Digital Technologies Applied to Education

Base Knowledge

N/A

Teaching Methodologies

Considering the theoretical-practical nature of this curricular unit, theoretical exposition, group work and individual work will be used, valuing their participation and student involvement in the construction of their learning.
The assessment will respect the provisions of the Academic Regulation, so students can choose one of the following modalities: continuous assessment or assessment by exam.
Continuous assessment will be based on the permanent involvement and participation of students in group activities (40%) and in the eportefólio (60%).
The exam consists of a written test and deals with all the syllabus effectively taught and summarized (100%).

Learning Results

To reflect on the use of active methodologies through digital.
To develop digital learning and pedagogical innovation skills for the use of blended learning.
To promote knowledge of e-learning.
To know pedagogical innovation scenarios of gamification, game-based learning, digital storytelling, flipped learning and cooperative learning.
To integrate the scientific, technical and pedagogical components of digital integration in education.
To build, to apply and to reflect on digital resources for hybrid use.
To use collaboratively digital platforms.
To reflect on the importance of digital integration, security and privacy.
To know pedagogical innovation projects with digital in education.

Program

1.Education and training networks and contexts in the Information Society.
Experimentation of interactive digital applications.
The BYOD and Mobile Learning.
2.Democratization of access to information and knowledge: education in the network society.
Use of learning platforms for a hybrid model.
3.Educational approaches in networked learning communities.
4.Collaborative processes in networked learning communities.
The pedagogical innovation scenarios of Gamification, Game Based Learning and Digital Storytelling.
The flipped learning model.
5.Impact of learning communities on lifelong education and training.
Artificial intelligence, virtual reality and augmented reality.
6.Learning communities as a way of developing e-learning practices.
Technologies that allow the design of mobile activities.
7.Problems arising from the globalization of the Information Society.
To measure learning using digital.
The Digital turn and the Digital divide.

Grading Methods

Exam
  • - Exam - 100.0%
Continuing evaluation
  • - Individual and/or Group Work - 40.0%
  • - E-Portfolio - 60.0%

Internship(s)

NAO

Bibliography

Attewell, J., & Savill-Smith, C. (ed.) (2014). Learning with mobile devices: Research and development. Learning and Skills Development Agency.
Belini, A. (2021). Tecnologia da Informação e Educação. Clube de Autores
Carvalho, A. A. (2012). Mobile Learning: Rentabilizar os dispositivos móveis dos alunos para aprender. In A. Carvalho (Org.), Aprender na era digital: Jogos e mobile learning. DeFacto Editora
Cursino, A. (2020). Tecnologias na Educação: Contribuições para uma aprendizagem significativa. Editora Appris
Lencastre, J. A., Bento, M., & Magalhães, C. (2016). Mobile learning: Potencial de inovação pedagógica. In T. M. Hetkowski, & M. A. Ramos (orgs.), Tecnologias e processos inovadores na educação (pp. 159-176). Editora CRV.
Prensky, M. (2013). Digital game-based learning. Paragon.
Rennie, F., & Smyth, K. (2020). Digital learning. Key concepts. Routledge
Sharples, M. et al. (2014). Innovating pedagogy 2014: Open University innovating report 3. The Open University.