
This research examines the creation of knowledge on social networks about blood donation, the role of virtual communities and their potential to attract donors. We applied a two-step methodology, starting by interviews with blood donation management institutions in Spain (N=21) and concluding with the analysis of comments from 61 donor testimonials on TikTok (N=1,606). This social network was chosen because of the scarce institutional presence and the predominance of Generation Z, which is necessary for generational change. The results show that blood donation in Spain is seen from a positive perspective, where complaints are rare or relativised and the community encourages the behaviour imitation thanks to the feeling of pride and gratitude to donors. Knowledge is generated both from the contributions of creators and audiences and is focused on informing about the process, conditions and consequences, supporting its voluntary and altruistic nature. Overall, social, group and collaborative learning takes place, with greater success in those contents shared by health profiles but supported by all users. We conclude that TikTok plays a relevant role in the literacy and awareness of blood donation based on the virtual community collective intelligence, which will affect the donor relay thanks to the behavioural models that obtain social recognition. Esta investigación examina la creación de conocimientos en redes sociales sobre la donación de sangre, el papel de las comunidades virtuales y su capacidad para atraer donantes. Se aplica una metodología en dos pasos que parte de entrevistas a las instituciones gestoras de la hemodonación en España (N=21) y concluye con el análisis de los comentarios de 61 testimonios de donantes en TikTok (N=1.606), por ser la red social con menor presencia institucional y donde predomina la Generación Z, necesaria para el relevo generacional. Los resultados muestran que la donación de sangre en España se observa desde una óptica positiva donde las quejas escasean o se relativizan y la comunidad favorece la imitación del comportamiento gracias al sentimiento de orgullo y agradecimiento a donantes. El conocimiento se genera tanto de aportaciones de los creadores como de las audiencias y se enfoca a informar sobre el proceso, condiciones y consecuencias, defendiendo su carácter voluntario y altruista. En conjunto, se produce un aprendizaje social, grupal y colaborativo, con mayor éxito en aquellos contenidos compartidos por perfiles sanitarios, pero apoyado en todos los usuarios. Se concluye que TikTok ejerce un papel relevante en la alfabetización y en la concientización sobre la hemodonación a partir de la inteligencia colectiva de la comunidad virtual que repercutirá en el relevo de donantes gracias a los modelos de comportamiento que obtienen reconocimiento social en la red.
From a historical perspective and a prospective analysis, the article aims to understand the role of technologies and their impact on society through the postulates of media ecology. Through this meta-discipline, we delve into the rigorous review of different authors who see technologies as playing a prominent role in shaping the future because they not only influence the culture of societies, but also impact the course, advancement and meaning of history. The text focuses on the advantages and on the explanation of the risks of generative artificial intelligence, identifying eight critical scenarios: weaponization, disinformation, proxy games, weakening, blocking or withholding of value, unwanted emerging goals, deception and power-seeking behavior. Subsequently, CASI regroups them into four threats: malicious use, the AI race, organizational risks and uncontrolled AI. We end the by drawing on McLuhan’s reflections and stressing the need to scale back technologies when they have reached elevated levels of development to minimize their negative impact. Although artificial intelligence has not reached that state, there is a warning about the accelerated evolution and the need for AI literacy as a measure to face risks and threats, in a limited time before it is too late. Desde una perspectiva histórica y un análisis prospectivo, el artículo tiene como objetivo comprender el papel de las tecnologías y su impacto en la sociedad, a través de los postulados de la ecología de los medios. A través de esta metadisciplina, nos adentramos a la rigurosa revisión de diferentes autores que ven en las tecnologías un rol destacado en la configuración del futuro porque no solo influyen en la cultura de las sociedades, sino que también impactan en el curso, avance y significado de la historia. El texto se centra en las ventajas y, sobre todo, en la explicación de los riesgos de la inteligencia artificial generativa, identificando ocho escenarios críticos: armamento, desinformación, juegos de proxy, debilitamiento, bloqueo o retención de valor, metas emergentes no deseadas, engaño y comportamiento de búsqueda de poder. Posteriormente, el CASI las reagrupa en cuatro amenazas: uso malicioso, la carrera de la IA, riesgos organizativos e IA descontrolada. Terminamos recuperando las reflexiones de McLuhan y su tétrada sobre la necesidad de enfriar las tecnologías cuando han alcanzado altos niveles de desarrollo para minimizar su impacto negativo. Si bien la inteligencia artificial no ha alcanzado ese estado, se advierte sobre la acelerada evolución y la necesidad de una alfabetización en IA como una medida para afrontar los riesgos y amenazas, eso sí, en un tiempo limitado antes de que sea tarde.
The lack of adequate educommunicative training often results in the problematic use of ICT by adolescents, leading to various issues such as anxiety, depression, isolation, and the deterioration of intra- and interpersonal relationships, language impoverishment, and even aggression. In relation to the latter, the significant increase in child-to-parent violence in recent years is noteworthy, emerging as a concerning problem in multiple countries. Therefore, this study conducts a systematic review based on the PRISMA method to identify the most suitable instruments for assessing potential inappropriate use of ICT in adolescents and the child-to-parent violence stemming from it. The databases employed include Web of Science, Scopus, ProQuest, Worldcat, PubMed, PubPsych, and Dialnet, yielding a total of 224 instruments. Of these, fifteen scales were analyzed based on their characteristics and psychometric properties. After applying exclusion criteria, the ERA-RSI scale, the UPNT Questionnaire, and the CPV-Q-P were chosen. The complementarity of these three instruments allows for an exploration of the issue's current state and provides a holistic perspective that facilitates the design of appropriate educommunicative training benefiting all stakeholders and establishes measures to prevent both the inappropriate use of ICT and manifestations of child-to-parent violence arising from it. La ausencia de una formación educomunicativa adecuada deriva a menudo en un uso problemático de las TIC por parte de los adolescentes, ocasionando diversos problemas como la ansiedad, la depresión, el aislamiento, el empobrecimiento de las relaciones intra e interpersonales, el empobrecimiento del lenguaje, e incluso la agresividad. Con relación a esta última, cabe destacar el notable incremento que ha sufrido la violencia filio-parental en los últimos años, convirtiéndose en un problema preocupante en múltiples países. Por ello, este trabajo realiza una revisión sistemática basada en el método PRISMA para identificar los instrumentos más apropiados para valorar un posible uso inadecuado de las TIC en adolescentes y la violencia filio-parental derivada de este. Las bases de datos empleadas fueron Web of Science, Scopus, ProQuest, Worldcat, PubMed, PubPsych y Dialnet, obteniéndose un total de 224 instrumentos. De ellos, se analizaron 15 escalas en función de sus características y propiedades psicométricas. Una vez aplicados los criterios de exclusión, se seleccionaron la escala ERA-RSI, el Cuestionario UPNT y el CPV-Q-P. La complementariedad de estos tres instrumentos permite explorar el estado de la problemática y obtener una perspectiva holística que facilite el diseño de una formación educomunicativa apropiada que beneficie a todos los agentes involucrados y establezca las medidas oportunas para prevenir tanto el uso inadecuado de las TIC como las manifestaciones de violencia filio-parental derivadas de este.
Autism spectrum disorder (ASD) significantly impacts communicative, social, and behavioral skills, especially in children with Level 3 ASD. Augmentative and alternative communication (AAC) systems can help address these challenges. Aided augmented input emerges as an AAC strategy that enhances expression and comprehension through visual and verbal inputs from the communicator. Additionally, the development of information and communication technologies (ICT) has enabled their educational and therapeutic use to support individuals with ASD, providing versatile and accessible tools that facilitate learning, interaction, and skill development. This study aims to analyze the effects of combining aided augmented input with a multimodal ICT support called EC+, compared to ARASAAC paper-based resources, on communicative, social, and behavioral skills. A quasi-experimental design was employed to compare the effects of both resources, including two groups of 6 children each, all with Level 3 ASD. The results showed significant improvements with both resources, but the ICT support proved more effective in the areas of communication and behavior. It is concluded that EC+ offers a more interactive and effective approach to enhancing the overall development of children with ASD, complementing paper-based resources in a valuable and innovative way. El trastorno del espectro autista (TEA) afecta significativamente las habilidades comunicativas, sociales y conductuales, especialmente en niños con TEA de Grado 3. Los sistemas de comunicación aumentativa y alternativa (CAA) pueden ayudar a enfrentar estos desafíos. La estimulación asistida del lenguaje surge como una estrategia de CAA que mejora la expresión y la comprensión a través de inputs visuales y orales del interlocutor. Por otra parte, el desarrollo de las tecnologías de la información y la comunicación (TIC) ha permitido su uso educativo y terapéutico para apoyar a personas con TEA, ya que proporciona herramientas versátiles y accesibles que facilitan el aprendizaje, la interacción y el desarrollo de sus habilidades. El objetivo del estudio es analizar los efectos de combinar la estimulación asistida del lenguaje con un soporte TIC multimodal llamado EC+, en comparación con recursos en papel de ARASAAC, sobre las habilidades comunicativas, sociales y conductuales. Se empleó un diseño cuasiexperimental para comparar los efectos de ambos recursos, incluyendo dos grupos de 6 niños cada uno, todos con TEA de Grado 3. Los resultados mostraron mejoras significativas con ambos recursos, pero el soporte TIC resultó más efectivo en el área de la comunicación y del comportamiento. Se concluye que EC+ ofrece un enfoque más interactivo y eficaz para mejorar el desarrollo global de los niños con TEA, y complementa los recursos en papel de manera valiosa e innovadora.
Video games are a widespread leisure resource associated with entertainment, relaxation and escape through play. The research questions its educational potential. The aim of the study is to provide a rubric capable of evaluating the educational potential of any video game. There is no record of a comparable tool applicable to any video game. A qualitative and phenomenographic methodology was chosen. Forty-two interviews were conducted with teachers and experts from the video game industry. From the theoretical review and the analysis of the testimonies, we obtained as a result the ECV 5* (“Educational Classification of Video games 5*”) tool. The most relevant conclusion was that the educational potential of a video game is evaluable and transferable information. Thus, the ECV 5* can serve as a reference for the design and consumption of the resource, as well as for a better discernment of how far a video game can go in the education of a person. Its practical intention is to provide the data of its educational value in an easy and intuitive way: from 0 to 5 stars. It could be a way for users, educators, companies and society in general to be more aware of the educational potential of any video game, for its design, use, purchase and sale, selection, etc. El videojuego es un recurso de ocio muy extendido asociado a entretenimiento, distensión y evasión mediante el juego. La investigación indaga sobre su potencial educativo. El objetivo del estudio es aportar una rúbrica capaz de evaluar la educatividad de cualquier videojuego. No se tiene constancia de una herramienta comparable aplicable a cualquier videojuego. Se optó por una metodología cualitativa y fenomenográfica. Se realizaron 40 entrevistas a maestros y a expertos de la industria del videojuego. De la revisión teórica y el análisis de los testimonios se obtuvo como resultado la herramienta CEV 5* («Clasificación Educativa de Videojuegos 5*»). La conclusión más relevante fue que el potencial educativo de un videojuego es una información evaluable y transferible a evaluadores de videojuegos, padres, profesores, usuarios, técnicos de la industria del videojuego y la sociedad en general. Así, el CEV 5* puede servir de referencia para el diseño y consumo del recurso, así como para un mayor discernimiento de hasta dónde puede un videojuego llegar en la educación de una persona. Su intención práctica es aportar el dato de su educatividad de un modo fácil e intuitivo: de 0 a 5 estrellas. Podría ser un modo de que usuarios, educadores, empresas y la sociedad en general puedan ser más conscientes del potencial formativo de cualquier videojuego, para su diseño, uso, compraventa, selección, etc.
Previous studies have shown that social media influences adolescents' perceptions of their body image and self-esteem. This study examines TikTok's impact on these aspects, specifically focusing on adolescent boys, a demographic that has been underrepresented in research. Given the scarcity of prior studies on this topic, we employed a qualitative, exploratory methodology. The study sample was purposive, comprising 15 pre-adolescents (ages 10-14) and 15 adolescents (ages 15-19). We conducted semi-structured interviews, which were subsequently transcribed and analyzed using thematic analysis with MaxQDA software. Our findings indicate that TikTok can have both positive and negative effects on male adolescents' self-perception of body image and self-esteem. Certain practices on TikTok were associated with increased body vigilance and changes in sports practices and eating habits. While excessive use of the platform negatively impacted self-esteem, the type of content consumed also played a significant role, leading to positive outcomes in some cases. These results contrast with previous studies focused on female adolescents, highlighting the importance of exploring the male perspective. De acuerdo con estudios previos, las redes sociales afectan la percepción que los adolescentes tienen de su imagen corporal y autoestima. Este estudio se centra en TikTok, explorando si el uso de la plataforma afecta la imagen corporal y la autoestima, y de qué manera, centrándose en los adolescentes varones, un grupo que ha sido escasamente estudiado. Se utilizó una metodología cualitativa de naturaleza exploratoria, ya que existe una falta de estudios previos relacionados con los temas presentados. La muestra del estudio fue intencionada e incluyó 15 preadolescentes (de 10 a 14 años) y 15 adolescentes (de 15 a 19 años). Se llevaron a cabo entrevistas semiestructuradas que posteriormente se transcribieron y analizaron mediante un análisis temático con MaxQDA. Nuestros resultados revelaron que TikTok puede tener consecuencias tanto positivas como negativas en la autopercepción de la imagen corporal de los adolescentes varones y en su autoestima. Prácticas específicas en TikTok están relacionadas con un aumento de la vigilancia del cuerpo, así como con cambios en las prácticas deportivas y hábitos alimenticios. Hubo un impacto negativo en la autoestima asociado con el uso excesivo, pero también un impacto positivo, dependiendo del tipo de contenido consumido. Estos resultados difieren de los estudios previos con adolescentes de sexo femenino, subrayando así la relevancia de investigar la perspectiva masculina.
Over the past decade, YouTube has undergone a significant transformation, evolving from primarily being an entertainment platform to becoming a prominent learning resource. This study aims to examine the relationship between the instrumental and pedagogical dimensions of YouTube in the context of informal learning, evaluating both its technical characteristics and its contribution to the educational experience. A specific questionnaire was developed for this purpose, which underwent expert validation and was evaluated through a pilot study. The study sample consisted of 504 participants from Andalusia, Spain. Descriptive analyses and correlations, including the Spearman correlation coefficient and the contingency coefficient, were applied to explore the relationships between dimensions and variables such as age, gender, employment status, education, and usage frequency. The results highlighted a positive evaluation of both the instrumental and pedagogical dimensions, with a particular emphasis on the appreciation of accessibility, content diversity, and the ability to customize the educational experience according to user needs. Correlations revealed that a positive assessment of technical characteristics was associated with a higher evaluation of pedagogical dimensions. Additionally, a positive correlation was found between usage frequency and the evaluation of these dimensions, while age was negatively related to them. In summary, YouTube emerges as a highly relevant platform for informal learning, with its technical aspects highly valued for enriching the educational experience. Durante la última década, YouTube ha experimentado una transformación notable, pasando de ser principalmente una plataforma de entretenimiento a convertirse en un recurso de aprendizaje destacado. Este estudio tiene como objetivo examinar la relación entre las dimensiones instrumental y pedagógica de YouTube en el contexto del aprendizaje informal, evaluando tanto sus características técnicas como su contribución a la experiencia educativa. Para ello, se desarrolló un cuestionario específico que se sometió a validación por expertos y se evaluó mediante un estudio piloto. La muestra de estudio consistió en 504 participantes de Andalucía, España. Se aplicaron análisis descriptivos y correlaciones, incluyendo el coeficiente de correlación de Spearman y el coeficiente de contingencia, para explorar las relaciones entre las dimensiones y variables como edad, género, situación, formación y frecuencia de uso. Los resultados destacaron una valoración positiva tanto de las dimensiones instrumental como pedagógica, con especial énfasis en la apreciación de la accesibilidad, la diversidad de contenidos, y la capacidad de personalizar la experiencia educativa según las necesidades de los usuarios. Las correlaciones revelaron que una valoración positiva de las características técnicas estaba asociada a una mayor valoración de las dimensiones pedagógicas. Además, se encontró una correlación positiva entre la frecuencia de uso y la valoración de estas dimensiones, mientras que la edad se relacionó negativamente con ellas. En resumen, YouTube emerge como una plataforma de aprendizaje informal de gran relevancia, con aspectos técnicos altamente valorados que enriquecen la experiencia educativa.
Promoting spatial intelligence and intuition in secondary school is critical for future architecture and engineering professionals to develop their skills. Secondary schools, based mainly on digital tools, work in this direction. However, given the performance of undergraduate students, there is still room for improvement in acquiring this skill. The main drawbacks identified in developing spatial intelligence using digital tools are the need for more development of spatial vision and its lack of correlation with the physical environment. This work aims to present the experience, and results obtained in the 4º ESO+EMPRESA program of the Community of Madrid to promote spatial intelligence. The experience used a workshop methodology to relate digital and classic spatial didactics, thus interpreting the built and urban space. This activity had a favorable development among secondary school students, in which students with architecture degrees also collaborated. The results obtained in the workshop highlight that secondary school students could correlate digital and classical media to understand the relationship between urban wandering and architectural design. The workshop results confirm that using mixed spatial methods is fundamental to achieving adequate spatial development where digital tools must complement classical ones. Fomentar la inteligencia e intuición espacial en educación secundaria es clave para que los futuros profesionales de la arquitectura e ingeniería desarrollen sus habilidades. Los centros de educación secundaria, basándose principalmente en herramientas digitales, están trabajando en esta dirección. Sin embargo, teniendo en cuenta el rendimiento de los estudiantes de grado, aún queda margen de mejora en la adquisición de esta competencia. Los principales inconvenientes identificados en el desarrollo de la inteligencia espacial empleando herramientas digitales son la falta de desarrollo de visión espacial y de su falta de correlación con el medio físico. El objetivo de este trabajo es presentar la experiencia y resultados obtenidos en el programa 4º ESO+EMPRESA de la Comunidad de Madrid para fomentar la inteligencia espacial. La experiencia empleó una metodología de taller para relacionar didácticas espaciales tanto digitales como clásicas interpretado así el espacio construido y urbano. Esta actividad tuvo un desarrollo favorable por parte de los grupos de estudiantes de secundaria, en la que colaboraron también estudiantes del grado de arquitectura. Nuestros resultados muestran que el alumnado de secundaria logra correlacionar medios digitales y clásicos para comprender la relación existente entre la deambulación urbana y el diseño arquitectónico. Los resultados también confirman que la inteligencia espacial se desarrolla mejor empleando didácticas mixtas. Y se puede concluir que, para alcanzar un desarrollo espacial adecuado, las herramientas digitales han de ser complementarias a las clásicas.
Hate speech is evidence that social networks do not always favor modern democracies; there are more and more issues related to their misuse, putting Western values at stake. This phenomenon has increased with the COVID-19 pandemic. The aim of this paper is to investigate in Spanish and Italian university students their perceptions of hate speech such as sexting, grooming, cyberbullying, to analyze their online behaviors as victims and aggressors and to explore the forms of hatred towards people who have played a relevant role in the COVID-19 pandemic. Using a quantitative-descriptive methodology, 418 university students from both countries participated, recruited through non-probabilistic sampling. The results obtained show that in both countries there is an increase in the perception of hatred during COVID-19. In this context, the most increased forms of violence are sexting, gender violence and cyberbullying; among the most affected categories are healthcare workers, supermarket workers, and people with disabilities. Therefore, the results highlight the need to address hate speech with an educational approach oriented towards both critical and responsible media literacy as well as respect for diversity, interculturality, and emotional education. Los discursos de odio son una evidencia de que las redes sociales no siempre favorecen las democracias modernas; cada vez hay más problemáticas relacionadas con un mal uso de estas, poniendo en juego los valores occidentales. Este fenómeno ha aumentado con la pandemia del COVID-19. El objetivo de este artículo es investigar con estudiantes universitarios de España e Italia las percepciones que tienen sobre los discursos de odio tales como sexteo, «grooming», ciberacoso, analizar sus comportamientos en línea como víctimas y agresores, y explorar las formas de odio hacía personas que han tenido un papel relevante en la pandemia del COVID-19. Mediante el uso de una metodología cuantitativa-descriptiva, participaron 418 estudiantes universitarios de ambos países, reclutados con muestreo no probabilístico. Los resultados obtenidos evidencian que en ambos países hay un aumento de la percepción del odio durante el COVID-19. En este sentido, las formas de violencia más incrementadas son: sexteo, violencia de género y ciberacoso; entre las categorías más afectadas se encuentran los trabajadores del sector sanitario, de supermercados y las personas con discapacidad. Los resultados ponen de relieve la necesidad de tratar el discurso del odio con un enfoque educativo orientado tanto al sentido crítico y responsable de los medios de comunicación como al respeto a la diversidad, la interculturalidad y la educación emocional.
The recent pandemic forced the virtualization of educational processes around the world, which caused a series of problems in the quality of teaching due to the improvisation of its execution. The reappearance of the metaverse as a new social scenario has opened new possibilities to overcome the problems inherited by education during a pandemic. Therefore, the present study aims to review the literature on the emerging concept of "metaversity" through a systematic review. A methodology was developed following the PRISMA statement in the WoS, Scopus and Scielo databases. Twenty research studies were selected that were closest to the proposed concept of metaversity, where their main characteristics and scope are identified. The results show that, although there are no experiences that unify all possible areas to be developed in a virtualized university, there are fundamental advances in specific sectors. Educational benefits of the implementation of metaversity for students are identified, such as the improvement of cognitive skills and personalization of learning. The potential of metaversity to transform higher education is evidenced by offering not only the implementation of immersive learning but also a new center of virtual social interaction within the university campus. La reciente pandemia forzó la virtualización de los procesos educativos en todo el mundo, lo que provocó una serie de problemas en la calidad de la enseñanza debido a la improvisación de su ejecución. La reaparición del metaverso como nuevo escenario social ha abierto nuevas posibilidades para superar los problemas heredados por la educación durante una pandemia. Por lo anterior, el presente estudio tiene como objetivo revisar la literatura en torno al concepto emergente de la «metaversidad», a través de una revisión sistemática. Se desarrolló una metodología siguiendo la declaración PRISMA en las bases de datos WoS, Scopus y Scielo. Se seleccionaron 20 estudios de investigación que más se aproximaban al concepto propuesto de metaversidad, en donde se identifican sus características y alcances principales. Los resultados muestran que, aunque no existen experiencias que unifiquen todas las áreas posibles a desarrollar en una universidad virtualizada, sí existen avances fundamentales en sectores específicos. Se logra identificar beneficios educativos de la implementación de la metaversidad para el estudiantado como la mejora de habilidades cognitivas y personalización del aprendizaje. Se evidencia el potencial de la metaversidad de transformar la educación superior ofreciendo no solo la implementación del aprendizaje inmersivo sino un nuevo centro de interacción social virtual dentro del campus universitario.
Social media have become a highly effective support for the dissemination of information among broad sectors of the population, especially among young people, all over the world. As academic literature has shown, in these channels they have a preferential way of socialization and knowledge of the environment. The aim of this study is to analyse the consumption of social media by the Spanish population between 15 and 24 years, with the intention of knowing how they access news, what interactions they make, and which are the factors that provide them confidence. We use an online questionnaire provided to a national sample, representative of the study population (n=1,067) and five focus groups (n=97). The results reflect a high daily exposure to social media, the most common way of consumption for young people, who show serious deficiencies when it comes to contrasting the news because they do not have the habit or enough training to look for quality references. Most information is received involuntarily, usually limited to reading. Young people tend to occasionate little confidence, although the analysis of demographic factors shows that variables such as age, educational level and ideological positioning of young people influence the credibility they give to the news disseminated by social media.
The purpose of this qualitative study was to empower the young Chinese fans on social media through artificial intelligence (as virtual influencers) to control their body image. The study aimed to investigate fans’ opinions, experiences, and obstacles in relation to body image perception, acceptance and satisfaction through in-depth interviews with 21 informants. Based on the interview questions and research aims and objectives, a total of 11 themes were formulated to perform the thematic analysis. According to the findings, fan involvement, social media use, and exposure to idealized body ideals of virtual influencers had an impact on body image perceptions and among Chinese young female fans. The findings also highlighted the relevance of social support and positive fan groups in fostering body image satisfaction. This study’s theoretical and practical implications add to the current literature by shedding light on the complex interplay between virtual celebrity, fan practices, social media and body image satisfaction. The study emphasizes the importance of focused interventions and support networks that meet the specific issues that Chinese young female fans experience in maintaining the confidence for embracing healthy body image. The study’s weaknesses and future research directions are also discussed
The aim of this study was to provide guidelines to setting up business incubation study programs in higher education for the promotion of innovation and entrepreneurship activities in the field of animation. This study examined the relationship between business incubation program implementation, institutional policies, student engagement, faculty involvement, intellectual property (IP) management, and animation major relevant innovation and entrepreneurship activities to achieve its goals. Data collection was carried out from Chinese universities by using a survey questionnaire and results were obtained by using statistical tool in which Structural Equation Modeling (SEM) was carried out. This study believed that incubation centers in the field of animation at higher education institutions can perform better to promote innovation and entrepreneurship success by concentrating on student engagement, faculty involvement and IP management practices along with the supportive institutional policies and proper implementation of strategy. Consequently, this study has significant importance for the policymakers to promote animation major among students by considering the results of the current study. Policymakers can promote animation major through the promotion of incubation centers in Chinese higher educational institutions.
STEAM education system is largely being incorporated within different countries to develop creativity and problemsolving skills among the students. This study has also focused on sustaining regional equality and interdisciplinary integration of arts and sciences via creativity research in STEAM education systems. For this study, the qualitative data was collected from 12 science teachers working in different Chinese high schools. Thematic analysis was used for analyzing the collected interview transcripts. Four important themes were formulated which include (a) STEAM Education System, (b) Creativity in STEAM Education System, (c) STEAM Education System Issues and (d) Recommendations for STEAM Education System. The results obtained from this study showed that STEAM education system helps in encouraging student engagement, following interdisciplinary integration of arts and sciences. However, regional inequality in China prevents effective accessibility and quality of STEAM education in rural regions of the country, emphasizing the development and implementation of effective educational and regional policies. This study has also provided different practical and theoretical implications within the context of STEAM education systems.
The development of ceramic art as an aesthetic medium in Chinese education is significant aspect of contemporary fine arts education system. This study explored the status of contemporary status of ceramic arts in education and its linkage with aesthetic pleasure within the context of China. The dimensions considered in this study included integration of ceramic arts in the curriculum of Chinese universities, edu-communicative function of ceramic arts, the aesthetic characteristics of ceramic art and role of modern digital tools in spreading the art and craft associated with clay. To fulfill the aims of study and to reach an efficient conclusion, this study employed a qualitative approach. Using this approach, an overview of Chinese ceramic education was presented using both primary and secondary data, where the primary data was derived from interviews with informants from relevant universities. The findings of the study highlight that ceramic art is a significant aspect of contemporary Chinese arts education in its universities, which has the dual objective of develop artistic skills of students and also enhance the edu-communicative function of the ceramic art representing the Chinese culture. The findings revealed that ceramic art not only caried aesthetic elements but it was also a prime source of creating aesthetic pleasure as it played the role of aesthetic medium in education. It was evident that due to its aesthetic purpose, ceramic art demonstrated the notions of ‘Art for Art’s sake’. It has also been found that digital tools play a significant role in bringing innovation in ceramic art education and spread the skills of clay-art. The findings of this paper have numerous implications for the personnel and practitioners of Chinese fine arts institutions especially those who have curriculum related to ceramic art.
Con la expansión del «Big Data» y los algoritmos, es necesaria una reflexión profunda sobre cómo investigar las audiencias. Si antes el individuo era ubicado en una categoría social determinante de los gustos culturales, ahora la tecnología digital identifica pautas de comportamiento a partir del registro directo de sus acciones. Este texto explora el tipo de conocimiento que puede obtenerse del análisis de los metadatos teniendo en cuenta el contenido visionado. El trabajo de campo se ha centrado en TikTok; más concretamente, en Ac2ality, cuenta de información con 4,4 millones de seguidores en España (Comscore, 2023). Se han analizado todos los vídeos compartidos durante seis semanas del primer trimestre del año 2023 (n: 173). La finalidad era conocer (a) el grado de coherencia entre los metadatos de una misma pieza y (b) la existencia de correlaciones entre metadatos y tipo de vídeo/contenido. Para cada metadato (comentarios, «me gusta», guardados, compartidos y reproducción), se han establecido cuatro niveles de actividad (bajo, medio, alto y superior). La tendencia mayoritaria señala que los niveles obtenidos por los metadatos de un mismo contenido no son coincidentes, es decir, un vídeo tendrá más o menos alcance según el metadato observado. La homogeneidad de los vídeos hace que solo se detecten correlaciones claras entre tema y metadatos. Los temas con menor presencia pueden alcanzar niveles de actividad altos.
This study examined the impact of media education for elderly care programs in China on the well-being and quality of life of elderly population. This study investigated how media education turned older population in techno-savvy and improved the well-being and quality of life of the elderly population. The objectives of the study were to bring forth the role played by media awareness of social media, to examine the challenges associated with it, and to recommend efficient strategies to promote the engagement of older adults in media education of social media and usage of media gadgets that helps them to be techno-savvy and improve their well-being. The qualitative methodology was used and data was collected through semi-structured interviews from a sample of 8 informants comprising caretakers working at Chinese old age homes and senior community centers. Following a thematic analysis, it was revealed that media education in elderly care programs potentially benefits older by improving their self- efficacy, social connectedness, and overall well-being. It was also found that media awareness of older adults significantly assisted them to be techno-savvy and enhanced high-quality life in them. Limited equipment, unwillingness, and inefficient technological knowledge were some significant challenges that hindered the proper integration of media education in elderly care programs. It was recommended that training sessions, workshops, and proper allocation of resources should be enhanced to get the potential benefits of media education for older adults. These outcomes have significant contributions for policy-makers and practitioners of old-age institutions. In addition, this study offers novel contributions to relevant literature within the context of China.
Twitter has positioned itself as one of the social networks most used by teachers, generating teacher affinity spaces for them to share and collaborate. This study analyses the hashtag #CharlasEducativas, to explore whether it represents a teaching affinity space on this social network. It is a hashtag linked to an educational project created in Spain and related to all educational stages in a cross-cutting manner. Using a mixed methods research, 6073 tweets with the hashtag #CharlasEducativas, published between January 2020 and July 2022, were analysed, including a total of 761 Twitter profiles. Using the software MAXQDA, a category system was developed to classify the most frequent topics in the interactions and to study the tone of the discourse. The social network analysis software Graphext was used for in depth analysis of the profiles with the highest participation. It was confirmed that the characteristics of affinity spaces (collaboration, horizontal nature, creation of community, existence of hierarchy and source of informal learning) were met. The interactions linked to this hashtag are positive, friendly and with a close and relaxed tone, which favours the generation of a group feeling, facilitating informal learning. In addition, the space has a strong hierarchy with leadership roles that allows the information to flow and be fed continuously.
La digitalización ha ampliado las fronteras del campo periodístico construido durante más de un siglo y ha obligado a revisar las cuestiones relacionadas con los medios, el periodismo y las esferas públicas. En este artículo partimos del objetivo general de revisar y analizar el escenario complejo en el que se desarrolla el periodismo y el periodismo digital, que afecta a medios matriciales y nativos digitales, la profesión y la ciudadanía, que como audiencia ocupa una posición cada vez más central. Para ello se analizan los principales ejes y actores que impulsan la metamorfosis del periodismo digital para valorar sus funciones y relevancia empleando la técnica del grupo de discusión de académicos y profesionales del área. La investigación se enfoca, en una segunda fase, en el estudio de las audiencias y su relación con el periodismo a través de una revisión sistematizada de literatura. Los resultados evidencian que los públicos son uno de los motores principales en el impulso del periodismo. Situarlos en el centro de la estrategia periodística implica entender sus necesidades, ofrecer contenido de calidad, promover la transparencia y credibilidad, y alfabetizar desde la base para un consumo crítico de medios. Priorizar a las audiencias es fundamental para establecer una relación sólida y duradera basada en la confianza, un atributo esencial para el éxito y la sostenibilidad del periodismo en la era digital.
Despite the extensive focus on language development, Chinese children are facing several types of difficulties in developing their linguistic skills in English, majorly due to their extensive character-based writing system and complex tonal language. It is observed that cross-media writing helps the children to promote level of engagement in English writing through multimodal language learning, creativity fostering, collaborative learning opportunities and transferable skills which lead to the promotion of language skills. To address these issues, this study proposed the importance of the effectiveness of cross-media writing in language development. The blended use of blogs, podcasts, TikTok’s, videos, and Duolingo’s in TV ads as education communicative practices was considered as cross media platform. A survey questionnaire was developed for data collection from the language development experts in various Chinese educational institutions. By considering a cross-sectional research design, 265 valid responses were received and used in data analysis by using Structural Equation Modeling (SEM). Findings of the study revealed the major contribution of crossmediawriting to language development of Chinese children. This study provides valuable insights for the practitioners to promote language development among the Chinese children using cross-media in educational communication.