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Featured researches published by Sara Cortés.


Archive | 2015

Creative Collaboration in Young Digital Communities

Pilar Lacasa; María Ruth García-Pernía; Sara Cortés

We recently attended several video game fairs in different European cities. Some researchers, such as Wortley (Simul Gaming 44(2–3):452–465, 2013), refer to these contexts as a starting point for exploring creativity and innovation. These fairs are quite similar to film festivals, even if there are no real actors or celebrities there. Instead, we find large screens, consoles, new forms of entertainment, and the players (the visitors to the fair) take precedence. While walking around the different stands, they don’t just observe; they play and discover the novelties created by the industry of these cultural objects. Wandering around people of all ages, families, and groups of friends (more boys than girls), the thought came to us that we are witnessing the result of innovation, the ability to create in contemporary society.


Archive | 2017

Public and Private Adolescent Lives: The Educational Value of Entertainment

Pilar Lacasa; Laura Méndez; Sara Cortés

In this chapter we explore the educational value of entertainment to build bridges between young people’s everyday scenarios, when commercial video games and other digital tools mediate their practices. The research focuses on the interaction between the private and public lives of a group of teenagers, 12 girls and 6 boys aged 16 to 18, in the process of building their identities when they use social media and play commercial videogames. Participants played The Sims. We focus on informal educational contexts, an extra-curricular scenario, and examine how teachers and children use commercial video games. Adopting an ethnographical and action research point of view, the analysis of the adolescents’ blogs and multimedia productions are the main focus to explore private and public sphere. Our results show how youth identity today is built around virtual and real worlds, public or private, where differences between them matter less than a need to communicate with other people, far away in space and time, which was unthinkable a few years ago. All this sets up a real or virtual world that educators, parents and researchers often forget.


International Journal of Social Media and Interactive Learning Environments | 2014

Notebooks, blogs and commercial video games as evocative objects in classrooms

Pilar Lacasa; Rut Martínez-Borda; Sara Cortés

From the theoretical perspective offered by socio-cultural psychology and the concept of evocative objects, the main goal of this paper is to explore what happened in a primary education classroom where digital objects (commercial video games and blogs) coexisted with more traditional objects such as notebooks. Adopting an ethnographic and action research point of view, we explored the conversations and practices that took place during the school year, when three consecutive workshops were organised around three commercial video games. We focus on one second year elementary school group and their teacher. Three main results were obtained. First, the number of references to notebooks, the internet and video games made by the participants differed depending on the role they played in the workshop. Second, mediated by evocative objects the children, the teacher and the researchers created several innovative scenarios in which specific abilities emerged in relation to particular video games. Finally, evocative objects were mediators in the collaborative situations arising in the classroom.


Infancias imágenes | 2011

Los medios de comunicación entran en las aulas

Pilar Lacasa; Sara Cortés; Rut Martínez

En este articulo se presenta reflexiones acerca de las investigaciones realizadas por el grupo de investigacion Imagenes, Palabras e Ideas que han permitido introducir medios distintos a los utilizados en las aulas, pero bien conocidos por los ninos y ninas que asisten a ellas. Asi estos medios se convirtieron en nuevos vehiculos y motivaciones para el aprendizaje de la escritura y para nuevas formas de comprender. Las teorias que inspiraron este trabajo fueron las de John- Steiner para los conceptos de aprendizaje, Gee para entornos virtuales y videojuegos, Jemkins para las nuevas formas de alfabetizacion.


Journal of New Approaches in Educational Research | 2014

Virtual Communities in a Secondary School--Discovering the Internal Grammar of Video Games.

Laura Méndez; María Ruth García-Pernía; Sara Cortés


Digital Education Review | 2018

Young creators in open spaces: digital ethnography

Sara Cortés; María Rut García Pernía; Julián de la Fuente; Rut Martínez; Pilar Lacasa


digital games research association | 2017

Adolescents as Game Designers: Developing New Literacies

Pilar Lacasa; Sara Cortés; María Ruth García-Pernía


Persona Studies | 2017

Teenagers, Fandom and Identity

Pilar Lacasa; Julián de la Fuente; María Ruth García-Pernía; Sara Cortés


XIX Congreso Internacional EDUTEC 2016 | 2016

Escenarios digitales de participación y creación en la escuela: Reinventando a Matilda

Katiusca Manzur Herra; Laura Méndez Zaballos; Pilar Lacasa; Sara Cortés


Archive | 2016

Panel 2. ICT in the School

Julián de la Fuente; Sara Cortés; Núria Molas

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Laura Méndez

National University of Distance Education

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Laura Méndez Zaballos

National University of Distance Education

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