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Estrategias para la cultura de la innovación


Cristobal Cobo

on 19 September 2016

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Transcript of Estrategias para la cultura de la innovación

Pictures (semi) naked telephone.
Spread between contacts and uploaded
"Innovación y Educación Superior: Tendencias"
Superstorm Sandy, 10/2012. NY

Andrew Burton / Getty Images

Nuevos alfabetismos



Reuse—The most basic level of openness.

Hilton, J. W. (2010, January 11). The 4 R's of Openness and the ALMS Analysis: Frameworks for Open Educational Resources.

The 4 R's of Openness

The Essential Elements
of Digital Literacies
by Doug Belshaw

Jugar: Experimentar y resolver problemas.
Adaptación: adoptar roles,
improvisar y descubrir.
Simulación: Crear modelos del mundo real
Apropiación: Remezclar
contenido y medios.
Multitarea: Administrar la atención.
Cognición Distribuida:
Sumar capacidades de muchos.
Criterio: Evaluar diferentes fuentes.
Transmedia: navegación entre medios.
Networking: Conectar información.
Negociación: Interactuar/adaptarse.

Adult (via chat) creates a false identity among adolescents.
Access to private information (extortion).
Bullying or social cruelty online. An aggressive act using electronic tools over time against a victim
( @SerdigitalCL )


Literacy: number of people (+15) who can read and write

traditional literacy + 21st century literacies
illiterate educational institutions

(Jenkins, 2006)

snubbing someone in favour of your mobile phone.
post-1980 [ICT]> learning precarious.
"Learning to relax" now read is merely skim the surface.
PPT limiting our ability to follow up narratives.
1. Las tecnologías digitales se han convertido
en un entorno de interacción social de creciente relevancia ("individualismo en red").
2. La principal virtud de las tecnologías está en la posibilidad de enriquecer nuestras redes interpersonales (co-creación).
3. Twitter no se inventó se descubrió (síntesis demanda creatividad).
4. Hiper-conectividad:
El trabajo invade el hogar (y no tanto al revés).
5. Mientras más sabemos de la Web, más sabe la Web sobre nosotros.
6. La capacidad de desconectarse se convirtió en una ‘habilidad digital’ avanzada.
7. La educación ha de repensar(se):
espacios, dosis, evaluaciones, divisiones y cualificaciones (la educación perdió el monopolio de la enseñanza).

“Hay quien asegura que nuestro problema es el mismo que el de los fabricantes de hielo cuando aparecieron las neveras. Pero nosotros no ofrecemos hielo, sino frío”
Noah takes a photo of himself every day for 6 years.
Leapmotion.com: Motion Controller.
Interacting without "touching" the virtual world.
(Editing images or 3D Google Earth).
Tangible.media.mit.edu: Bits "tangibles".
Forma de visualización dinámica.
Interactuar con el mundo de átomos desde los bits.
Da forma física a la información digital.
a social practice
when too much information is given about any one (usually personal) subject matter.
wrap up
‘21st century skills’ are not (exclusively) from the 21st skills [@skillshare]
Creativity involves a cyclical process of generating and sharing ideas [@creativecommons]

Technologies as an accelerator for changing (not as a driver) [@Jisc]

Lifelong learning is intertwined with OER &
more flexible tools of skills recognition

Rather than "digital junkies” we want ‘digital makers’ [@dajbelshaw]

In contexts of hyper connectivity, face-to-face conversation becomes a privilege (not all want to support)

the world is moving at a tremendous rate
no one knows where,
we must prepare our children,
not for the world of the past,
not four our world,
but for their world
hacking: making things better by challenging the status quo and breaking through barriers for the sheer joy of it.
2016 hrs/Y (2.8months)
Promusicae (Asociación de las discográficas españolas)

1999 (1967)
danah boyd
Flipped University:
Hands-on education
Informal (& flexible) curriculum
Trans-local experiences
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