Papers by María-Dolores Olvera-Lobo
Revista Fuentes, 2019
Accessing external markets has become a priority for companies given the constant changes in the ... more Accessing external markets has become a priority for companies given the constant changes in the economic environment boosted by globalization. Website localization constitutes a new field of study and professional intervention within the translation field. Localization is the process of adapting a website to the typological, discursive and genre conventions of the target language adapting that website to a different language and culture. Undoubtedly, excellent language skills are essential for the translation process. However, website localization entails much more than simply translating the content of the pages. In the localization process the target culture must be taken into account; therefore, a full communicative competence −covering linguistic, sociolinguistic and pragmatic subcompetences−is essential. In addition, the content of a website is made up of text, images and other multimedia elements, all of which have to be translated and subjected to cultural adaptation thanks to technology tools. As a result, having a mastery of ICT is another key element in the localization process. This contribution presents the application of a new teaching methodology to the teaching/learning of localization in the BA in Translation and Interpreting at Universidad de Granada, applying the PATT (Professional Approach to Translation Training) model. The model has been revised and redesigned to integrate the communicative competence as well as the technological features required by this emerging professional profile. RESUMEN El acceso a mercados exteriores se ha convertido en una prioridad para las empresas dados los continuos cambios en el entorno económico impulsados por la globalización. La localización web se ha perfilado en la actualidad como un nuevo campo de estudio y de intervención profesional dentro del ámbito de la traducción. La localización se encarga de adaptar un sitio web a las convenciones de género, tipológicas y discursivas de la lengua meta, es decir, se trata de adaptar un sitio web a una lengua y cultura diferente. Sin duda, un excelente componente lingüístico es esencial para poder llevar a cabo el proceso traslativo. Sin embargo, la localización va más allá de la traducción. En el proceso de localización entra en juego la cultura meta, por tanto, una competencia comunicativa completa −que abarque los componentes lingüístico, sociolingüístico y pragmático− es imprescindible. Además, el contenido de un sitio web está formado por texto, imágenes y otros elementos multimedia que deben ser traducidos y adaptados culturalmente haciendo uso de diferentes recursos tecnológicos, por lo que el dominio de las nuevas tecnologías es otra pieza clave del proceso de localización. Este trabajo presenta la aplicación de una nueva metodología para la enseñanza/aprendizaje de la localización por parte de estudiantes del Grado en Traducción e Interpretación en la Universidad de Granada, basada en la aplicación del modelo didáctico MPDT (Modelo Profesional para la Didáctica de la Traducción). Se ha revisado y rediseñado este modelo para integrar tanto la competencia comunicativa completa como las nuevas habilidades tecnológicas que requiere este nuevo perfil profesional. PALABRAS CLAVE: localización, localización web, enseñanza de la traducción, innovación docente
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The Journal of Communication and Media Studies, 2019
What kind of serious games dealing with climate change are out there? Do these types of games sha... more What kind of serious games dealing with climate change are out there? Do these types of games share similar quality levels across borders? The purpose of this article is to carry out a comparative quality assessment of games produced in two different countries: United States and Spain. For this purpose, we develop and put into practice a tool to assess the quality of thirty games (fifteen US American and fifteen Spanish) based on the opinion of experts through the Delphi method. Criteria are categorized into identification, narrative, contents, gameplay, and didactics. The results show that these games share similarities but also differ from each other, which bring us to establish different quality scenarios for different countries. The total scores reveal a higher quality level of United States serious games on climate change.
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El Profesional de la Información, 2019
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Environmental Education Research, 2018
Video games have the potential to educate and engage people—especially young people—in climate ch... more Video games have the potential to educate and engage people—especially young people—in climate change and energy issues by facilitating the development of helpful thoughts, feelings, and actions. The objective of the present article is to propose a set of game attributes that could maximise the cognitive, emotional, and behavioural engagement of players, and lay the foundations for future work. We have used semistructured interviews with experts to identify a set of game attributes and a group discussion with teenagers to validate them. By applying grounded theory in our analysis of the experts’ responses, we have developed a framework for climate change engagement through serious games. It consists of 15 key attributes that we have classified in three dimensions: cognitive, emotional, and behavioural. Literature review drawn on sources in social psychology, communication and education has contributed to further explain and justify the inclusion of each of the attributes
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Argumentos de Razón Técnica, 2018
Resumen: La relación entre ciencia y sociedad ha cambiado radicalmente en los últimos 30 años des... more Resumen: La relación entre ciencia y sociedad ha cambiado radicalmente en los últimos 30 años desde el denominado modelo de déficit cognitivo (centrado en la falta de cultura científica de los ciudadanos) hasta la participación del público en la ciencia. Una transformación impulsada por la irrupción de Internet que, no sólo ha favorecido un papel más activo de la sociedad en el desarrollo científico, sino que también ha generado un nuevo escenario de estudio centrado en el análisis de la democratización del proceso científico al amparo del universo digital y su impacto social y cultural. Aunque aún es incipiente, ya existe una corriente académica que ha puesto el foco de atención en este nuevo campo de investigación humanística. Estos autores apuntan, entre sus conclusiones, que el acceso abierto y la participación pública que posibilitan las herramientas de la Web 2.0 apoyan la socialización del proceso científico y contribuyen al desarrollo de una investigación e innovación responsable. En el presente trabajo se reivindica la importancia de desarrollar un marco teórico desde las ciencias sociales y humanidades digitales que permita analizar tanto el papel de Internet en el impulso de la RRI, como la calidad, efectividad y características de las interacciones digitales entre ciencia y sociedad. Palabras clave: Comunicación pública de la ciencia, Web 2.0, participación del publico en la ciencia, investigación e innovación responsable, Internet Abstract: The relation between science and society has radically changed in the last 30 years from the deficit model-in which the general public is defined negatively due to its lack of knowledge-to the participative model. A transformation encouraged by the Internet irruption, which not only has improved a better role of society in scientific development but also it has created a new research field focused on the analysis of democratization of scientific process and its social and cultural impact. However, this research area is yet emerging, it just exists a strong academic framework aiming attention at this new field of humanistic research. These scholars indicate, among their conclusions, that open access and public engagement in science enhanced by web 2.0 tools promote the socialization of the scientific process and contribute to the consolidation of responsible research and innovation. The present article claims for the importance to develop a new framework from social sciences and digital humanities to study the Internet impact on the implementation of RRI and to analyze the quality, the effectivity and the characteristics of the digital connections between science and society.
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There is an urgent need to curb emissions and mitigate climate change,
and this fight requires a ... more There is an urgent need to curb emissions and mitigate climate change,
and this fight requires a change in teenagers’ attitudes. In search of new approaches targeting youth, online games are seen as a promising tool for communication and education. Using the serious game 2020 Energy as a case study, the main objective of this paper is to examine the influence of the game on Spanish and American teenagers’ attitudes (N = 108), employing a pretest-posttest design with an experimental condition (playing the game) and a control condition (not playing the
game). Results show that there have not been statistically significant differences after playing the game, although when looking closer at each factor, some positive consequences can be found.
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The characteristics of interaction and dialogue implicit in the Web 2.0 have given rise to a new ... more The characteristics of interaction and dialogue implicit in the Web 2.0 have given rise to a new scenario in the relationship between science and society. The aim of this paper is the development of an evaluation tool scientifically validated by the Delphi method that permits the study of Internet usage and its effectiveness for encouraging public engagement in the scientific process. Thirty four indicators have been identified, structured into 6 interrelated criteria conceived for compiling data that help to explain the role of the Internet in favouring public engagement in science. Abstract Participation and science governance; Public engagement with science and technology Keywords https://doi.org/10.22323/2.17020208 DOI Context The Internet has transformed the public sphere. The physical space occupied by the public has, to a large extent, been replaced by multiple virtual spaces that promote conversation and participation, and encourage citizens to be more active [Coleman,
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A pesar del creciente interés por los juegos en línea en los procesos de enseñanza-aprendizaje, l... more A pesar del creciente interés por los juegos en línea en los procesos de enseñanza-aprendizaje, los docentes son escasamente orientados sobre las características de los juegos disponibles en la red y su potencial educomunicativo. El objetivo fundamental de este trabajo es ofrecer un instrumento validado de evaluación para los juegos en línea sobre cambio climático, compuesto por criterios consensuados a partir del juicio de expertos mediante el método Delphi. Esta herramienta cuenta con cinco dimen-siones de evaluación: identifi cación, narrativa, contenidos, jugabilidad y didáctica. El instrumento de evaluación propuesto contribuye a ampliar la visión de características relevantes a tener en cuenta al elegir un videojuego para usarlo en el aula y sentar las bases para crear un repositorio útil de juegos en línea sobre cambio climático, en particular, y sobre temática medioambiental, en general. Abstract: In spite of growing interest in online games in processes of teaching and learning, teachers are rarely familiar with the characteristics of games available on the Internet and their educational/communicational potential. Th e fundamental objective of this paper is to off er a validated instrument of evaluation for online games about climate change; the instrument uses consensual criteria based on expert opinion, by means of the Delphi method. Th e tool has fi ve dimensions of evaluation: identifi cation, narrative, content, playability, and didactics. Th e proposed instrument of evaluation contributes to broadening the view of relevant characteristics to be included when selecting a videogame to use in the classroom, and to establish the bases for creating a useful collection of online games about climate change in particular, and about environmental topics in general.
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Constant changes in the economic environment, where globalization and the development of the know... more Constant changes in the economic environment, where globalization and the development of the knowledge economy act as drivers, are systematically pushing companies towards the challenge of accessing external markets. Web localization constitutes a new field of study and professional intervention. From the translation perspective, localization equates to the website being adjusted to the typological, discursive and genre conventions of the target culture, adapting that website to a different language and culture. This entails much more than simply translating the content of the pages. The content of a webpage is made up of text, images and other multimedia elements, all of which have to be translated and subjected to cultural adaptation. A case study has been carried out to analyze the current presence of localization within Spanish SMEs from the chemical sector. Two types of indicator have been established for evaluating the sample: indicators for evaluating company websites (with a Likert scale from 0-4) and indicators for evaluating web localization (0-2 scale). The results show overall website quality is acceptable (2.5 points out of 4). The higher rating has been obtained by the system quality (with 2.9), followed by information quality (2.7 points) and, lastly, service quality (1.9 points). In the web localization evaluation, the contact information aspects obtain 1.4 points, the visual aspect 1.04, and the navigation aspect was the worse considered (0.37). These types of analysis facilitate the establishment of practical recommendations aimed at SMEs in order to increase their international presence through the localization of their websites.
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Online games have been proposed as a promising tool for communication and education. Taking into ... more Online games have been proposed as a promising tool for communication and education. Taking into account the new communicative paradigm of young people and the fact that climate change is one of the main threats to their future, this paper presents a checklist of indicators validated using the Delphi method to analyze the communicative elements of online climate change games targeting young people, and illustrates their use and usefulness with a qualitative analysis of a sample of games produced in Spain. This exploratory study maintains that online climate change games are shaping up to be innovative strategies, thanks to their immersive narrative and interactivity, among other features, which are used to meet the communicative and educational challenges regarding climate change: causes are made visible, actions are portrayed as local, uncertainty is avoided, contextualized information is provided in a positive and proactive tone, and a critical thinking approach is encouraged through decision-making.
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Journal of Science Communication, 2017
The history of public communication of science in Spain is yet to be written. Few academic studie... more The history of public communication of science in Spain is yet to be written. Few academic studies exist that have tackled this subject. The political and economic history of the country have marked out the evolution of this discipline, which burst into the country at the end of the 20th century with the proliferation of initiatives such as the creation of science museums, the building of the Spanish Science Foundation and the development of a public Scientific Information service. Despite these efforts, the level of scientific culture for Spanish people is one of the lowest in Europe [OECD, 2016]. Abstract History of public communication of science Keywords
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A pesar del creciente interés por los juegos en línea en los procesos de enseñanza-aprendizaje, l... more A pesar del creciente interés por los juegos en línea en los procesos de enseñanza-aprendizaje, los docentes son escasamente orientados sobre las características de los juegos disponibles en la red y su potencial educomunicativo. El objetivo fundamental de este trabajo es ofrecer un instrumento validado de evaluación para los juegos en línea sobre cambio climático, compuesto por criterios consensuados a partir del juicio de expertos mediante el método Delphi. Esta herramienta cuenta con cinco dimen-siones de evaluación: identifi cación, narrativa, contenidos, jugabilidad y didáctica. El instrumento de evaluación propuesto contribuye a ampliar la visión de características relevantes a tener en cuenta al elegir un videojuego para usarlo en el aula y sentar las bases para crear un repositorio útil de juegos en línea sobre cambio climático, en particular, y sobre temática medioambiental, en general. Abstract: In spite of growing interest in online games in processes of teaching and learning, teachers are rarely familiar with the characteristics of games available on the Internet and their educational/communicational potential. Th e fundamental objective of this paper is to off er a validated instrument of evaluation for online games about climate change; the instrument uses consensual criteria based on expert opinion, by means of the Delphi method. Th e tool has fi ve dimensions of evaluation: identifi cation, narrative, content, playability, and didactics. Th e proposed instrument of evaluation contributes to broadening the view of relevant characteristics to be included when selecting a videogame to use in the classroom, and to establish the bases for creating a useful collection of online games about climate change in particular, and about environmental topics in general.
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In search of innovative approaches to raise climate change awareness among digital natives, onlin... more In search of innovative approaches to raise climate change awareness among digital natives, online and serious games are gaining currency as new platforms for communication, education and social change. Thanks to their interactivity and immersive narrative, games have capacity to convey to young people the problems that they will be facing in the future and enable them to experience these problems directly through the game. In addition, online games can offer the possibility to be implemented in educational contexts as a didactic tool for teachers. This study aims a) to present a checklist with validated evaluation criteria identified through the Delphi method; and b) to conduct a qualitative evaluation of communicative and educative elements of a sample of 24 online climate change games targeting youth and produced in Spanish. Our findings suggest that the games evaluated seem to be on the right path, making the topic of climate change local, visual and connected, although there is still room for improvement in terms of contents, gameplay and didactics.
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Los juegos online han sido propuestos como una herramienta de comunicación y educación prometedor... more Los juegos online han sido propuestos como una herramienta de comunicación y educación prometedora. Teniendo en cuenta que el cambio climático es una de las principales amenazas a las que se enfrentarán los adolescentes en su futuro, el presente trabajo tiene como objetivo principal la evaluación de los elementos comunicativos y educativos de una serie de juegos online sobre cambio climático producidos en España, haciendo uso de unos criterios validados por un panel de expertos con el método Delphi. Los resultados de este estudio exploratorio revelan algunas de las oportunidades que ofrecen estas herramientas, tales como el encuadre alternativo de los mensajes o el desarrollo de distintas competencias y habilidades, pero también sus limitaciones, como la falta de instituciones científicas en la producción o de posibilidades para estudiantes con diversidad funcional.
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In search of innovative approaches capable of connecting climate change issues with teenagers, sc... more In search of innovative approaches capable of connecting climate change issues with teenagers, scholars and practitioners have become interested in harnessing the potential of gaming for advancing climate change communication. This article aims to propose a set of criteria, validated by experts through the Delphi method, by which to analyze communicative features of online climate change games. The use of the criteria is illustrated with an evaluation of a sample of Spanish games to which we apply qualitative content analysis, narratology, and ludology techniques. Our findings reveal some positive communicative trends in terms of narratives, contents, and gameplay.
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Perspectives, Jan 1, 2007
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Este trabajo analiza el uso que los centros del CSIC (Consejo Superior de Investigaciones Científ... more Este trabajo analiza el uso que los centros del CSIC (Consejo Superior de Investigaciones Científicas) y las universidades pú- blicas españolas hacen de la web 2.0 para la divulgación de sus investigaciones. La metodología utilizada se sustenta en el diseño de una ficha de evaluación cuantitativa para la recogida de datos centrada en tres áreas: el uso de las aplicaciones web 2.0; la conectividad (número de seguidores); y la intensidad (número de comentarios publicados). Entre los resultados destaca el escaso uso que ambos tipos de centros hacen de las redes sociales para la difusión de la investigación. En el caso de las universidades, en 2014 la presencia en Facebook y Twitter estuvo en torno al 40%, un 22% en YouTube y sólo un 22% tienen blogs. En cuanto a los centros del CSIC, en torno al 30% tenía perfiles en Facebook y Twitter, un 18,9% en YouTube, y un 6,8% contaban con blogs de divulgación.
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Madrid: ra-ma, Jan 1, 2001
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Madrid: ra-ma, 2001
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Revista española de Documentación Científica, 2013
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Papers by María-Dolores Olvera-Lobo
and this fight requires a change in teenagers’ attitudes. In search of new approaches targeting youth, online games are seen as a promising tool for communication and education. Using the serious game 2020 Energy as a case study, the main objective of this paper is to examine the influence of the game on Spanish and American teenagers’ attitudes (N = 108), employing a pretest-posttest design with an experimental condition (playing the game) and a control condition (not playing the
game). Results show that there have not been statistically significant differences after playing the game, although when looking closer at each factor, some positive consequences can be found.
and this fight requires a change in teenagers’ attitudes. In search of new approaches targeting youth, online games are seen as a promising tool for communication and education. Using the serious game 2020 Energy as a case study, the main objective of this paper is to examine the influence of the game on Spanish and American teenagers’ attitudes (N = 108), employing a pretest-posttest design with an experimental condition (playing the game) and a control condition (not playing the
game). Results show that there have not been statistically significant differences after playing the game, although when looking closer at each factor, some positive consequences can be found.
La propuesta metodológica expuesta en las líneas siguientes constituye una primera aproximación al incipiente ámbito de la comunicación pública de la ciencia mediante herramientas Web 2.0. Este marco analítico es susceptible de aplicación en diversos estudios de carácter empírico.
The research put forward here has the objective of studying the analysis of the use made by Spanish research centers and public universities of Facebook, Twitter and YouTube to communicate their scientific results to society. Essentially, three aspects have been assessed, presence (if they have registered an institutional profile on the Social media), connectivity (followers on their public profiles) and intensity (this latter element referring to the number of publications registered on their profile during a one-month period in three consecutive years).
The methodology used includes the design of an ad hoc checklist which makes it possible to compile and analyze data relating to the three items mentioned above. The analysis was carried out in December of 2012, 2013 and of 2014. From among the principal results, it should be noted that the presence of the analyzed Spanish research centers and public universities by way of channels specializing in the dissemination of science on the three social media is still incipient. Nevertheless, the general tendency is the use of these channels to disseminate their scientific production to the general public. Approximately one-third of the centers analyzed make use of Facebook and Twitter to transmit knowledge specializing in science. And around 16% do the same on YouTube.
La cultura científica de los ciudadanos es uno de los motores de este proceso que se está consolidando en Europa. España es uno de los países con menor alfabetización científica del continente (Fundación BBVA, 2012), una situación que afecta principalmente a los jóvenes, quienes se sitúan a la cola en el conocimiento de las materias científicas (PISA, 2013). A esto se le suma un descenso de las matriculaciones científicas en los últimos diez años (Instituto Nacional de Estadística, 2010).
De forma paralela, Internet se establece como el principal canal de comunicación para los jóvenes, hasta el punto de introducir un nuevo perfil sociológico, el de ‘nativos digitales’ (Prensky, 2001). La Web 2.0, con las redes sociales a la cabeza, es el principal canal que utilizan los jóvenes para informarse de ciencia y tecnología (Fundación Española para la Ciencia y la Tecnología, 2012).
Las fuentes de información con más credibilidad para realizar esta misión son los centros de investigación y las universidades (Fundación Española para la Ciencia y la Tecnología, 2013; Treise et al, 2013).
Así, el estudio que se presenta se centra en el análisis del uso que los centros de investigación del Consejo Superior de Investigaciones Científicas y las universidades públicas españolas hacen de las herramientas 2.0 para difundir sus resultados entre la sociedad. La metodología desarrollada para ello es una checklist ad hoc diseñada para evaluar la presencia en el entorno 2.0 y la efectividad de la comunicación en términos de intensidad y seguidores. Los datos han sido extraídos mediante el testeo diario durante el mes de diciembre de 2012.
Entre los resultados obtenidos destacan, por un lado, el interés de universidades y centros de investigación por este medio de comunicación, el 72,9% de las universidades y el 52,08% de los centros tienen canales específicos para la divulgación científica. Pero, por el otro, demuestran una presencia todavía débil en las redes sociales. En el caso de los centros del CSIC menos de un tercio de los centros tiene perfil en Facebook, Twitter o Youtube. Una tendencia similar para las universidades que presenta un valor más elevado en Facebook, donde tienen presencia un 37.5% del total.
Programa Estatal de I+D+i Orientada a los Retos de la Sociedad
Código: CSO2015-64532- R