This paper presents the development and definitions within a conceptual framework that was constructed for a research work about youngsters and cybercafes. The definition of three dimesions or analitical analysis are included (power, subjectivities and knowledge) that come from Foucault's proposal developed by Teresa Yrén for the analysis of educational proposals, as well as other concepts that operated as categories and indicators that allowed us to investigate and to analyze about the experiencies and feelings (significances and subjectivities) of young users of digital technologies in public spaces such as cybercafes. This research was realized during the period 2002-2007, and its interest was pinpointed in the formation process of young...
The purpose of this article is to show the results derived from a sample of students who were enroll...
This research analyzes the influence on the development of creative processes as a result of partici...
Abstract: Young people use the Internet and digital devices for activities involving entertainment a...
The purpose of this article is to show the results derived from a sample of students who were enroll...
The aim of this article is to describe the uses of new digital technologies by young beneficiaries f...
El artículo presenta la formulación del problema, el marco teórico, el estado del arte y los objetiv...
Se presentan resultados derivados de una muestra de estudiantes que asisten a las diversas licenciat...
Las nuevas tecnologías están presentes en la vida cotidiana de las personas en la sociedad de la inf...
En este trabajo se analizan los modos en que los jóvenes de sectores populares se apropian de la com...
El artículo parte del reconocimiento de la crisis de paradigma que envuelve a las instituciones educ...
En el presente ensayo se aborda la cibercultura desde una perspectiva socioultural y se destacan alg...
This paper reports on collaborative research on and with young people. In this study five groups of ...
The problem that guided this research was done by means of the question: how do the researchers, who...
The purpose of this essay after the analysis of the ideas formulated by different authors mentioned ...
Taking the analytical framework of the Media Ecology as a paradigm that studies technological enviro...
The purpose of this article is to show the results derived from a sample of students who were enroll...
This research analyzes the influence on the development of creative processes as a result of partici...
Abstract: Young people use the Internet and digital devices for activities involving entertainment a...
The purpose of this article is to show the results derived from a sample of students who were enroll...
The aim of this article is to describe the uses of new digital technologies by young beneficiaries f...
El artículo presenta la formulación del problema, el marco teórico, el estado del arte y los objetiv...
Se presentan resultados derivados de una muestra de estudiantes que asisten a las diversas licenciat...
Las nuevas tecnologías están presentes en la vida cotidiana de las personas en la sociedad de la inf...
En este trabajo se analizan los modos en que los jóvenes de sectores populares se apropian de la com...
El artículo parte del reconocimiento de la crisis de paradigma que envuelve a las instituciones educ...
En el presente ensayo se aborda la cibercultura desde una perspectiva socioultural y se destacan alg...
This paper reports on collaborative research on and with young people. In this study five groups of ...
The problem that guided this research was done by means of the question: how do the researchers, who...
The purpose of this essay after the analysis of the ideas formulated by different authors mentioned ...
Taking the analytical framework of the Media Ecology as a paradigm that studies technological enviro...
The purpose of this article is to show the results derived from a sample of students who were enroll...
This research analyzes the influence on the development of creative processes as a result of partici...
Abstract: Young people use the Internet and digital devices for activities involving entertainment a...