Author:
Publisher:
ISBN: 9788436848304
Category :
Languages : es
Pages : 0
Book Description
El juego de rol como estrategia para desarrollar habilidades de pensamiento crítico
El juego de rol como estrategia para desarrollar habilidades de pensamiento crítico
Author: Antonio Joaquín Franco-Mariscal
Publisher: Ediciones Pirámide
ISBN: 8436848314
Category : Science
Languages : es
Pages : 373
Book Description
La sociedad actual requiere una ciudadanía que sepa afrontar de forma crítica problemas sociales relacionados con la ciencia y la tecnología. A ellos nos tenemos que enfrentar en materia energética, ambiental, de sostenibilidad, eficiencia en recursos, salud, alimentación, etc. En este sentido, la educación tiene un papel fundamental en la formación de habilidades de pensamiento crítico de la ciudadanía, ya que el alumnado de hoy será el que en las próximas décadas tendrá que ofrecer soluciones a estos retos. Una estrategia didáctica para el desarrollo de habilidades de pensamiento crítico en el contexto de problemas sociocientíficos es el juego de rol, que consiste en una simulación en la que diferentes personajes defienden roles enfrentados en torno a un problema. El juego de rol aúna las ventajas de la gamificación a través de una escenificación en el aula y posibilita una mejor comprensión de los problemas mostrando sus diferentes vertientes: científico-tecnológica, social, política, ambiental, ética, etc. En esta obra se presenta un conjunto amplio de juegos de rol centrados en problemas sociocientíficos para desarrollar habilidades de pensamiento crítico en el aula de ciencias, incidiendo en el diseño, su puesta en práctica y la evaluación. Los juegos de rol se agrupan por temáticas: alimentación y salud, medioambiente, sostenibilidad, y ciencia y sociedad.
Publisher: Ediciones Pirámide
ISBN: 8436848314
Category : Science
Languages : es
Pages : 373
Book Description
La sociedad actual requiere una ciudadanía que sepa afrontar de forma crítica problemas sociales relacionados con la ciencia y la tecnología. A ellos nos tenemos que enfrentar en materia energética, ambiental, de sostenibilidad, eficiencia en recursos, salud, alimentación, etc. En este sentido, la educación tiene un papel fundamental en la formación de habilidades de pensamiento crítico de la ciudadanía, ya que el alumnado de hoy será el que en las próximas décadas tendrá que ofrecer soluciones a estos retos. Una estrategia didáctica para el desarrollo de habilidades de pensamiento crítico en el contexto de problemas sociocientíficos es el juego de rol, que consiste en una simulación en la que diferentes personajes defienden roles enfrentados en torno a un problema. El juego de rol aúna las ventajas de la gamificación a través de una escenificación en el aula y posibilita una mejor comprensión de los problemas mostrando sus diferentes vertientes: científico-tecnológica, social, política, ambiental, ética, etc. En esta obra se presenta un conjunto amplio de juegos de rol centrados en problemas sociocientíficos para desarrollar habilidades de pensamiento crítico en el aula de ciencias, incidiendo en el diseño, su puesta en práctica y la evaluación. Los juegos de rol se agrupan por temáticas: alimentación y salud, medioambiente, sostenibilidad, y ciencia y sociedad.
Education for Sustainable Development Goals
Author: Rieckmann, Marco
Publisher: UNESCO Publishing
ISBN: 9231002090
Category :
Languages : en
Pages : 67
Book Description
Publisher: UNESCO Publishing
ISBN: 9231002090
Category :
Languages : en
Pages : 67
Book Description
Gamification in Learning and Education
Author: Sangkyun Kim
Publisher: Springer
ISBN: 3319472836
Category : Education
Languages : en
Pages : 164
Book Description
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Publisher: Springer
ISBN: 3319472836
Category : Education
Languages : en
Pages : 164
Book Description
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
The Intentional Teacher
Author: Ann S. Epstein
Publisher: Conran Octopus
ISBN: 9781938113062
Category : Education
Languages : en
Pages : 284
Book Description
Young children and teachers both have active roles in the learning processHow do preschoolers learn and develop? What are the best ways to support learning in the early years? This revised edition of The Intentional Teacher guides teachers to balance both child-guided and adult-guided learning experiences that build on children's interests and focus on what they need to learn to be successful in school and in life.This edition offers new chapters on science, social studies, and approaches to learning. Also included is updated, expanded information on social and emotional development, physical development and health, language and literacy, mathenatics, and the creative arts. In each chapter are many practical teaching strategies that are illustrated with classroom-based anecdotes.The Intentional Teacher encourages readers to- Reflect on their principles and practices- Broaden their thinking about appropriate early curriculum content and instructional methods- Discover specific ideas and teaching strategies for interacting with children in key subject areasIntentional teaching does not happen by chance. This book will help teachers apply their knowledge of children and of content to make thoughtful, intentional use of both child-guided and adult-guided experiences.
Publisher: Conran Octopus
ISBN: 9781938113062
Category : Education
Languages : en
Pages : 284
Book Description
Young children and teachers both have active roles in the learning processHow do preschoolers learn and develop? What are the best ways to support learning in the early years? This revised edition of The Intentional Teacher guides teachers to balance both child-guided and adult-guided learning experiences that build on children's interests and focus on what they need to learn to be successful in school and in life.This edition offers new chapters on science, social studies, and approaches to learning. Also included is updated, expanded information on social and emotional development, physical development and health, language and literacy, mathenatics, and the creative arts. In each chapter are many practical teaching strategies that are illustrated with classroom-based anecdotes.The Intentional Teacher encourages readers to- Reflect on their principles and practices- Broaden their thinking about appropriate early curriculum content and instructional methods- Discover specific ideas and teaching strategies for interacting with children in key subject areasIntentional teaching does not happen by chance. This book will help teachers apply their knowledge of children and of content to make thoughtful, intentional use of both child-guided and adult-guided experiences.
Assessment and Teaching of 21st Century Skills
Author: Patrick Griffin
Publisher: Springer
ISBN: 9401793956
Category : Education
Languages : en
Pages : 314
Book Description
This second volume of papers from the ATC21STM project deals with the development of an assessment and teaching system of 21st century skills. Readers are guided through a detailed description of the methods used in this process. The first volume was published by Springer in 2012 (Griffin, P., McGaw, B. & Care, E., Eds., Assessment and Teaching of 21st Century Skills, Dordrecht: Springer). The major elements of this new volume are the identification and description of two 21st century skills that are amenable to teaching and learning: collaborative problem solving, and learning in digital networks. Features of the skills that need to be mirrored in their assessment are identified so that they can be reflected in assessment tasks. The tasks are formulated so that reporting of student performance can guide implementation in the classroom for use in teaching and learning. How simple tasks can act as platforms for development of 21st century skills is demonstrated, with the concurrent technical infrastructure required for its support. How countries with different languages and cultures participated and contributed to the development process is described. The psychometric qualities of the online tasks developed are reported, in the context of the robustness of the automated scoring processes. Finally, technical and educational issues to be resolved in global projects of this nature are outlined.
Publisher: Springer
ISBN: 9401793956
Category : Education
Languages : en
Pages : 314
Book Description
This second volume of papers from the ATC21STM project deals with the development of an assessment and teaching system of 21st century skills. Readers are guided through a detailed description of the methods used in this process. The first volume was published by Springer in 2012 (Griffin, P., McGaw, B. & Care, E., Eds., Assessment and Teaching of 21st Century Skills, Dordrecht: Springer). The major elements of this new volume are the identification and description of two 21st century skills that are amenable to teaching and learning: collaborative problem solving, and learning in digital networks. Features of the skills that need to be mirrored in their assessment are identified so that they can be reflected in assessment tasks. The tasks are formulated so that reporting of student performance can guide implementation in the classroom for use in teaching and learning. How simple tasks can act as platforms for development of 21st century skills is demonstrated, with the concurrent technical infrastructure required for its support. How countries with different languages and cultures participated and contributed to the development process is described. The psychometric qualities of the online tasks developed are reported, in the context of the robustness of the automated scoring processes. Finally, technical and educational issues to be resolved in global projects of this nature are outlined.
Teaching Tech Together
Author: Greg Wilson
Publisher: CRC Press
ISBN: 1000728153
Category : Computers
Languages : en
Pages : 229
Book Description
Hundreds of grassroots groups have sprung up around the world to teach programming, web design, robotics, and other skills outside traditional classrooms. These groups exist so that people don't have to learn these things on their own, but ironically, their founders and instructors are often teaching themselves how to teach. There's a better way. This book presents evidence-based practices that will help you create and deliver lessons that work and build a teaching community around them. Topics include the differences between different kinds of learners, diagnosing and correcting misunderstandings, teaching as a performance art, what motivates and demotivates adult learners, how to be a good ally, fostering a healthy community, getting the word out, and building alliances with like-minded groups. The book includes over a hundred exercises that can be done individually or in groups, over 350 references, and a glossary to help you navigate educational jargon.
Publisher: CRC Press
ISBN: 1000728153
Category : Computers
Languages : en
Pages : 229
Book Description
Hundreds of grassroots groups have sprung up around the world to teach programming, web design, robotics, and other skills outside traditional classrooms. These groups exist so that people don't have to learn these things on their own, but ironically, their founders and instructors are often teaching themselves how to teach. There's a better way. This book presents evidence-based practices that will help you create and deliver lessons that work and build a teaching community around them. Topics include the differences between different kinds of learners, diagnosing and correcting misunderstandings, teaching as a performance art, what motivates and demotivates adult learners, how to be a good ally, fostering a healthy community, getting the word out, and building alliances with like-minded groups. The book includes over a hundred exercises that can be done individually or in groups, over 350 references, and a glossary to help you navigate educational jargon.
Web 2.0 How-to for Educators, 2nd Edition
Author: Gwen Solomon
Publisher: International Society for Technology in Education
ISBN: 1564844919
Category : Education
Languages : en
Pages : 408
Book Description
Ignite creativity by weaving Web 2.0 tools into the classroom. In this expanded and fully updated edition, the authors of the best-selling Web 2.0: New Tools, New Schools introduce you to more collaborative tools and expertly lead you through classroom and professional applications that help expand student and teacher learning.
Publisher: International Society for Technology in Education
ISBN: 1564844919
Category : Education
Languages : en
Pages : 408
Book Description
Ignite creativity by weaving Web 2.0 tools into the classroom. In this expanded and fully updated edition, the authors of the best-selling Web 2.0: New Tools, New Schools introduce you to more collaborative tools and expertly lead you through classroom and professional applications that help expand student and teacher learning.
Serious Games
Author: Ute Ritterfeld
Publisher: Routledge
ISBN: 1135848904
Category : Education
Languages : en
Pages : 643
Book Description
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.
Publisher: Routledge
ISBN: 1135848904
Category : Education
Languages : en
Pages : 643
Book Description
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.