The Internet has brought many possibilities to access information and digital content for reusing in other contexts. This is especially interesting for future teachers of any level, who can create their educational materials readapting the already available resources -images, sounds, videos and so on- on the Internet. However, many students do not respect the licences of these resources, mainly because they are not aware of them. As part of the contents of an Educational Technology course for the third year of the studies of Primary Teacher Training of the University of the Balearic Islands (Spain), students learnt about these ethics issues related to digital contents. During the academic year 2015/16, 125 students of two groups of this course were involved in a gamification experience using Socrative -a web 2.0 technology to create interactive tests- in real-time in class. In the Socrative questionnaire, students had to answer different questions related to copyright, Creative Commons licenses and others. Its aim was find out what the students know before working directly the topic -an inicial self-assessment-, while they can see their progress in the whiteboard of the class. After the experiment, 78 students answered a questionnaire in which they were asked about their perception of the use of this kind of educational strategies and their transference in the future. The assessment from students was overall highly positive and highlights the importante of using more interactive educational strategies in class.
Victoria I. Marín, Universitat de les Illes Balears, Spain
Adolfina Pérez Garcias, Universitat de les Illes Balears, Spain
Stream: Web 2.0 technologies in the classroom
This paper is part of the ECTC2016 Conference Proceedings (View)
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