Comunicación Gráfica

La acción A/r/tográfica en el contexto urbano como instrumento para la reflexión crítica del entorno

Se expone un proyecto cuya parte central es una experiencia de investigación educativa en pleno casco urbano de una ciudad. La muestra es de 49 estudiantes en Grado del Maestro/a en Educación Infantil. El planteamiento metodológico pertenece a bases teóricas del Aprendizaje Situado con dispositivos móviles, la percepción del entorno, la A/r/tografía y el cuestionamiento […]

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Procesos de aprendizaje experiencial creativo en estudiantes de pregrado

Esta investigación, permite entender los métodos de estudio innovadores en la academia. Su objetivo expone la creatividad como potencializadora en el aprendizaje experiencial. Desde una metodología cualitativa, con entrevistas a profesionales y encuestas a estudiantes de pregrado en diferentes universidades. Se identifica que la presencia de actividades novedosas, alcanzan mejores resultados y apropiación del conocimiento.

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Autopresentación y engagement de las políticas de izquierda en Tiktok e Instagram: un estudio comparado entre diputadas de Argentina y España

Se presenta un estudio comparado de la comunicación de dos diputadas españolas y dos argentinas de izquierda en Instagram y Tiktok. La investigación analiza cómo construyen su imagen pública en estas plataformas, qué temáticas feministas abordan y qué engagement alcanzan sus publicaciones. El método combina el análisis de contenido cuantitativo y cualitativo de sus perfiles

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Adapted Performing Arts Design in the social integration and understanding of people with deafness, blindness, and deaf blindness. A systematic review

The present study focuses on deaf blindness, a combined condition of hearing and visual impairments that has received little global attention; earlier, the main objective is to review the accessibility of deaf, blind, and deafblind people to the performing arts. Sixty-three studies were analyzed and categorized according to the selection criteria: Inclusion, Movement, Deafness, Blindness,

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Introducing maker culture in Design through a neocraft hydraulic tile workshop

This paper proposes a strategy for introducing maker culture in higher education in non-technological environments through a case study in the context of the bachelor’s degree in Design. The objectives were: (1) to investigate how the introduction of maker culture through a collaborative workshop in an artistic context of higher education contributes to the acquisition

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Auri: a game to promote awareness and inclusion of children with autism in schools

This project aims to improve the quality of life for children with autism in school environments and promote inclusive education from an early age through play.Through the study of the topic and contact with people with autism and their families, we were able to understand the main challenges that children with autism face, such as

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Principles of Good Design: A Guide for Developing Visual Identities

Graphic design plays an essential role in visual communication, especially in branding. However, the lack of unified criteria and prevailing subjectivity complicate objective design evaluation, ultimately affecting the quality and performance of brands. This article aims to establish principles of Good Design applicable to the creation of visual identities.A qualitative, exploratory methodology was employed, involving

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Stadium pop and giant robots: graphic analysis of the stage design of Take That’s Progress Live

In 2011 Take That broke attendance and box office records with their Progress Live tour. The stage design was the work of Es Devlin, who designed a main stage dominated by a 30-meter-high half-human body sculpture known as “Big Man” and a 21-meter-high mechanical robot that would stand up and open its arms, which she

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