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Digital educational materials

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Digital educational material is material created for formal or informal education and implies methodological design (according to the definition of the term Methodological design of education at the end of the text).

Digital educational material refers to specific content and tasks (activities) for acquiring and developing educational knowledge, skills, and habits through which a particular educational outcome or set of educational outcomes is achieved. 

It is intended for students or pupils for independent or guided learning. Digital educational materials are considered materials in one of the following forms: 

  • Complex digital educational materials that include the processing of multiple topics through a series of organizational units that also encompass activities for students students 
  • Online course/module 
  • E-textbook that includes multimedia and/or interactive educational materials  
  • Additional digital educational materials to accompany printed textbooks or educational content
  • One or more related interactive elements which are methodologically designed and form a complete unit intended for learning a specific topic. An interactive element is considered an element that requires user interaction with the content. Links or actions related to starting, stopping, or pausing multimedia or other parts of an interactive element are not considered interactive elements.
  • A website as a medium for digital educational material intended for learning, designed to include content sections for mastering material, motivation, and learning activities.  
  • A set of at least 5 elements created in a digital content creation application (e.g., Geogebra, Nearpod, Learning Apps, etc.) that are methodologically designed and form a cohesive unit intended for learning a specific topic (excluding quizzes and tests, as well as quiz and test questions). 
  • Digital didactic games designed for learning a specific topic that include two or more progression levels and problem-solving scenarios 
  • Educational videos created with the aim of being used for learning and teaching, in such a way that they have a clear educational purpose, cover an educational topic, and enable the achievement of educational outcomes.  

For the purposes of this Call for Participation, the term digital educational material does NOT include: 

  • Materials intended for teaching, not for learning – such as teaching scenarios, teaching manuals, methodological guides, learning content manuals, instructions for conducting educational activities.  
  • Web pages with informational content, lists of links, or any other content not intended for learning and not designed to include material mastery sections, motivation, or learning activities.  
  • Textual documents (PDF, DOC, or other). Even if they contain educational content, including cases where that content is enhanced with interactive and multimedia elements from collections or platforms with interactive and multimedia content and tools that the author did not create or participate in creating, even when they form an integral part of content that the author created themselves.  
  • Set of unrelated individual elements made in digital content creation applications that do not form a complete whole intended for learning a specific topic.  
  • Webinars and webinar recordings.  
  • Quizzes or tests created in quiz or test apps or other apps, as well as questions for tests or quizzes.
  • Presentations in any format (e.g., ppt, Prezi, Google Slides, etc.).  
  • Adaptation and/or translation of digital or printed educational materials. 

Methodological Design of Educational Materials This refers to the application of didactic knowledge to design educational materials in a specific educational area or subject, in accordance with the laws of learning and teaching for that area or subject, as well as the characteristics of the target audience, media, and technologies used in the creation of educational or teaching materials.  

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