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Educar. Games in Schools 3rd round - updated course - EUN Academy. “Computer games are the most powerful learning tool of our age.” Professor Henry James, MIT We are delighted to announce this 3rd round of the Games in Schools course with new content, activities, webinars and subtitles in French, Italian, Greek and Romanian. The course takes into account some of the more recent developments in the area of games-based learning including virtual and augmented reality, a bigger focus on mobile games for smartphones and tablets, as well as the newest games and hardware available on the market. Join us in this exciting MOOC for teachers exploring the potential of games-based learning in schools. The course will examine the opportunities but also challenges offered by integrating games into our teaching and learning and will provide practical examples of gaming tools and activities to use in your daily teaching practice.

We will be learning through a mix of video, interactive activities and discussions as well as sharing of resources. Mi pasaporte de español adoptivo. Gamificación de los contenidos socioculturales de un curso de ELE en inmersión para adolescentes - Dialnet. EspañolEl presente artículo es el resultado del proyecto final del Experto en la Enseñanza de ELE a Niños y Adolescentes (Universidad de Barcelona, 2015) realizado bajo la dirección de Vicenta González. En él, se propone gamificar el proceso de enseñanzaaprendizaje a alumnos adolescentes que realizan un curso de español en inmersión de dos semanas. Específicamente, los objetivos de enseñanza que se pretenden gamificar son los relacionados con los hábitos y comportamientos socioculturales. Planteamos aprovechar el potencial pedagógico de dicho contexto de inmersión lingüística y cultural sumado a la gamificación que pretende conseguir la motivación y la implicación de los alumnos en su propio proceso de aprendizaje.Hemos optado por un enfoque por proyectos que puede desarrollarse en paralelo a los contenidos del curso y que fomentará en los alumnos el desarrollo de la autonomía del aprendizaje y de la competencia intercultural.

Study: Adaptive, gamified approach can boost math scores. By eSchool News Students using Front Row’s adaptive, gamified technology increased end-of-year test scores by nearly 10 percentage points over those who did not. A new study from WestEd, a nonpartisan, nonprofit research agency, commissioned by Front Row Education, found that students using the adaptive, gamified and data-drive technology showed greater mathematics achievement outcomes when compared with students who did not.

The study included more than 450 kindergarten, first and second grade students in a rural school, and is based on student scores on the Northwest Evaluation Association’s’ (NWEA) Measure of Academic Progress (MAP) in mathematics.