The Research Group Images, Words, and Ideas
The aim of this website is mainly to show some of the activities of the research group “Images, Words, and Ideas”. It also introduces some resources that are somehow relevant. Of course, they are likely to change over time as our interests moving forward.
The research group Images, Words, and Ideas explores young people’s and children’s everyday activities when interacting with digital tools, such as consoles, mobile devices or glasses for living in 3D worlds. Communication contexts and entertainment settings are intertwined in our work, based on three axes:
- Everyday life and new media, understood from the concept of participatory culture.
- The performances, productions, and messages built by children and young people, contemplated both as active participants and producers. From this approach, we focus on the processes of new literacies acquisition.
- Interactive and digital technologies that support and enable convergent media, enabling people to participate in shared endeavors as critical and responsible citizens in the fans’ communities.
We look for research results colliding with social affairs. During the past ten years, we have been collaborating with children, young people, families, and schools, exploring new ways of entertainment that enable children and adults to develop as global citizens in their communities, in particular as producers, as well as active receivers of media content.
We have collaborated closely with IT-related private foundations and companies. Especially relevant are the agreements between the research group and Electronic Arts in Spain (2006-2012) and those signed with Microsoft Spain, Cedro, Universal Pictures, and Telefónica (2007-2008), and more recently with Telefónica (2018)..
Alcalá de Henares. The University of Alcalá, October 2020, 26 – 28. The core theme contemplated will be the social changes happening at breakneck speed. These changes are understood to be secured in cultures and subcultures, supported by multiple technologies and communication settings. Fast social changes will be the central food for thought of this conference. These changes are understood to be secured in cultures and subcultures which, in one way or another, explain the human tactics used for survival in this ever-changing world.
Social Networks and Adolescents. Create and Participate (2016) Instagram and Vine have become very popular among young people. This book seeks to facilitate creative processes that help young people identify with their cultural heritage, with interactive art, and with human knowledge when they use social networks
Youth Digital. Vol 1. Interactive Workshops. iTunes Vol. 2. Multi-modal Discourses. iTunes The main goal of this book, which was undertaken in conjunction with the company Telefonica in Madrid, was to contribute to the creative, intelligent use of technology by young people. We sought to generate new types of entertainment situations in everyday life, building new paths towards the intelligent use of digital technologies.
Learning with commercial video games
We can think passionately with video games. This becomes obvious from observing small children playing with their tiny console or on the Wii. Why not take advantage of that energy to motivate those who are unenthusiastic about any normal school task? The hidden challenge of this book is to help commercial video games become an educational tool through which learning can be made easier. We can learn from the cinema, comics, TV, and newspapers too.
In this Web site Aprende y juega con Electronic Arts (in Spanish) you will find a lot of learning situations examples mediated by commercial video games. In English have a look at Lacasa (2013) Learning in virtual and real worlds: Commercial video games as educational tools. Palgrave