{"title":"“手指在屏幕上”:策略电子游戏在课程学习中介中的应用","authors":"Begoña Gros i Salvat, J. Miranda","doi":"10.14201/EKS.16792","DOIUrl":null,"url":null,"abstract":"A multidisciplinary university team (Chilean-Spanish) and teachers of a public school of the region of Valparaiso (Chile), they carried out an initiative dedicated to design and to apply a formative sequence that incorporating in their activities the use of the strategy video game \"Age of Empire\", it could mediate curricular learnings corresponding to the sub sectors of \"Understanding of the Society\" and “Mathematical Education”. The application of this design of classes implied to work with 78 students of K7, which carried out three types of use of the video game: levelling, inquiry and evaluation. Through the methodology of Study of Case of Descriptive type you carries out the summary and analysis of data that it allowed to characterize the practices and interactions arisen in the relationship among even, the teacher role, and the contributions of the video game. The main results show, on one hand, the important thing that it is for the professors (i) to learn and to revalue playing, (ii) to participate of an instance of collaboration to be able to design new learning atmospheres., and on the other hand, (iii) the typology of collaboration and cooperation arisen among the students, and (iv) the opportunities offered by the video game to approach to the reality of the phenomena.","PeriodicalId":31520,"journal":{"name":"Voces de la educacion","volume":"27 1","pages":"108-129"},"PeriodicalIF":0.0000,"publicationDate":"2008-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"16","resultStr":"{\"title\":\"\\\"CON EL DEDO EN LA PANTALLA\\\": EL USO DE UN VIDEOJUEGO DE ESTRATEGIA EN LA MEDIACIÓN DE APRENDIZAJES CURRICULARES\",\"authors\":\"Begoña Gros i Salvat, J. Miranda\",\"doi\":\"10.14201/EKS.16792\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A multidisciplinary university team (Chilean-Spanish) and teachers of a public school of the region of Valparaiso (Chile), they carried out an initiative dedicated to design and to apply a formative sequence that incorporating in their activities the use of the strategy video game \\\"Age of Empire\\\", it could mediate curricular learnings corresponding to the sub sectors of \\\"Understanding of the Society\\\" and “Mathematical Education”. The application of this design of classes implied to work with 78 students of K7, which carried out three types of use of the video game: levelling, inquiry and evaluation. Through the methodology of Study of Case of Descriptive type you carries out the summary and analysis of data that it allowed to characterize the practices and interactions arisen in the relationship among even, the teacher role, and the contributions of the video game. The main results show, on one hand, the important thing that it is for the professors (i) to learn and to revalue playing, (ii) to participate of an instance of collaboration to be able to design new learning atmospheres., and on the other hand, (iii) the typology of collaboration and cooperation arisen among the students, and (iv) the opportunities offered by the video game to approach to the reality of the phenomena.\",\"PeriodicalId\":31520,\"journal\":{\"name\":\"Voces de la educacion\",\"volume\":\"27 1\",\"pages\":\"108-129\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2008-11-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"16\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Voces de la educacion\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.14201/EKS.16792\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Voces de la educacion","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14201/EKS.16792","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
"CON EL DEDO EN LA PANTALLA": EL USO DE UN VIDEOJUEGO DE ESTRATEGIA EN LA MEDIACIÓN DE APRENDIZAJES CURRICULARES
A multidisciplinary university team (Chilean-Spanish) and teachers of a public school of the region of Valparaiso (Chile), they carried out an initiative dedicated to design and to apply a formative sequence that incorporating in their activities the use of the strategy video game "Age of Empire", it could mediate curricular learnings corresponding to the sub sectors of "Understanding of the Society" and “Mathematical Education”. The application of this design of classes implied to work with 78 students of K7, which carried out three types of use of the video game: levelling, inquiry and evaluation. Through the methodology of Study of Case of Descriptive type you carries out the summary and analysis of data that it allowed to characterize the practices and interactions arisen in the relationship among even, the teacher role, and the contributions of the video game. The main results show, on one hand, the important thing that it is for the professors (i) to learn and to revalue playing, (ii) to participate of an instance of collaboration to be able to design new learning atmospheres., and on the other hand, (iii) the typology of collaboration and cooperation arisen among the students, and (iv) the opportunities offered by the video game to approach to the reality of the phenomena.