support
the creation of networks and expanded Learning Communities mediated by
digital technologies. Thus, in general, as we said above, the widespread use
of mobile devices is impacting not only on access to information, but also
on ways of people interaction.
Stage 1: Access and motivation: it is the first contact that students have in
relation to the course. A welcome message providing some guidance,
technical support, contact mail, etc.
Stage 2: Online socialization: after solving technical problems, an explicit
communication and exchange rules must be established by mail, forum
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U-Learning and Virtual Classrooms in Social Sciences Education
students, and helping them feel engaged with topics. That is why,
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U-Learning and Virtual Classrooms in Social Sciences Education
Classroom
Classroom1 is a Google for Education tool created with educators that helps
students and teachers in the organization of assignments, boost of collaboration
and fostering a better communication. teacher-approved apps are integrated
with Classroom, apps such as:
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U-Learning and Virtual Classrooms in Social Sciences Education
According the website, this tool allows users the following features:
Tiching
• Competencies.
• Typology: resources, sequences, books.
• Language.
• Media type: video, audio, text, image and interactive.
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Webinar
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U-Learning and Virtual Classrooms in Social Sciences Education
there are some social networks aimed specifically at the educational field.
This type of social networks allow teachers, students and families to contact.
As the Education 3.0 (2018) team indicates, some of these educational social
networks are:
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U-Learning and Virtual Classrooms in Social Sciences Education
access code to these groups to check the contents that are uploaded.
• Some Edmodo features for teachers are:
◦◦ Communication tools like Posts and Messages.
◦◦ Sharing digital assignments, creating quizzes, or bringing the
teacher favorite tools onboard.
◦◦ Exploring Discover, browsing Spotlight, or following hashtags
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U-Learning and Virtual Classrooms in Social Sciences Education
The central feature in all of these tools is students participation and the
importance of promoting student´s interaction, and reflection. The knowledge
about the lacks in civic engagement and participation in Democracy nowadays
is based on researches that, as Kenna & Hensley (2019) indicates, conclude
that there is a gradual decline in the civic and political participation among
youth (ages 18-29) since the 1970s. Regarding that, these authors state that
teachers can use social media to improve students’ civic engagement and they
highlight classroom techniques for using social media in Social Sciences such
as: virtual social networks, micro-blogging and backchanneling; providing
feed-back to the user (Lala, Milhorat, Inoue, Ishida, Takanashi & Kawahara,
2017). Due to the importance of interaction between teachers, students
and family; the current virtual classrooms offer multiple tools to facilitate
discussion, interaction and information exchange; incorporating defining
elements of a social network and sometimes contributing to the creation of
virtual learning communities.
CONCLUSION
The expansion of the use of ICTs by citizens has been followed by the usual
use of mobile apps and tablets on everyday context. In learning proposals,
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on the other hand, it is possible to ignore this reality and prohibit the use
of technologies in the classroom. However, we consider that, from a school
understood as an engine of social change, it is desirable to include the
responsible and meaningful use of ICT, mobile apps and digital devices in
the teaching-learning processes (Delgado-Algarra & Lorca-Marín, 2019).
Likewise, we consider that the inclusion of technologies should be done taking
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U-Learning and Virtual Classrooms in Social Sciences Education
REFERENCES
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U-Learning and Virtual Classrooms in Social Sciences Education
Coates, H., James, R., & Baldwin, G. (2005). A critical examination of the
effects of learning management systems on university teaching and learning.
Tertiary Education and Management, 11(1), 19–36. doi:10.1080/1358388
3.2005.9967137
Cobo Romaní, C., & Moravec, J. W. (2011). Aprendizaje Invisible. Hacia
una nueva ecología de la educación. Collecció Transmedia X.
De Oliveira, P. C., De Almeida, C. J. C., & Nakayama, M. K. (2016). Learning
Management Systems (LMS) and e-Learning Management: An integrative
review and research agenda. Journal of Information Systems and Technology
Management, 13(2), 157–180. . doi:10.4301/S1807-17752016000200001
De Pro, A. (2011). Conocimiento científico, ciencia escolar y enseñanza
de las ciencias en la educación en secundaria. In Didáctica de la física y la
Química (pp. 13–33). Barcelona: Graó-Me.
Delgado-Algarra, E. J., & Lorca-Marín, A. A. (2019). Experiencias y recursos
móviles para la formación del profesorado en didáctica de las ciencias
experimentales y sociales. In C. Hervás-Gómez, E. Vázquez-Cano, J. M.
Fernández-Batanero & E. López-Meneses (Eds.), Innovación e investigación
sobre el aprendizaje ubicuo y móvil en la Educación Superior (pp. 161-174).
Barcelona: Octaedro.
Derouin, R. E., Fritzsche, B. A., & Salas, E. (2004). Optimizing e-learning:
Research-based guidelines for learner-controlled training. Human Resource
Management, 43(2-3), 147–162. doi:10.1002/hrm.20012
Díez-Gutiérrez, E. & Díaz-Nafría, J. M. (2017). Ubiquitous learning ecologies
for a critical cyber-citizenship. Comunicar, 54.
EC. (2010). Una estrategia para un crecimiento inteligente, sostenible e
integrador. EC.
Fayol, H. (1990). Administração industrial e geral: previsão, organização,
comando, coordenação e controle (10th ed.). São Paulo: Atlas.
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U-Learning and Virtual Classrooms in Social Sciences Education
ENDNOTES
1
Classroom: https://edu.google.com/products/classroom/?modal_
active=non
2
Tiching: http://es.tiching.com/
3
Webinar: https://www.webinar.nl/en/webinars/what-is-a-webinar/
4
Go to Webinar: https://www.gotomeeting.com/webinar
5
Youtube Live: https://www.youtube.com/live_dashboard_splash
6
ClassOnLive: https://www.classonlive.com/
7
Cyber correspondents: https://www.cibercorresponsales.org/
8
Internet in the Classroom: http://internetaula.ning.com/
9
Clipit: http://clipit.es/urjc/
10
Brainly: https://brainly.lat/
11
Docsity: https://www.docsity.com/en/
Copyright © 2020. IGI Global. All rights reserved.
12
Edmodo: https://new.edmodo.com/?go2url=%2F%3Flanguage%3Des
13
Eduskopia: https://eduskopia.com/
14
Other Education: https://www.otraeducacion.es/
15
RedAlumnos: http://www.redalumnos.com/
16
Schoology: https://www.schoology.com/
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268
Chapter 10
The Future of ICT/LKT
in the Teaching and
Learning of Social Sciences,
Geography, and History:
Adaptive Learning and
Artificial Intelligence
ABSTRACT
Most experts consider that society has entered in a Fourth Industrial Revolution
that implies ubiquitous changes characterized by a fusion of technologies
that is blurring the lines that differentiate physical, digital, and biological
spheres. This implies to open a door to important changes in the teaching and
learning of the social sciences, geography, and history. Regarding this, it is
necessary that both citizens and organizations develop new skills. Artificial
intelligence as education technology is possible due to digital and online
tools. Adaptive learning, meanwhile, is related to artificial intelligence,
personalizing the learning and offering contents adapted to students. New
challenges in the teaching of social sciences extends beyond the learning
of facts and events. As a result of changes in society of Fourth Industrial
Copyright © 2020. IGI Global. All rights reserved.
DOI: 10.4018/978-1-7998-2882-2.ch010
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
INTRODUCTION
The development and widespread use of the internet, the expansion of the
use of mobile technologies and the development of all kinds of apps for
laptops, mobiles and tablets have developed different learning modalities
with Information and Communication Technologies (ICT) and Knowledge
and Learning Technologies (KLT) in the following terms (Delgado-Algarra
& Lorca-Marín, 2019): e-Learning are lessons developed online, including
teleformation, distance learning, virtual teaching or online teaching in a
flexible way. Regarding m-Learning, they are lessons developed through
mobile devices and they are able to develop asynchronous, synchronous or
interaction learning during the lessons. In relation to b-Learning they are
lessons developed in a blended way that combines asynchronous meetings
of e-Learning with synchronous meetings of face-to-face, including virtual
learning environments (LMS), multimedia resources, virtual communication
tools (forums, in its non-face-to-face phase) emails, etc.), downloadable
documents, videoconferences, webinars, inverted classroom, project work,
etc. Finally, u-Learning is related to ubiquitous learning lessons supported
in the extension of e-Learning environments with the inclusion of apps and
services associated with mobile devices. In general, the most relevant sectors
would be education, media, information managers, computer services and
technological research. Moving away from positions based on technological
determinism, the development of technologies no longer determines the
changes in social structures or the transformation of the teaching-learning
process. Nowadays, adaptive systems are at least composed of methods
that allow users to organize contents to be learned, techniques of matching
the presentation of properly contents adapted to individual students in a
personalized way and multiple assessment inputs to evaluate students’ skills.
On the other hand, as a new social, political and economic challenge, ABC
Newspaper (September 25, 2017) talk about Artificial Intelligence (AI) as
an unstoppable process.
On the other hand, most of experts considers that society has entered in the
fourth industrial revolution. It implies ubiquitous changes characterized by
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
has influence over education possibilities and, due to the importance for the
current society, teachers of Social Sciences, Geography and History should
not ignore these changes that affect the lives of people in society, connecting
past, present and future and including these changes as relevant social and
environmental issues. In other words, in the fourth industrial revolution people
will be replaced by robots in certain jobs (and new jobs will be created). This
would imply important changes at social and economic level in the mid-term
that should be considered as an issue for research, analysis and reflection in
the teaching and learning of Social Sciences with other school areas such as
natural sciences.
With the development of AI and robotics, the European Parliament’s Legal
Affairs Committee (2016) urges the European Union to harmonize safety,
ethical and legal standards. These are the nine laws contained in the European
civil laws rules in robotics document prepared by the European Chamber:
protect human beings from damage caused by robots, respect the rejection of
attention by a robot, protect human freedom against robots, protect humanity
against privacy violations committed by a robot, management of personal
data processed by robots, protect humanity against the risk of manipulation
by robots, avoid the dissolution of social ties, equal access to progress in
robotics and restrict human access to improvement technologies. Regarding
this, as Schwab (2015) indicates, according to early results from a survey by
the World Economic Forum, it can be anticipated profound disruptions from
the increasing adoption of mobile Internet, cloud technology, flexible works,
3-D printing or new energy supplies, among other changes. This author adds
that whenever technology is more and more responsible for knowledge-based
work, cognitive skills in the school will remains important, but behavioral
and non-cognitive skills necessary for collaboration, innovation and problem-
solving will become essential as well. In this chapter we are going to talk about
challenges for the teaching and learning of social sciences in XXI century
regarding ICT and innovation, adaptive learning technologies, artificial
intelligence, robotics and mixed reality.
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
The information society, the knowledge society and the learning society
imply profound changes in the teaching and learning of the Social Sciences,
Geography and History. In this sense, as Alfonso-Sánchez (2016) indicates,
it is necessary that both citizens and organizations develop new cognitive
demands and new capacities; assuming a series of ethical principles that
provide opportunities for community development. The knowledge society,
in developed countries since the mid-twentieth century, and the information
society, since the early 2000s, are based on access to information, freedom
of expression and linguistic diversity. In general, two clearly differentiated
areas are identified within the knowledge society (Bueno, 2001, Alfonso-
Sánchez, 2016):
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
The new role of the teacher in the face of the new challenges that the
digital era will pose and in his role in the process, must pass not only by the
use of the materials, but also by a behavior, an attitude, a model that will
make this an approach such that it is necessary to consider its definition to
move from a formative, educating role, to a dynamic role, of orientation
and tutoring. (Lorca-Marín et al, 2017). One of the great advances of the
21st century is the easy access that students have to a large amount of
information. The real difficulty is that students learn to look for information
from valid and reliable sources, who know how to select information, who
know how to contrast it or who understand the interests of those who select
and hide information. Textbooks are victims of intellectual impoverishment
or “dumbing-down” (Bennetta, 1997, Mejía, 2009), which is enhanced by
the intellectual impoverishment that occurs in the mass media, whose The
objective is also to become objects of mass consumption “for all” (Coles and
Amstrong, 2007). As López Facal affirms: “it is practically impossible to
treat History in some 300 pages with some depth if it is not making each of
the chapters a succession of facts, dates, concepts and unconnected characters
and difficult to understand” (2011: 9). This problem has been studied by
multiple researchers and is linked to the so-called “readability formulas”
(Boston, 1986), that is, it is linked to a process of mechanization of the level
of complexity and extension of the words depending on the grade level of
students who, in general, are used by authors and publishers of textbooks, a
process that, far from being new, dates back to Sherman’s literary analysis in
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
teaching and content, the interests of different social groups and the careful
treatment of genders, ethnic groups and political, religious and environmental
movements, among others” (Mejia, 2009: 467).
Interest in textbooks as resources for socialization of future adult citizens is
especially evident in case Social Science, Geography and History textbooks,
whose contents and its use in classroom can facilitate the setup of a social
reality determined by prevailing political force. This situation implies that
textbooks in this area are always object to criticisms and, in this way, ideological
factors emerging from them can be especially conflicting.
The teaching of social sciences connected with socio-environmental reality
allows students to connect with the world; However, the information you
receive may be potentially false or have an ideological bias with indoctrinating
intentions. Therefore, the change of the role of the teacher from manager and
transmitter of knowledge to guidance and guidance of the teaching-learning
process, a process where the student learns to search, select and make use of
information in an active and critical way, is has seen more power than ever
with the development of ICT. The possibilities of ICT and the expansion of
their daily use among students through the internet, video games and mobile
devices have not always had a real reflection in educational practice. Thus,
highlighting that the presence of technologies in the classroom or their use
does not guarantee educational innovation and, focusing on praxis, Gómez,
Ortuño & Miralles (2018), consider that it is necessary to take advantage of
the use of the Internet with a purpose teaching, highlighting its possibilities
in terms of information transmission and communication facilities.
In general, the most relevant sectors to generate a learning society would
be education, the media, information managers, computer services and
technological research. All this leads us to go one step further and talk about
what is known as the learning society, a concept that was formulated in the
work The Learning Society (Hutchins, 1970) and which, at present, refers to
the approach of a Cooperative and universal learning, supported by the use
of technologies and the increasing virtualization of learning spaces. Within
the knowledge society in which developed countries have been located since
the mid-twentieth century) and information (since the beginning of the new
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
humans, that act like humans, that think rationally or that act rationally. In
this chapter, we review AI and robotics.
Blockchain is a data structure in which the information contained is grouped
into sets (blocks) to which meta-information relative to another block of the
previous chain is added in a timeline. Depending on the access to the data,
Blockchains can be public or private. Depending on the permissions, they
can be with permissions or without permissions. According to combinations
of access and permits, they can be public without permission, public with
permits and private with permits. Blockchain could provide to individual
students an accurate record of their knowledge and skills useful for students
who transfer among several institutions or those who want to transition,
for example, from formal education environment to the civilian workplace.
Finally, virtual assistants correspond to a technology that allows users to
naturally interfaced with a device by speaking commands, asking questions
or using gestures to learn, work, and stay connected to others in the virtual
environment. AI-augmented machine learning has increased the accuracy of
automatic speech recognition (ASR) and related natural language processing
(NLP). They are becoming familiar alternatives for users to conversationally
interact with their mobile devices and voice-activated home assistants, so that
current popular virtual assistants are Siri, Alexa or Google Assistant. Just
as search engine optimization (SEO) has dominated the consumer sector to
improve the optimization of web search results, voice engine optimization
(VEO) has the potential to contribute to a broader diversity; including in
future the introduction of virtual assistants in education through the growth
of broad language options and less bias.
New challenges in the teaching of Social Sciences extends beyond the
learning of facts and events. As a result of changes in society of Fourth Industrial
Revolution, TBL with the support of LKT, creativity and cooperation are
some of the essential learning goals. Due to the expansion of internet use and
the didactic use of technologies, it has been possible to transform learning
experiences from the traditional classroom to online and mixed learning.
However, if we add to this the expansion of the use of mobile phones and
tablets, in addition to the development and use of mobile applications, through
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
Table 1 continued
Category Subcategory Descriptor
Skills are defined units of knowledge, skills, and abilities used in evaluation. Skill standards
libraries are built as a correlative “reference point” or outcome in modular adaptive content
and assessment; informing students about what is expected of them. Through the use of
a standard it is possible to judge a competence achievement that is not dependent on the
performance of other students, and standards libraries inform learners, as well as other
Skill Standards stakeholders, about what is expected of them. Competency and skill definitions must allow to
Libraries confirm mastery (or not) in a student’s ability to source, process, manage, communicate, and
apply knowledge across diverse contexts. Regarding the teaching of social sciences, the mere
memorization of merely conceptual school knowledge is not considered desirable. The school
contents of social sciences, geography and history are alive, as is the disciplinary content
Competency of the reference sciences; in addition, it is necessary to integrate concepts, procedures and
frameworks varied attitudes that make possible the construction of social and civic competence.
In a competency framework, identified skills and competencies are defined by “sub-
Competencies/Sub- competencies”. They are specific facets of an individual, aggregate competency. Students’
Competencies progress is reviewed through mastery of a series of sub-competencies that accredits to an
overall competency as a key indicator of future success.
Prior learning assessment is student-centered, and it place learners at a starting point for the
Prerequisite
next viable competency to be learned in order to build on existing knowledge. Assessing
Knowledge and
broad ranges of prior knowledge before entering an adaptive course shortcut the course-
Prior Knowledge
pacing process. In adaptive systems new knowledge becoming prior knowledge to start
Qualifiers
building further knowledge and competency.
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
from a simulator and a control system that concludes with the ordering of a
set of actions, control consisting in performing the tasks of interpretation,
diagnosis and repair sequentially, simulation to create models based on facts,
observations and interpretations, instruction to monitor the learning process
and detect errors, and information retrieval. In relation to systems that act
rationally: ideally, they are those that try to rationalize human behavior, such
as intelligent agents, autonomous entity which acts and directs its activity
towards achieving goals.
On the other hand, the three laws of robotics from the short story of
science fiction Runaround (that Asimov first published in 1942, in the journal
Astounding Science Fiction and which was reprinted) acquire a significant
importance as a consideration to be taken into account by the European
Parliament (2017) in the definition of the “general principles related to the
development of robotics and artificial intelligence for civil use” within the
Civil Law Standards on Robotics recommended to European Commission.
These science fiction reference laws of robotics are (Asimov, 1950: 40):
• A robot may not injure a human being or, through inaction, allow a
human being to come to harm.
• A robot must obey the orders given it by human beings except where
such orders would conflict with the First Law.
• A robot must protect its own existence as long as such protection does
not conflict with the First or Second Laws
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 0ver
T1
T2
T3
T4
T5
T6
T7
T8
T9
T10
T11
T12
T13
T14
T15
T16
T17
T18
T19
(Reworked from Alexander et al, 2019: 5-6, EDUCAUSE Horizon Report 2019)
LEGEND
T1 ® Blended Learning Designs.
T2 ® Growing Focus on Measuring Learning.
T3 ® Advancing Cultures of Innovation.
T4 ® Redesigning Learning Spaces.
T5 ® Deeper Learning Approaches.
T6 ® Collaborative Learning.
T7 ® Evolution of Online Learning.
T8 ® Rethinking the Roles of Educators.
T9 ® Proliferation of Open Educational Resources.
T10 ® Rethinking How Institutions Work.
T11 ® Cross-Institution & Cross-Sector Collaboration.
T12 ® Students as Creators.
T13 ® Agile Approaches to Change.
T14 ® Ubiquity of Social Media.
T15 ® Blending Formal and Informal Learning.
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
next skills level according their previous developed skills. It allows teacher
to monitor process of skills development and he receive information about
the content suggested to the student. Once Edulai proves that the skill has
been mastered, it is captured in a badge which can be collected into a public
digital portfolio accessible also by potential employers in future.
CONCLUSION
workloads, and assist teachers with analysis of large and complex number
of data sets useful for teaching and learning improvement. However, there
are concerns over equity, inclusion, and privacy.
The potential of artificial intelligence for education is still developing.
There is greater development in the consumer sector, where, for example,
virtual assistants interpret verbal cues to respond in the form of conversation,
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418e-9ff9-fd5e86fc6707
Agnihotri, L., & Ott, A. (2014). Building a Student At-Risk Model: An
End-to-End Perspective. Proceedings of the 7th International Conference
on Educational Data Mining.
Ahn, J. W. (2018). Adaptive Visual Dialog for Intelligent Tutoring Systems.
In Artificial Intelligence in Education (pp. 413–418). London: Springer.
Alexander, B., Ashford-Rowe, K., Barajas-Murphy, N., Dobbin, G., Knott,
J., McCormack, J., … Weber, N. (2019). EDUCAUSE Horizon Report: 2019
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media/files/library/2019/4/2019horizonreport.pdf?la=en&hash=C8E8D44
4AF372E705FA1BF9D4FF0DD4CC6F0FDD1
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Arntz, M. T., Gregory, T., & Zierahn, U. (2016). The risk of automation for
jobs in OECD countries: A comparative analysis. OECD Social, Employment
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New York: Doubleday.
Becker, S. A., Brown, M., Dahlstrom, E., Davis, A., DePaul, K., Diaz, V., &
Pomerantz, J. (2018). NMC Horizon Report: 2018 Higher Education Edition.
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media/files/library/2018/8/2018horizonreport.pdf
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Students”. Retrieved from http://www.textbookleague.org/82dumbo.htm
Bueno, E. (2001). Propuesta integradora del concepto de Dirección de
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Cabero, J., Leiva, J. J., Moreno, N. M., Barroso, J., & López Meneses, E.
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SCUTREA Conference.
Delgado-Algarra, E. J., & Lorca-Marín, A. A. (2019). Experiencias y recursos
móviles para la formación del profesorado en didáctica de las ciencias
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The Future of ICT/LKT in the Teaching and Learning of Social Sciences, Geography
ENDNOTES
1
IBM Watson Education: https://www.ibm.com/watson/education
2
Edulai: https://smarthink.org/edulai#new-page
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About the Author
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294
Index
C
Game-Based Learning 40-44, 46-48, 51,
Challenges 31, 41-43, 45, 51, 54, 59, 64, 67-68, 217
68, 86, 186, 203, 242, 249, 268, 270- Gamification 40-46, 51-52, 54, 56, 59, 61,
272, 275-277 67-68, 76, 85-86, 116, 132
Civics 114, 241 Geolocation AR 89
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Index
H S
History Teaching 1, 51, 86, 235 Science 5, 11-13, 15, 23, 30, 40, 53, 57-58,
63, 67, 83, 96, 103, 111, 113, 118, 125,
L 135, 158, 194, 201, 216-217, 249, 273,
278, 282-283
Learning Management Systems 131, 196, Social Networks 12, 95, 175-176, 185, 212-
247 213, 216, 242, 246, 250, 257-258, 261
Social Sciences Education 1, 40, 46, 51,
M 67, 75, 92, 102, 193, 226-227, 231,
236, 242, 246
m-Learning 85, 226-231, 233, 241-242,
246-250, 252, 255, 269, 276 T
MOOC 132, 144-145, 160, 165-169, 172-
174, 176-177, 181-183, 186 Teaching Strategies 151, 241
MOOC Platforms 172, 177 Thinking Based Learning 275
Trends 84, 269, 284, 286
O
U
Open Educational Resources 131-133,
139-140, 154, 213 u-Learning 132, 136, 142, 151, 197, 213,
Open Resources 155 246, 248-250, 252-253, 255, 257,
262-263, 269
P
V
Problems 3-6, 8-12, 15, 17, 23, 26, 28, 30,
32, 43, 48, 62, 64, 135, 174, 179, 200, Videogames 41, 46-51, 68, 86, 119
202-204, 216, 253, 275, 278 Virtual Classroom 252-254
Virtual Learning Environment 132-133,
R 142, 213, 228, 247, 252-253
Virtual Reality 76-77, 102-104, 107, 111,
Research Teaching Model 9 115, 119, 211, 276
Resources 24, 40, 42-43, 45, 51, 54-55, 59, Virtuality Continuum 77
66-68, 76, 84, 86, 92, 94, 102-103, VR Resources 115
110, 112, 114-115, 117, 119, 121-122,
124-125, 131-133, 135-136, 138-142, W
154-160, 166, 169, 174, 176, 181-182,
203-204, 212-213, 226-228, 231, 233, Websites 45, 133, 212, 217, 226, 228, 233,
235-236, 241-242, 247, 249, 253-256, 236, 241
263, 269, 273, 277
X
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