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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Use of Information Technology in Educational Contexts: Case study of CCMI Digital</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Filipe Mota Pinto</string-name>
          <email>filipe.pinto@ipleiria.pt</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Teresa Guarda</string-name>
          <email>tguarda@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Fernanda Augusto</string-name>
          <email>mfg.augusto@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Washington Torres</string-name>
          <email>wtorresguin@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Samuel Bustos</string-name>
          <email>samuelbustos@yahoo.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Freddy Villao</string-name>
          <email>fvillao@upse.edu.ec</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luis Mazon</string-name>
          <email>luismazon86@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CIST-Centro de Investigacion en Sistemas y Telecomunicaciones</institution>
          ,
          <addr-line>La libertad</addr-line>
          ,
          <country country="EC">Ecuador</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Polytechnic Institute of Leiria</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad Estatal Peninsula de Santa Elena</institution>
          ,
          <addr-line>La libertad</addr-line>
          ,
          <country country="EC">Ecuador</country>
        </aff>
      </contrib-group>
      <fpage>259</fpage>
      <lpage>269</lpage>
      <abstract>
        <p>The adoption of information and communication technologies in educational contexts is a highly debated and studied topic. Technologies have changed not only the teacher-student paradigm but also, in general, all the relationships of academic communities. This article presents the CCMI Digital project that is intended to be achieved within academic communities, with a view to the creation of virtual learning communities supported by the triple relationship: the education of teacher-direction-tutors.</p>
      </abstract>
      <kwd-group>
        <kwd>information technologies</kwd>
        <kwd>education</kwd>
        <kwd>educational</kwd>
        <kwd>contexts</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Today we live in an era of so-called digital natives [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Today, technologies are
present in the school of computers, video projectors, interactive whiteboards,
video and animations, educational games, web 2.0 tools, among others. These
tools, when used on a tight basis, provide more active creative classes and allow
for an improvement in knowledge acquisition and understanding. The use of ICT
is an evidence of our society for educational innovation and has been used by
various technological resources [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
      </p>
      <p>
        The school must be attentive to the technological advances of society and
teachers, in particular, must take advantage of their potential [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. In this
context, Goodison [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] points out that a teacher’s role is essential for the full
integration of ICTs in education, to the extent that they favor communication and the
creation of new knowledge. Grilo [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] shares the same opinion and states that
ICT allows a continuous enrichment of knowledge
      </p>
      <p>
        Information communication technologies evolves much more than a set of
technologies or information; one interesting assessment derives when it is
considered a collaborative learning instrument that supports and facilitates the
construction of the knowledge at the classroom context [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        The adoption of ICT in a planned and systematic paradigm has several
pedagogical potentials as established by some authors [
        <xref ref-type="bibr" rid="ref10 ref17">10,17</xref>
        ], such as:
– discovery learning;
– creativity promotion;
– autonomy and critical thinking;
– establishment of formal thinking and reasoning organization;
– intellectual stimulation;
– diversification of teaching-learning;
– catalyzer for students’ motivation and curiosity;
– information availability;
– interdisciplinarity;
– detection of student difficulties improvement;
– collaborative work;
– educational games;
– learning through the use of simulators.
      </p>
      <p>
        Pesqueira and Lorenzo [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] reports that ICTs are facilitators of learning since
they allow greater autonomy in performing tasks and allow collaborative work.
Also’s Coutinho [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], shares the same opinion and adds that ICTs offer quick
access to a large repository of information online, as well as facilitating the work
of teachers in pedagogical terms. Other authors, mentioned ICTs help teachers
in their teaching [
        <xref ref-type="bibr" rid="ref18 ref3">3,18</xref>
        ]and added that these technologies are in favor of the
processes of autonomous and meaningful learning.
      </p>
      <p>
        ICT promotes and allows the teacher and student approach since they help
and complement the practices carried out in the classroom context [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In the
study by Balanskat et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] The use of ICTs is identified as a motivating
element in the teaching-learning process. Besides education technologies approach
allows a new dimension of time and space in a traditional classroom, allowing
technology to be used as a tool for strengthening and expanding school activities
and counseling as an individual, in order to respect the rhythms of learning (13).
      </p>
      <p>
        Actually, teachers do have reasons for the use of ICT in the classroom, since
their students report that they feel more motivated, they have greater interest in
subjects and concentration levels are improved [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Besides, education
technologies allow teachers to help prepare their contents, as well allow them to change
at any time and adjust to the needs of the students/class. It is noted teachers’
mostly mention ICT that motivates and help students in their study, as well
as promoters their autonomy. These instruments contribute to an increase in
teaching efficiency.
      </p>
      <p>This work illustrates an intervention project denominated "School of the
Future" developed on local college.</p>
      <p>The research carried out for the proposed development and this project aims
to study the dynamics between the different actors of the educational community
(College board, teachers, students, class representatives, and tutors) through the
adoption of technologies, with the In order to build a Virtual Learning
Community (CVA), they also want to participate in contexts of use and the collaborative
construction of knowledge.</p>
      <p>At the end of the project and the associated research will find an answer
to the following question: "What is the degree of participation and adoption of
actors in Educational Technology within Digital School project? ".</p>
      <p>This document is organized into four chapters that are presented as follows:
The first chapter is dedicated to the theoretical framework, and which is divided
into two sections: the problematic framework and contextual framework. In the
first section, an approach is made to ICT in education, the virtual Learning
Communities and Learning Management Systems (LMS), including the Moodle
platform. In the second section, the characterization of the context surrounding
the project is presented. In the second chapter, "Development intervention", the
project design to develop and achieve the research objectives is presented. In
the third chapter "Presentation and discussion of the results" the results are
presented and, finally, in the final chapter, it is the presentation of the main
results, the most obvious limitations of the study and prospects for future work.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Concepts Background</title>
      <sec id="sec-2-1">
        <title>Virtual Learning Communities</title>
        <p>Some authors acknowledge and advise for the difficulty of virtual community’s
definition consensus. Nevertheless, one of them considers broad enough to be
used in different contexts:</p>
        <p>
          "A virtual community is a circumscribed group of people that act and
interact in cyberspace in a shared, meaningful, and negotiated context, for a stable
period of time, while driven by common goals and guided by common norms and
values" [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>
          Computer mediated communication (CMC) is the emergence of virtual
communities [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], since it transforms social and organizational interactions, since it
transforms social and organizational interactions [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. In this field, Negroponte
[
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] foresaw a change in values, leaving them to be linked to emerging national
and community values, regardless of their size. This author foresees socialization
in "virtual" neighborhoods, regardless of physics and where time acquires new
meanings of space. This line of thinking goes against the concepts of cyberspace
and cyberculture developed later by Levy [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] and highlights that collective
family intelligence.
        </p>
        <p>
          Other authors also consider that virtual communities derive from the
evolution of traditional communities to cyberspace and, therefore, are not limited
to a geographical area [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. They argue that cyberspace attendees are also social
actors, not only to seek information but also membership, support, and
affirmation. Therefore, he believes that virtual communities combine information with
socialization, in the sense that information acquires value by deriving the circle of
sociability of each participant. Also, the interactions in the virtual environment
are different from those that occur in traditional communities, through CMC,
the extension of social relations that occur in the "real" world, while influenced
by them. This gives rise to new forms of socialization, ways of life and social
organization.
        </p>
        <p>
          Virtual learning communities make use of the social characteristics of
communities for educational purposes, especially collaboration since this approach
allows a team and learn new ways of working and thinking [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. This field is so
fertile for collaborative learning.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Collaborative learning</title>
        <p>
          Collaborative learning is the educational use of small groups to maximize the
learning of its elements, which work together to achieve common goals [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. This
is one of the most relevant issues to be considered when it comes to the concept of
online learning, taking advantage of the emotional and cognitive characteristics
of this social aspect of learning.
        </p>
        <p>
          Learning networks have the collaboration as a source of continuity factor and
mode of operation [
          <xref ref-type="bibr" rid="ref12 ref5">12,5</xref>
          ]; It is the basis of the relationship between the
community and its members, with the participation of students, motivating them to
participate and promote the social construction of knowledge through
interaction [
          <xref ref-type="bibr" rid="ref1 ref11">1,11</xref>
          ].
        </p>
        <p>
          In fact, "In network environments, members of the community, students
network’s nods, feel that their knowledge its similar to a collective adventure - an
adventure where they build their knowledge, but also contribute to the
construction of knowledge others And as the adventure renews, they learn how much
each’s one value, not only for them but by the way they relate to each other –
they realize that what they had built together, anyone couldn´t build by himself
alone "[
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>
          It is important to clarify here that the concepts of network and community
are two sides of the same coin: learning. Therefore, and according to Wenger,
Trayner, and Laat [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], the network refers to the relationships, personal
interactions, and connections established between the participants, along with their
contributions to education and knowledge creation (among others ); The
community is already developing a shared around a theme or challenge with the
objective of managing knowledge and mastery of their learning identity.
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Learning Communities vs Communities of Practice</title>
        <p>
          A Community of Practice (CoP) is a partnership between people who want to
learn from and with others a specific theme [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. Another author, bearing in mind
that communities of practice aim at learning through collaboration defends that
communities of practice can be considered to be part of learning communities
[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>
          Along with literature review, a community of practice is made up of people
who have a common interest in a subject (domain); interact and create
relationships (community); accumulate and spread knowledge (practice). In particular,
the Domain creates a common ground and defines the identity of the community
and its value. [
          <xref ref-type="bibr" rid="ref1 ref25 ref8">1,8,25</xref>
          ].
        </p>
        <p>The community is the core element of this concept. The share of
individual contributions and regular interactions creates a value-added social learning
system. This trait should be very carefully taken into account, as although
membership of communities may be imposed, the level of involvement stems from the
choice of each member.</p>
        <p>The practice is what maintains ties between community members.
Establishes a set of socially defined modes of action. Includes tools, manuals, books,
behaviors, thinking styles, etc. All members should have a chance to be
recognized as contributors to community practice.</p>
        <p>
          Communities of practice need habitats to learn from [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. LMS are presented
here as a basis for the technological realization of these habitats.
2.4
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>LMS and Communities of Practice</title>
        <p>
          A community implies a common experience distended in time and space. Thus,
technology provides tools to extend this experience despite physical and temporal
separations. It is very important to make a technology choice appropriate to the
community concerned [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. Good technology does not make a community, but
bad technology can ruin it. Therefore, at the moment to choose technology, the
following factors should be taken into account:
– Ease of use and learning, as difficulties in learning how to use tools discourage
participation;
– Ability to evolve tools, as they must be able to adapt to the transformations
of communities, as it is not static and is under constant construction;
– Proximity and accessibility. Tools should not be too out of context for
participants and should be easily accessible - here internet access and speed its
crucial.
– User and community perspectives should always be taken into account.
        </p>
        <p>
          The use of learning platforms as CoP’s “host” has proven to be a current
trend, mainly because in today’s increasingly frantic “busy people wanting it all
in one place” [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. Despite the use of these all-in-one platforms act as a reducing
factor for the CoP. They work as a foundation or a referential, including a set
of tools common to the group, which can be extended through
interoperability and tool integration. This increases personal tool choices and opens up the
community abroad [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ].
2.5
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>Research methodology: Research Based Design</title>
        <p>
          This project was innate to the need of College board that was looking for a
strategy that would integrate and involver all community actors. Therefore, the
development of this project was supported by Design-Based Research (DBR)
methodology [
          <xref ref-type="bibr" rid="ref16 ref22">16,22</xref>
          ].
        </p>
        <p>
          The DBR has its origins in research design (DR), which is mainly used in
engineering, manufacturing and information systems, with the aim of developing
practical solutions to problems in these areas. The pragmatism of the DR, allied
to carry out experiments, theoretically based on a real context, brought the DBR
to the educational field [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
        </p>
        <p>
          The use of DBR is education is very well known as design experiments. This
approach has been gaining adherents mainly to "bridge the gap between research
and educational practice, in search of a close collaboration between researchers
and the most relevant actors, professors, and students, can be beneficial for
everyone". As shown in Fig. 1, [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] presents the DBR, explaining in four stages:
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Design of the Proyect Research</title>
      <p>The digital school project must correspond to two different periods of two
academic courses in order to allow a better perception of the intervention developed.
In general, the project will consist of several stages, from conception to
completion in the classroom, as shown in Fig. 2.</p>
      <sec id="sec-3-1">
        <title>Preparation</title>
        <p>The start of the project will include both its official formulation (articulation
and participation of the Director, Professor and Computer Technician) and
coordination with external entities such as graphic designers or platforms to support
distance learning.</p>
        <p>CCMI Digital involved several researchers and actors. In this context, the
start-up of the project included both its official formulation (articulation and
involvement of the Board, Teachers and the Computer Technician) and the
articulation with external entities, namely the Distance Learning Unit (UeD) of
the Polytechnic Institute of Leiria (IPL) and a graphic designer.</p>
        <p>In order to create an identity, it was thought to produce a logo for the project.
For this, a graphic designer was asked to elaborate it, as shown in Fig. 3.</p>
        <p>This phase incorporated a diagnosis, which allowed the identification:
– the material and human resources (allocation of the people involved) for the
successful implementation of the project (see Table 1);
– training requirements for teachers, based on initial interviews, definition, and
creation of the respective training plans to be delivered.</p>
        <p>In this context, the initial interviews with the 6 teachers (initial group) were
applied in order to diagnose the use of ICT by the teachers involved and to
identify their training needs.</p>
        <p>Subsequently, the steps “Training” and “Planning” fall under phase 2 of the
DBR (Solution Development) methodology.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Training</title>
        <p>On the basis of the results in the diagnosis developed in the previous phase,
several actions were taken to ensure the full participation of all the actors involved
according to the Table 2.</p>
        <sec id="sec-3-2-1">
          <title>Training Objectives</title>
          <p>Moodle aFnadmielmiapriozweepratrhtiecmipatnotussweiitth the project support platform</p>
          <p>Present the tools and explore ways of use and profitability
Google Docs in both educational and organizational context.</p>
          <p>Provide participants with skills in making videos to use as
Movie Maker a dissemination strategy (organizational context) and also
pedagogical. Meet the training needs expressed by teachers.</p>
          <p>ScreenR aApppplricoaabclhe atotoaolll ctuhrarticeunlaabrlaesretahse. elaboration of tutorials,
The planning consists in the organization and programming of all the activities
to be carried out (e.g. tools adoption), as well as the allocation of materials,
human resources and even financial resources to guarantee the project’s fluidity.</p>
          <p>The strategies and practices to be undertaken were planned on a
case-bycase basis with the school board and teachers. Regarding the parents group,
an example is illustrated on Table 3. The selection was based on the syllabus
of the subjects, the professional experience of the researchers, according to the
students’ profile and preferences in terms of activities and also the panoply of
known and available tools that best fit the learning objectives and motivation.
from the students.</p>
          <p>Students’ profiles and preferences expressed in terms of activities were
analyzed throughout an initial questionnaire survey.</p>
        </sec>
        <sec id="sec-3-2-2">
          <title>Toll Objectives</title>
          <p>Develop the students’ folio blog;
Blog Promote peer / teacher-student communication and sharing;
Engagement strategies for parents.</p>
          <p>Develop an appetite for explicit and brainstorming ideas;
Forum Promote collaborative teaching; Promote greater interaction
between participants; Allow a better students’ tracking.</p>
          <p>Motivate the students; Promote an healthy competition
Game Learning among students; Activate knowledge already acquired;</p>
          <p>Provide immediate feedback and evaluation
Glossary cPorlolambootreatinivteerwacotriko.n between participants; Promote
Google Docs PPrroommoottee icnotlelarbacotriaotnivbeewtworeken. participants;</p>
          <p>Motivate the students; Promote collaborative
Google Earth Iwnovrokl;vePrsotuvdideentgsreinattehreciorgonwitnivleeadrenvinelgo;pSmkeilnlst;
enhancement.</p>
          <p>Motivate the students; Arouse students’ curiosity
Simulators fsokrillnse;wAltlhoewmteess;tiEnngghaygpeostthuedseenstas.bDouetverleoapl pahbestnroamcteinona;</p>
          <p>Allow to carry out practical experiments.</p>
          <p>Videos nMeowtitvhaetemtehs;e Estnugdaegnetss;tuAdreonutsse. students’ curiosity for</p>
          <p>Provide pedagogical activities of web oriented research;
Webquest Arouse students’ curiosity for new ways of learning; Engage
students by leading them to build their own knowledge.
This stage represents projects practical implementation where all interaction
with teachers, students, school board members and parents take place.</p>
          <p>A practical case for the course of physics-chemistry, exposed on Table 4, its
used to illustrate a set of resources or activities developed.
ICT can bring improvements and strengthen interactions between all actors in
the educational community. Its use should be encouraged in order to stimulate
relationships, which generates benefits for all concerned</p>
          <p>The student’s teachers face today are quite heterogeneous. They have
different languages, life experiences, cultures, goals, learning styles, skills, and
motivations. In this sense, teachers must possess or acquire new knowledge and skills
to face new challenges. Training is one of the solutions that teachers normally
use to acquire new knowledge and skills or improve what they already have.</p>
          <p>ICT, as well as playing a key role in new ways of teaching and transmitting
knowledge, can also be applied to other areas of education.</p>
        </sec>
      </sec>
    </sec>
  </body>
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