Abstract
Within an increasingly technological framework, digital competence has become consolidated in all educational settings as a key competence for guaranteeing the formation of active citizens. The objective of the present study was to understand the important role played by schools, teaching staff and students involved in leisure and free-time courses with regards to digital competence. The research centred on the impact of the dimensions of this competence and their relevance for the construction of a competence profile in the socio-cultural setting. A sample of 25 schools, 95 training providers and 350 students of supervised leisure and free-time courses distributed throughout Spain participated. A quantitative study was carried out which was descriptive and inferential in nature. Three ad hoc questionnaires were used to identify the extent of incorporation of digital competences, and to determine the knowledge and predisposition of professionals towards incorporating technologies into socio-cultural animation content and methodology. Amongst the main findings it is evidenced that, whilst the acquisition of digital competence is considered necessary at a general level, resistance can be seen to competency and methodological changes in the socio-cultural setting. Objection exists to the incorporation of technology through specific content and concrete methods, with the greatest resistance being seen on behalf of schools, followed by training providers and, finally, students on these courses.
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Rodrigo-Moriche, M. P., Goig Martínez, R. M., Martínez Sánchez, I., & Freitas Cortina, A. (2020). DIGITAL COMPETENCE of YOUNG PEOPLE UNDERTAKING LEISURE and FREE TIME TRAINING PROGRAMS. Pedagogia Social, 35, 133–147. https://doi.org/10.7179/PSRI_2020.35.11
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