通过Raíces的本土文化:电子游戏作为一种教学认知资源

Laura Fava, Claudia Banchoff, Luciano J. Nomdedeu, S. Martín
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摘要

将信息通信技术(ICT)纳入教育是世界各地的不同举措。关注的是这些资源如何能促进教学过程。电子游戏是另一种选择,因为它们提供了以激励方式处理不同主题的机会。儿童和青少年可以通过批判性地分析所呈现的信息并采取相应的行动来获取不同的内容。视频游戏Raíces是社会科学领域的创新工具,它提供了一个有趣的环境,使学习过程比传统方法更具吸引力和激励。本文描述了在小学课堂上使用Raíces的经验。我们希望Raíces将有助于传播知识,并使人们认识到土著人民的问题,力求加强阿根廷是一个多民族国家的概念。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The native cultures through Raíces: A video game as a didactic-cognitive resource
The inclusion of Information Communication Technologies (ICT) in education is something that has been working from different initiatives worldwide. Concern is on how these resources can enhance the teaching-learning process. Video games are an alternative, given that they present an opportunity to work on different themes in a motivating way. Children and young people can access the different contents by critically analyzing the information presented and acting accordingly. The video game Raíces is an innovative tool in social sciences, offering a ludic environment, making the learning process more attractive and motivating than with traditional methods. This article describes the experience of using Raíces in the primary school classroom. We hope that Raíces will help to spread knowledge and to become aware of the problems of native people, seeking to strengthen the conception of Argentina as a multiethnic country.
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