Aprendizaje Basado en Juegos como metodología activa en la etapa de Educación Primaria


Book Description

El Aprendizaje Basado en Juegos (ABJ) es una metodología innovadora que utiliza el juego para enseñar conceptos y habilidades específicas con el objetivo de lograr resultados de aprendizaje concretos de manera gradual y guiada. Además, esta metodología, puede transformarse en físicamente activa, coordinada desde la Educación Física e incluyendo en sus dinámicas el movimiento, aprovechando así las potencialidades de la actividad física de manera motivante, lúdica y participativa a través de numerosas alternativas, y de las cuales se mostrarán algunas opciones a lo largo del presente libro. Esta metodología de ABJ tiene un gran potencial para el aprendizaje y puede ser implementada tanto en la jornada escolar (propias clases de Educación Física, aula ordinaria, descansos activos o en los recreos), como en horario extraescolar, incentivada y supervisada desde el Centro escolar, y en colaboración con las familias. A través de ella, se pueden trabajar aspectos importantes como son la resolución de problemas, la cooperación o diversos contenidos curriculares mientras que, con esta inclusión del movimiento, permite también que los estudiantes se mantengan físicamente activos. Este libro presenta un marco teórico sobre el ABJ, detalla los beneficios de la actividad física regular en niños y adolescentes, y explica las bases para la creación del ABJ, resaltando la opción de cómo añadir el componente activo. También, expone varios protocolos de diseño de juegos con objetivos educativos y proporciona los recursos necesarios para crear este material. Finalmente, se presentan algunos ejemplos de ABJ con componente activo ya implementados en el aula y se muestra en detalle un juego activo para fomentar hábitos saludables en la etapa de Educación Primaria.







Materialities of Schooling


Book Description

This is a book with an interest in the materiality of schooling. It is focused on objects in schooling, which, taken individually and together, constitute the sites of schooling. It does not assume a fixed dichotomy between objects and people, in other words, that there is a life of imagination and action, and there are collections of inanimate objects. Nor does it assume that the technologies and objects of schooling, chained together by routines and action, should remain invisible from inquiry into schools as sites of learning and work. Instead, by drawing attention to the materiality of schooling, that is, the ways that objects are given meaning, how they are used, and how they are linked into heterogeneous active networks, in which people, objects and routines are closely connected, it is hoped that a richer historical account can be created about the ways that schools work.










Child Friendly Schools Manual


Book Description

This Child-Friendly Schools (CFS) Manual was developed during three-and-a-half years of continuous work, involving the United Nations Children's Fund education staff and specialists from partner agencies working on quality education. It benefits from fieldwork in 155 countries and territories, evaluations carried out by the Regional Offices and desk reviews conducted by headquarters in New York. The manual is a part of a total resource package that includes an e-learning package for capacity-building in the use of CFS models and a collection of field case studies to illustrate the state of the art in child-friendly schools in a variety of settings.




Digital Technologies in Designing Mathematics Education Tasks


Book Description

This book is about the role and potential of using digital technology in designing teaching and learning tasks in the mathematics classroom. Digital technology has opened up different new educational spaces for the mathematics classroom in the past few decades and, as technology is constantly evolving, novel ideas and approaches are brewing to enrich these spaces with diverse didactical flavors. A key issue is always how technology can, or cannot, play epistemic and pedagogic roles in the mathematics classroom. The main purpose of this book is to explore mathematics task design when digital technology is part of the teaching and learning environment. What features of the technology used can be capitalized upon to design tasks that transform learners’ experiential knowledge, gained from using the technology, into conceptual mathematical knowledge? When do digital environments actually bring an essential (educationally, speaking) new dimension to classroom activities? What are some pragmatic and semiotic values of the technology used? These are some of the concerns addressed in the book by expert scholars in this area of research in mathematics education. This volume is the first devoted entirely to issues on designing mathematical tasks in digital teaching and learning environments, outlining different current research scenarios.




The Pronunciation of English


Book Description




Handbook of Research on Active Learning and the Flipped Classroom Model in the Digital Age


Book Description

The notion of a flipped classroom draws on such concepts as active learning, student engagement, hybrid course design, and course podcasting. The value of a flipped class is in the repurposing of class time into a workshop where students can inquire about lecture content, test their skills in applying knowledge, and interact with one another in hands-on activities. The Handbook of Research on Active Learning and the Flipped Classroom Model in the Digital Age highlights current research on the latest trends in education with an emphasis on the technologies being used to meet learning objectives. Focusing on teaching strategies, learner engagement, student interaction, and digital tools for learning, this handbook of research is an essential resource for current and future educators, instructional designers, IT specialists, school administrators, and researchers in the field of education.




Innovating with Concept Mapping


Book Description

This book constitutes the refereed proceedings of the 7th International Conference on Concept Mapping, CMC 2016, held in Tallinn, Estonia, in September 2016. The 25 revised full papers presented were carefully reviewed and selected from 135 submissions. The papers address issues such as facilitation of learning; eliciting, capturing, archiving, and using “expert” knowledge; planning instruction; assessment of “deep” understandings; research planning; collaborative knowledge modeling; creation of “knowledge portfolios”; curriculum design; eLearning, and administrative and strategic planning and monitoring.