The network society (Van Dijk, 2020) has completely blurred the traditional difference between virtual and real life. Our day to day is increasingly characterised by our continuous connection to the Internet. Multiple daily tasks merge with hybrid models of face-to-face and online activity, ranging from shopping to attending classes, and meeting for work or recreation, among others.
The moments, resources and contexts of learning in digital society are becoming more open and diversified while at the same time customised, depending on specific interests, motivations and needs. The network society allows and enables us to be part of very diverse groups and communities of effective learning, simultaneously ubiquitous and invisible (Cobo & Moravec, 2011). We could say that we are now facing a new social model characterised primarily by digital learning and interactivity with digital resources in virtual worlds. This places education in the foreground, through commitment and action. New increasingly disruptive digital technologies such as artificial intelligence, new social media and media culture require in-depth knowledge of multimodal learning - especially among those who are dedicated to education and training - where the digital component is omnipresent, inevitable and inalienable.
Feminist contributions to education in the face of the triple challenge: digital,media and multimodal: introduction
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págs. 15-39
Learning analytics, social science teacher training and gender: definitions, references and trends
págs. 40-54
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Memes as an educational tool to analyse hate speech and its counternarratives: the case of The Little Mermaid
págs. 123-143
Using the active TikTok app to motivate pre-teens in Physical Education: a literature review and teaching sequence from a feminist perspective
Gracia Cristina Villodres, Mariela Bustos Ortega, María del Mar Rodríguez Sáez
págs. 144-161
The use of virtual reality as an intervention tool to reduce sexism in video gaming: review and proposals
Mariela Bustos Ortega, María del Mar Rodríguez Sáez, Gracia Cristina Villodres
págs. 162-176
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Transgender narrative in video games: analysis of "A Normal Lost Phone" as an educational tool
Paula Rodríguez Rivera, Ana Manzano León, José Miguel Rodríguez Ferrer, Ruben Camacho Sánchez
págs. 190-208
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