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Analizando La Tecnolog A Y La Gamificaci N Educativas


Analizando La Tecnolog A Y La Gamificaci N Educativas
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Analizando La Tecnolog A Y La Gamificaci N Educativas


Analizando La Tecnolog A Y La Gamificaci N Educativas
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Author : Alejandro Quintas Hijós
language : es
Publisher: Ediciones Octaedro
Release Date : 2022-10-01

Analizando La Tecnolog A Y La Gamificaci N Educativas written by Alejandro Quintas Hijós and has been published by Ediciones Octaedro this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-01 with Education categories.


Las tecnologías digitales y la gamificación son dos fenómenos que actualmente están en auge en el sistema educativo. En concreto, los videojuegos activos son una realidad en el ocio digital de los jóvenes y ya se están aplicado como innovación educativa. Sin embargo, desde una perspectiva analítica se tiene que examinar el planteamiento, mientras que, desde un acercamiento científico, se debe medir en las aulas reales la efectividad que se les presupone. Esta obra pretende ilustrar el proceso científico llevado a cabo en una investigación experimental realizada en distintos colegios de Educación Primaria, describiendo tanto el planteamiento filosófico y epistemológico inicial como los diseños concretos de investigación y de intervención educativa. El objetivo es compartir y promover un enfoque de investigación infrecuente en las ciencias de la educación, el experimental natural, aquel que pretende aproximarse tanto como sea posible al conocimiento de los efectos y las causas. Este enfoque científico permitirá mejorar la habitual justificación de la «experiencia personal» del maestro, en este caso en lo concerniente a la gamificación educativa y al videojuego como tecnología digital. Así, se han estudiado variables de interés para la didáctica como son el diseño programático, el método de enseñanza y el material educativo, además de características psicológicas, motrices y neurológicas del alumnado. La investigación presentada, explicada paso a paso, ha ayudado a esclarecer y poner a prueba las altas expectativas asignadas al potencial educativo de la gamificación y los videojuegos activos, sugiriendo una visión mucho más prudente y escéptica respecto a ellas.



Online Brand Communities


Online Brand Communities
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Author : Francisco J. Martínez-López
language : en
Publisher: Springer
Release Date : 2015-12-11

Online Brand Communities written by Francisco J. Martínez-López and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-12-11 with Business & Economics categories.


This book presents and analyzes the concept of online brand communities, an emerging and exciting topic in marketing and eCommerce. First, it lays out the foundations like the evolution of the Web and the so-called Social Web, its utility for users and businesses, and the evolution of the marketing mind-set to adapt the Social Web. On this basis, the book then presents a detailed analysis of online brand communities, examining the concept of virtual community with a specific focus on virtual brand communities. In this context the book also explores recent trends related to branding and brand management. Next, it proposes a classification system for online brand communities, taking into account questions like the motivating factors for consumers to join, participate and stay in a community. The process of value creation in communities is examined from both business and consumer perspectives. The book draws to a close with a brief presentation of the process broadly accepted for the successful development of online brand communities.



Comunicaci N Digital


Comunicaci N Digital
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Author : Marta-Lazo, Carmen
language : es
Publisher: Editorial UOC
Release Date : 2017-03-22

Comunicaci N Digital written by Marta-Lazo, Carmen and has been published by Editorial UOC this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-22 with Computers categories.


Este manual está dirigido a estudiantes de comunicación y de educación de grado y posgrado. El eje central de toda la obra es el novedoso concepto de Factor R-elacional, atendiendo al nuevo modelo que los autores han bautizado como «TRIC» (Tecnologías de la Relación, Información y Comunicación), que dibuja un nuevo escenario de contextos y mediaciones en la comunicación digital y móvil. Este libro contiene todas las partes esenciales para entender la comunicación digital: fundamentos, principios, interactuantes, competencias, mediaciones e inteRmetodología.Desde una perspectiva educomunicativa, los autores proponen métodos innovadores para llevar a cabo prácticas de aprendizaje digital en entornos presenciales, semipresenciales y virtuales. Como aportación final, se entrevista a seis reconoidos expertos en educación mediática y competencia digital para abordar desde su mirada diferentes temas planteados en el libro, de forma dialógica y abierta a la reflexión. También se brinda a los lectores la posibilidad de participar e interactuar en un laboratorio de experiencias TRIC.



Communication And Development


Communication And Development
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Author : Everett M. Rogers
language : en
Publisher: SAGE Publications, Incorporated
Release Date : 1976

Communication And Development written by Everett M. Rogers and has been published by SAGE Publications, Incorporated this book supported file pdf, txt, epub, kindle and other format this book has been release on 1976 with Language Arts & Disciplines categories.




Stealth Assessment


Stealth Assessment
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Author : Valerie Jean Shute
language : en
Publisher: MIT Press
Release Date : 2013

Stealth Assessment written by Valerie Jean Shute and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013 with Education categories.


An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.



Literature Review In Games And Learning


Literature Review In Games And Learning
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Author : John Kirriemuir
language : en
Publisher:
Release Date : 2006

Literature Review In Games And Learning written by John Kirriemuir and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computer games categories.




Gamification By Design


Gamification By Design
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Author : Gabe Zichermann
language : en
Publisher: "O'Reilly Media, Inc."
Release Date : 2011-08

Gamification By Design written by Gabe Zichermann and has been published by "O'Reilly Media, Inc." this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08 with Computers categories.


Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app



Gamify


Gamify
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Author : Biran Burke
language : en
Publisher: Routledge
Release Date : 2016-10-14

Gamify written by Biran Burke and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-14 with Business & Economics categories.


Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.



When I Miss You


When I Miss You
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Author : Cornelia Maude Spelman
language : en
Publisher: Albert Whitman & Company
Release Date : 2004-01-01

When I Miss You written by Cornelia Maude Spelman and has been published by Albert Whitman & Company this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-01-01 with Juvenile Fiction categories.


Young children often experience anxiety when they are separated from their mothers or fathers. A young guinea pig expresses her distress when her mother and father go away. "Missing you is a heavy, achy feeling. I don't like missing you. I want you right now!" Eventually the little guinea pig realizes that sometimes she and her parents can't be together. When that happens, she knows that others can help. "They can snuggle with me or we can play. It helps me to be warm and close to someone. They remind me that you'll be back."



Serious Games


Serious Games
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Author : David R. Michael
language : en
Publisher: Course Technology
Release Date : 2006

Serious Games written by David R. Michael and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computers categories.


Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.