Errores y Omisiones en el aprendizaje. Mundos clásicos y sociedad actual

  1. Martínez Benavides, María José
  2. Roca Alamá, María José
  3. Serrano-Niza, Dolores
  4. Lojendio Quintero, María Pilar
Book:
Imaginar y Comprender la Innovación en la Universidad: VII Jornadas de Innovación Educativa de la Universidad de la Laguna
  1. Vega Navarro, Ana (coord.)
  2. Stendardi, David (coord.)

Publisher: Servicio de Publicaciones ; Universidad de La Laguna

ISBN: 987-84-15939-57-3

Year of publication: 2017

Pages: 95-106

Congress: Universidad de La Laguna. Jornadas de Innovación Educativa de la ULL (7. 2016. La Laguna)

Type: Conference paper

Abstract

In this paper we will briefly present the results obtained in the first phase of the project «The Classical Worlds in Today�s Society. Errors and omissions that make learning difficult». The scope of application consists of the students of several subjects of the degree in Classical Studies and of other degrees in which we participate, as the degree in English Studies or a specific group for the learning of Latin, Latin level 0. The objective was to detect the deficiencies that make learning difficult and to acquire competences related to the influence of the classical worlds (Greco-Latin and Arabic) in modern society, as well as to outline the profile of the students who studied these subjects. We needed to know the conception and knowledge they had on the classical world. The method we used was a double survey with one part centered on the classic Greco-Roman world and another dedicated to the classical Arab world. The analysis of the results allowed to conclude they associate classic world with history, mythology, culture or cuisine, but not with language; the majority knows mythology because it is a subject of great interest for the entertainment media (cinema, television, video games), main source of its knowledge. In the case of Arabic world, their interest is focused on cultural issues in which religion is considered a cultural aspect, since their knowledge comes from the entertainment media as cinema, video games and novels.