Dear students you are welcomed in this online session. Happy learning !!!!
ASSIGNMENT N° 1:
READ THE FOLLOWING ARTICLE AND MAKE A SHORT SUMMARY FOR THE FOLLOWING POINTS, PASTE IT HERE AND PRESENT IN THE CLASSROOM:
ASSIGNMENT N° 2: GO TO THE FOLLOWING LINK AND READ THE RESEARCH STUDY THOROUGHLY. WRITE DOWN THE KEY IDEAS ON A TWO (2) PAGES WORD DOCUMENT, PASTE IT HERE AND LATER PRESENT IT IN THE CLASSROOM.
http://consilr.info.uaic.ro/uploads_lt4el/resources/pdfengReport%20on%20the%20educational%20use%20of%20games.pdf
ASSIGNMENT N°3: READ THE FOLLOWING RESEARCH AND ANSWER THE FOLLOWING QUESTIONS BASED ON THE RESEARCH.
https://eric.ed.gov/?id=ED529467
The Effect of Using Educational Games on the Students' Achievement in English Language for the Primary Stage
This study aims to know the effect of using educational games on learning a foreign language. The study will answer the following questions:
1. Is it useful to use games in teaching English Language?
2. Do games create an interactive environment in the classroom?
3. Do games facilitate learning a foreign language?
4. Is there a relation between learning theories (Behaviorism learning theory,
Cognitivism learning theory and Constructivism learning theory - and
Games)?
5. Do games belong to a specific learning theory?
6. Do games encourage students to solve unstructured problems, communicate, navigate, and evaluate and use the second language effectively?
7. Do games encourage students to learn independently as well as work
collaboratively?
8. Does the use of educational games enhance creativity; improve design skills and the ability to present information using the second language?
9. What effect does educational games use have on students' motivation?
10. Do games influence students' achievement?







I agree a 100%, i struggle with math in the university and this tools were not available 20 years ago.
ReplyDelete.
ReplyDeleteOften times during our academic careers, we are forced to learn abstract concepts that - in all honesty - many of us fail to see their significance in daily life, thus regard them as uninteresting. These types of games have the potential of transforming abstract into concrete, and by doing so fostering significative learning. Their potential applications are endless.
ReplyDeleteThrough time, in any aspect of life things are changing and improving. Education should not be left behind, and I consider this an incredible idea and above all fun to learn.
ReplyDeleteAssigment 1
ReplyDeleteLudica is: playing and children need and love it. There are different variables in an Educational System such as the student and the didactic game and its characteristics, aspects, objectives, benefits, phases, clasifications and fundamental andvantages.
There are different types of games, role-play, simulation games and didactic games.
This information is to know the influence of a game for the development of children and adolescents. However, I consider nowaday, some teachers don't know how valuable is this tool that is to teach through games like they forgot they were children and they would have loved to learn through ludicas activities.
Assigment 4
Education should be fun and interactive. I LIKE his way to think since today people love videogames so it would be a way to exploit the potential and interest they develop for them. So we must use all the tools we have today to motivate and increase learning.
In the World changing tecnology, games are important tools in the classrooms, help us to interact quickly and motivates the students also caught up their attention. Many of us see it as unimportant, but games help the students to engage to suceed.
ReplyDeleteThe power of games are just as good as a book. By transforming the learning process into a more effective engagement in understanding any subject. It motivate students to continue to succeed though they've fail in the first attempt. It can also reduce the cost of education and a much faster approach. The idea is not replace teachers is another means of tools to teach an comprehend the task better.
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteAssigment 1 by Milton Hernandez
ReplyDeleteThat is why one of the most important tasks in the current stage of continuous improvement of curricula and curricula is to prepare a highly qualified, competent and competitive student; for which it is necessary to obtain that they play an active role in said process, so that they develop generalizing abilities and intellectual capacities that allow them to correctly orient themselves in the scientific - technical literature, to search for the necessary data quickly and independently, and to apply the knowledge acquired actively and creatively.
For this purpose it is necessary to achieve the interaction of the subjects that interact in this process: the teacher and the students. This interaction involves the formation of a creative approach to the process of education of the personality of the students towards the problems that arise in situations of their life, for which there are no certain algorithms obtained during their studies in educational institutions.
For this it is necessary that from the classrooms cognitive independence develops, the avidity for knowledge, student leadership, so that there is no fear in solving any situation, however difficult it may seem. Therefore, the commitment of the educational institution is to form a trustworthy, creative, motivated, strong and constructive man, capable of developing the potential that he has within himself and that only he is able to develop and increase, under the direction of the teacher.
DIDACTIC GAME is a participatory teaching technique aimed at developing in the students methods of correct direction and behavior, thus stimulating discipline with an adequate level of decision and self-determination; that is, it not only promotes the acquisition of knowledge and the development of skills, but also contributes to the achievement of motivation for the subjects; that is, it constitutes a form of teaching work that provides a wide variety of procedures for the training of students in decision-making for the solution of various problems.
ASSIGNMENT # 2: GO TO THE NEXT LINK AND READ THE RESEARCH STUDY thoroughly. WRITE THE KEY IDEAS IN A WORD DOCUMENT OF TWO (2) PAGES, PAY IT HERE AND LATER LATER PRESENT IN THE CLASSROOM.
ReplyDeleteAs you can see the game is in itself a way to stimulate and encourage creativity, if in this context the technical-constructive elements for the elaboration of the games, the assimilation of technical knowledge and satisfaction with the results are also introduced , the technical-creative capacity of the individual is enriched.
These technical-creative activities may include the design of games and toys, repair of broken toys, refinement of games and toys, and tests of operation of games and toys.
The games, for hundreds of generations, have formed the basis of the education of man spontaneously, allowing the transmission of the rules of social coexistence, the best traditions and the development of creative capacity. The latter as a basic element of the individual's personality that allows him to accept the challenges, in difficult situations and solve the problems that arise in life.
“Negative”
Making excessive use of the game and poorly based can have unfortunate consequences on the effectiveness of the process. Bearing in mind such affirmation, it is necessary, in the process of construction of the didactic game, to design and build these complying with the rules of design and technical standards that guarantee the quality of these articles.
Part2 of assignment #2 By MILTON HERNANDEZ
ReplyDeleteAmong the aspects to contemplate in this scientific-pedagogical index are:
*Correspondence with scientific and technical advances
*Possibility of increasing the level of assimilation of knowledge.
*Educational influence.
*Correspondence with the student's age.
*Contribution to the formation and development of habits and abilities.
*Decreased time in content explanations.
*Accessibility.
I personally think having read this document that, The game favors an interdisciplinary approach in which both teachers and students participate and thus eliminates an empty interrelation between the various subjects. It is necessary to devise participatory structures to increase group cohesion in the classroom, to overcome training differences and to increase student responsibility in learning.
OBJECTIVES OF THE USE OF DIDACTIC GAMES IN EDUCATIONAL INSTITUTIONS:
*Teach students to make decisions about problems that may arise in their lives.
*To guarantee the possibility of acquiring a practical experience of collective work and the analysis of the students' organizational activities.
*Contribute to the assimilation of theoretical knowledge of the different subjects, based on the achievement of a higher level of satisfaction in creative learning.
*Prepare students in solving the problems of life and society.
CHARACTERISTICS OF DIDACTIC GAMES:
*They arouse interest in subjects.
*They provoke the need to make decisions.
*They create in students the skills of interrelated work of mutual collaboration in the joint fulfillment of tasks.
*They require the application of the knowledge acquired in the different subjects or subjects related to it.
*They are used to strengthen and verify the knowledge acquired in demonstration classes and for the development of skills.
*They constitute dynamic pedagogical activities, with time limitation and conjugation of variants.
*They accelerate the adaptation of students to the dynamic social processes of their lives.
*They break with the schemes of the classroom, of the authoritarian and informative role of the teacher, since the creative potentials of the students are released.
Short research added:
PHASES OF DIDACTIC GAMES:
1. Introduction:It includes the steps or actions that will make it possible to start or start the game, including agreements or conventions that make it possible to establish the rules or types of games.
2.-Development: During the same one the action of the students takes place in dependence of the established by the rules of the game.
3.-Culmination: The game culminates when a player or group of players manages to reach the goal depending on the established rules, or when he manages to
accumulate a greater amount of points, demonstrating greater mastery of the contents and development of skills.
ASSIGNMENT # 3 BY MILTON HERNANDEZ
ReplyDeleteREAD THE FOLLOWING RESEARCH AND ANSWER THE FOLLOWING QUESTIONS BASED ON RESEARCH.
1. Is it useful to use games to teach English?
Personally I think so, since the English language vocabulary is broad and somewhat confusing because the words grammatically change from present to past, and the use of games and the use of flashcards to identify the words and This way the student associates with the words and files them in his brain.
2. Do games create an interactive environment in the classroom?
Of course, yes, I personally think that the vast majority of teachers must be doing dynamics and games to encourage and encourage students, so that we do not fall into routine and boredom, so the student will love the class and will always be aware of your dialogues as a teacher.
3. Do the games facilitate learning a foreign language?
Actually, not only “a foreign language”, but anything to learn, it is good to apply games, and more when it comes to children since they help to capture their attention and are able to assimilate the content provided by the teacher to Time to teach
4. Is there a relationship between learning theories (behavioral learning theory,
Learning theory of cognitivism and Learning theory of constructivism, and
Games)?
Absolutely yes, there is a great relationship between both and the 3 just help create the perfect student and obviously if these 3 are applied by the teacher your students will be very applied, I explain why:
Cognitive behaviorism must go hand in hand, because knowledge cannot be absorbed if you do not have good behavior, and remember that cognitive is related to knowledge and learning and constructivism when executing the different assignments in classes, this is why if the teacher does not plant the first 2 in the student's training, it will be difficult for the student to be productive in class hours, so games are applied because they are the fundamental pillars at the time of absorption of knowledge and student training.
5- Do the games belong to a specific learning theory?
Didactic games do not belong to any theory of learning, however, from other environments. These are designed in order to balance the classrooms, giving innovative strategies that enhance the person's ability to learn-play and at the same time allow him to solve problems of daily life, if there were any theory, it would be based on the Game theory. I learn, since through games and fun the child or student can absorb almost 90% safely and it is proven that these teachings mark the student's life and in this way what is taught is not forgotten.
ASSIGNMENT # 3 BY MILTON HERNANDEZ Following parts
ReplyDelete6. Do the games encourage students to solve unstructured problems, communicate, navigate and evaluate and use the second language effectively?
The games help all the aforementioned, since they get involved in groups, to interact and participate among them, this helps to create emotional and trustworthy bonds, it helps to start creating character in the student, this means that if the student He was reserved and shy, he began to feel more confident and free, these didactic games fundamentally help to learn, but sometimes they involuntarily help in the psychosocial development of the student to interact and be better human being among his community and among his classmates .
7. Do games encourage students to learn independently and work?
in collaboration?
Personally I think that the didactic game is like that spark that helps the student break that barrier of nerves and grief, in a classroom, games feed the knowledge and through these games, we learn to develop that mature part, and we start To be more open, both intellectual and personal, we begin to teach positive changes, we notice the student's interest in the classes, that's why these games revive the mood and routine that the student has been experiencing for years, that's why future teacher, I urge you to break the barriers and be creative.
8. Does the use of educational games improve creativity; improve design skills and the ability to present information using the second language?
More than creativity, it helps that student, through stimuli, captures and arouses interest in the tasks assigned in class (English) in this case.
It also helps to awaken that creative part that is more spontaneous and self-confident since the student breaks are those barriers that hindered him, now he is projected more free and safe to express what he thinks in class, in short, I think that didactic games help both psychologically and intellectually these games help to have a clean and very clear mental hygiene when learning.
9. What effect do educational games have on student motivation?
I think that its impact on the area of knowledge and intellectual development of the student is astonishing, as I had already mentioned before, through games it is wonderful what the student can learn, it is something incredible that the cognitive area wakes up and begins to develop rapidly, These motivations through games also help to correct hyperactivity in children, as long as rules are established at the time of starting or establishing didactic games, the child will richly develop his motor and intellectual abilities.
10. Do games influence student performance?
The child, as a general rule, is always looking for learning. That is why they put interest in starting to walk, in saying the first words ... However, not everyone has the same cognitive capacity and some of them have more difficulty than others, either because of nervousness, restlessness or some type of lack of interest. Therefore, traditional education is not equally applicable to all children. Today there are many types of teaching, and one of them is through games. Educational games should be part of the child's life. Not only do they promote the child's cognitive capacity, but they also help develop different capacities such as memory, self-esteem, concentration and social development, among others.
For example, games that invite a physical interaction favor the child's motor skills. They play a fundamental role in the development and progress of these skills. Games like the Twistter, which requires manual dexterity, help children coordinate the brain and body and learn how they both cooperate.
This comment has been removed by the author.
ReplyDeleteASSIGNMENT N° 4 BY MILTON HERNANDEZ
ReplyDeleteWATCH THE FOLLOWING VIDEO AND LEAVE YOUR COMMENTS.
Comments about the video
In the Video Thomas was talking about designing and researching the formulation or creating, games for higher education, based on a bit complicated topics as I could see something related to calculations, to help students succeed in their work to perform.
in the video I could not understand very clearly that we say but he mentioned a 20% increase in successes in favor of the students who accept the help of experiencing such formulation or game, he shared his greatest focus that is the general knowledge for all, He wants to see a more capable and knowledgeable world, I also speak that his passion for teaching conjunges is so great that he plays games at all times at the time of teaching, at that moment I felt identified with his method since I would love to teach in a fun, educational way, based on respect for everyone equally and a lot of learning. Thomas founded LIVE LAB at Texas A&M, where he also teaches and designs games and develops games for all levels.
ASSIGNMENT N° 1: by MARLENA RUSSELL
ReplyDeleteREAD THE FOLLOWING ARTICLE AND MAKE A SHORT SUMMARY FOR THE FOLLOWING POINTS, PASTE IT HERE AND PRESENT IN THE CLASSROOM:
This work develops a review and study of the appropriation of the recreational term and its treatment as a didactic tool in the University's degree projects. In the process of data collection, it is systematized by means of a main category, the playful one, and three categories are established: play, playful relationship-play and playful relationship teaching-learning process, which are conceptualized to act as references for Finally, we reach several conclusions, among which the applicability of playfulness in education stands out. It was found in the results that the use of the recreational term in degree works does not form a group with consolidated theoretical coherence given the depth of the term and in relation to its use that is superficial, with an approach in its theoretical and practical management. Being playful as a wild card, applicable to various situations.
DIFFERENT VARIABLES IN THE EDUCATION OF THE LUDIC DIDACTICS CHARACTERISTICS OF THE DIDACTIC GAMES:
They arouse interest in subjects.
They provoke the need to make decisions.
They create in students the skills of interrelated work of mutual collaboration in the joint fulfillment of tasks.
They constitute dynamic pedagogical activities, with time limitation and conjugation of variants.
They accelerate the adaptation of students to the dynamic social processes of their lives.
DIDACTIC GAMES .The didactic game is a strategy that can be used at any level or
educational modality but usually the teacher uses it very little because
unknown its multiple advantages. The game that has an educational objective, is
structure as a regulated game that includes moments of pre-reflective action and
symbolization or abstract-logical appropriation of the experience to achieve objectives of
teaching curricula, whose ultimate goal is the appropriation by the player, of
the contents encouraging the development of creativity. The use of this strategy
pursues a number of objectives that are directed towards the exercise of
Skills in a certain area.
CHARACTERISTICS OF DIDACTIC GAMES:
They arouse interest in subjects.
They provoke the need to make decisions.
They create in students the skills of interrelated work of mutual collaboration in the joint fulfillment of tasks.
They are used to strengthen and verify the knowledge acquired in demonstration classes and for the development of skills.
They accelerate the adaptation of students to the dynamic social processes of their lives.
ASSIGNMENT N° 2 BY MARLENA RUSSELL: GO TO THE FOLLOWING LINK AND READ THE RESEARCH STUDY THOROUGHLY. WRITE DOWN THE KEY IDEAS ON A TWO (2) PAGES WORD DOCUMENT, PASTE IT HERE AND LATER PRESENT IT IN THE CLASSROOM.
ReplyDeleteOBJECTIVES OF THE USE OF DIDACTIC GAMES IN EDUCATIONAL INSTITUTIONS:
I personally believe that we should teach students to make decisions about problems that may arise in their lives.
To guarantee the possibility of acquiring a practical experience of collective work and the analysis of the students' organizational activities.
Contribute to the assimilation of theoretical knowledge of the different subjects, based on the achievement of a higher level of satisfaction in creative learning.
Prepare students in solving the problems of life and society.
METHODOLOGICAL MEANING OF DIDACTIC GAMES
The terms didactic games and participatory techniques have been used interchangeably for years; However, it is our criterion that all educational games constitute participatory techniques, but not all participatory techniques can be framed in the category of educational games, for this it is necessary that there is competition, otherwise there is no game, and in this sense This principle acquires relevance and educational value of the first order.
Participatory techniques are the tools, resources and procedures that allow students to reconstruct the practice, to extract from it and the scientific development accumulated by mankind to this day, all the technical knowledge necessary to transform reality and recreate new practices, such as part of a dialectical methodology.There are presentation and animation techniques, techniques for the development of skills and techniques for the exercise and consolidation of knowledge. on this subject they are also named as dynamic exercises, group dynamics techniques, active or productive methods.
To use participatory techniques correctly, it is necessary to create a positive climate that allows the student to be happy, immersed in the context. These techniques cannot be applied by a simple desire to do so, they must be related to the professional teaching activity that is being carried out, in addition, their execution must have a psychological foundation, otherwise it is preferable not to use them because they can lead to results negatives in the exchange and cancel the debate.
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ReplyDeleteASSIGNMENT N° 1: BY ERWIN MOJICA
ReplyDeleteREAD THE FOLLOWING ARTICLE AND MAKE A SHORT SUMMARY FOR THE FOLLOWING POINTS, PASTE IT HERE AND PRESENT IN THE CLASSROOM:
Using ludic didactic makes an environment of learning by creating a pleasurable environment for language students. It is pertinent to integrate into classes. To incorporate ludic learning activities and dialogue in classes, an active intervention of language teacher and students to construct, create, and facilitate reflection about their language knowledge is required. In accordance with these assertions, the engagement of EFL students with innovative activities in order to provide them with a superior and sophisticated way of teaching and learning a foreign language is an important aspect to revise.
A didactic game is construed as some sort of game where set rules are observed. It is an educating tool serving the didactic purpose. An important aspect of the game is to achieve a strictly defined score. Competences acquired when playing didactic games, critical thinking or readiness to run risk, facilitate the development of entrepreneurial attitudes. Participation in the game reinforces and emotional and motivational sphere of the student. The most important competences developed with games are the following: teamwork, formation of and leadership in a team; communication and cooperation, especially active listening, argumentation, asking questions, expressing and accepting criticism, negotiating and coping in conflict situations.
This comment has been removed by the author.
ReplyDeleteASSIGNMENT N° 2 BY ERWIN MOJICA: GO TO THE FOLLOWING LINK AND READ THE RESEARCH STUDY THOROUGHLY. WRITE DOWN THE KEY IDEAS ON A TWO (2) PAGES WORD DOCUMENT, PASTE IT HERE AND LATER PRESENT IT IN THE CLASSROOM.
ReplyDeleteTeachers, as well as any other instructors of other subjects, face educational challenges which go beyond the idealized spaces of schools and the fictional classroom settings described in the language programs. Current educators have to go beyond the limits of sentences into conversational exchange itself. This can be pursued with the help of another speaker in order to generate a genuine education activity with real purposes. Taking into consideration that the students are the most important persons in the language class, educators are demanded to observe the benefits of introducing them in the course by giving importance and relevance to their opinions and expressions in class.
The games which pupils prefer and which keep their attention are those which offer an appropriate level of challenge, and multiple levels so that they can make progress. Generally, although arcade style games are common, adventure and race games are also very popular. Where simulations are included, they need to be consistent with reality if they are to be useful in a school context. Relying on magic spells as a way out of a dangerous situation is not appropriate in a factual learning context. There also needs to be an appropriate level of educational accuracy – this might apply to historical titles, but also to simulations used where physical forces are represented – race track titles, flight simulators and so on. Saving is a very significant factor if games are to be used in the classroom. It is important that the game can be saved when the lesson finishes and also critical that that position can be the starting point in a future session. The restriction on time makes it particularly important that the pupil can get back to their finishing point very quickly at the beginning of the next lesson. The teacher will need appropriate information to enable them to integrate the game within their lesson planning. This should include a brief synopsis of the content and format including any rules or models used to drive simulation elements. In addition, it would help teachers to receive information about games playing ideas for the classroom, and guidance on the way in which the content might be used.
Teachers need to both recognize and map the relationships between activities in the games and the associated learning before they can embed the use of the game within the wider learning context.
ASSIGNMENT N°3 BY ERWIN MOJICA: READ THE FOLLOWING RESEARCH AND ANSWER THE FOLLOWING QUESTIONS BASED ON THE RESEARCH.
ReplyDeleteThe Effect of Using Educational Games on the Students' Achievement in English Language for the Primary Stage
This study aims to know the effect of using educational games on learning a foreign language. The study will answer the following questions:
1. Is it useful to use games in teaching English Language?
Yes, it is. The processes required to play certain games makes the brain work hard. Games feel more like a form of entertainment than a method of learning. Because games include rules, definitive objectives, measurable goals and competition, they deliver an interactive experience that promotes a sense of achievement for all of the participants.
2. Do games create an interactive environment in the classroom?
Yes, it does. A well-arranged environment should enhance children’s development through learning and play. Having a great interactive classroom makes an important vehicle for developing self-regulation as well as for promoting language, cognition, and social competence.
3. Do games facilitate learning a foreign language?
Yes, it does. Learning a new language by playing helps the students understand very well foreign language. Some of the learning areas that are most common and that you will see in the early childhood classroom are art, library/listening/writing activities, blocks, dramatic play, and science/discovery activities, and manipulative/mathematics/games. Keep in mind that these areas will need to consider the children’s ages, interests, and abilities
4. Is there a relation between learning theories (Behaviorism learning theory, Cognitivist learning theory and Constructivism learning theory – and Games)?
Yes, there is. Games and theories help the students grow up with any trouble. While playing games is a great leisure activity that people of all ages can enjoy, games can also be used for learning and educational experiences. Some games have been found to improve cognitive functions like memory and reasoning. Other games have the potential to reverse aging related brain function problems such as short term memory loss.
5. Do games belong to a specific learning theory?
Not at all, each theory has differences but following games to teach the learning-process could be flexible the way the teacher creates the environment by playing. Game-based learning is a teaching method that allows learners to explore different parts of games as a form of learning.
6. Do games encourage students to solve unstructured problems, communicate, navigate, and evaluate and use the second language effectively?
ReplyDeleteYes, they do. Children and adults of all ages can benefit from the mental stimulation that game-based learning provides. The rapid feedback helps kids realize when they made a good decision or a bad one. Play is a necessary element of healthy development for children of all ages. Play influences all areas of development; it offers children the opportunity to learn about the self, It encourages aspects of social, emotional, cognitive, and physical development that cannot be achieved any other way.
7. Do games encourage students to learn independently as well as work collaboratively?
Children also develop strong problem solving skills. They will need to think quickly on the spot without being able to hesitate, which is a skill that will serve them throughout their lives. Learners also learn how to think creatively and plan out their moves a few steps ahead. Educational games can result in higher retention rates compared to book learning.
8. Does the use of educational games enhance creativity; improve design skills and the ability to present information using the second language?
Educational games allow kids to practice and develop physical skills such as hand-eye coordination. They can also work on spatial skills and fine motor skills. Interactive games help kids to do this in an integrated learning environment. This learning enhances essential life skills like cooperation and teamwork. The knowledge and skills acquired through game-based learning are retained longer than information from other learning methods.
9. What effect does educational games use have on students' motivation
Yes, it does. Games feel more like a form of entertainment than a method of learning. Because games include rules, definitive objectives, measurable goals and competition, they deliver an interactive experience that promotes a sense of achievement for all of the participants. Learners are often motivated by hands-on and active learning opportunities. The students are able to work on accomplishing a goal by choosing specific actions. They experience the consequences of the actions, which is one of the ways that a game-based learning experience is similar to real life.
10. Do games influence students' achievement?
The act of play is influential in learning language and communication skills. When children are engaged in play, they use language to interact with their peers; as they interact, they are using different tones and sounds to regulate their speech, and are developing new vocabulary. The engagement between learners keeps them coming back to learn even more. The ongoing practices of decision making, planning and learning in a game environment are easy to translate to everyday situations that children will face as they become older.
BY ERWIN MOJICA
ASSIGNMENT N° 4 BY ERWIN MOJICA. WATCH THE FOLLOWING VIDEO AND LEAVE YOUR COMMENTS.
ReplyDeleteIn my opinion about this videos it is today’s language learning processes of student’s people who change the traditional teaching-learning perspective. It is necessary to create a learning setting where he/she is no longer the protagonist of the education, but a companion and guide for students. The main objective of the dialogical teaching method is to reveal the truth by means of interaction with other people in order to encourage mutual understanding. Language educators can provide a series of speculations with regard to life itself with this kind of activities and students might discover and thus be more aware of their learning. In addition, language learners can establish a bridge between the game and life.
The game is one of those interests, worthy of being valued as something essential in the teaching-learning process, therefore it would be good to apply or practice with our students for greater learning.
ReplyDeleteASSIGNMENT N-1
ReplyDeleteREAD THE FOLLOWING ARTICLE AND MAKE A SHORT SUMMARY FOR THE FOLLOWING POINTS, PASTE IT HERE AND PRESENT IN THE CLASSROOM:
The games in the classroom are a didactic technique to make childrem participate in them will help them have a good discipline.Also to follow instructions, make decition and expand their knowledge.Didactic is about play and learn in the classroom usind game is a good way to teach it is not just entertaining students, the teacher can use this interesting tool to cauch their atention. Each game must be focused on the class theme.By Brenda Molina.
ASSIGNMENT N-2
ReplyDeleteGO TO THE FOLLOWING LINK AND READ THE RESEARCH STUDY THROUGHLY. WRITE DOWN THE KEYS IDEAS ON A TWO (2)PAGES WORK DOCUMENT, PASTE IT HETE AND LETER PRESENT IT IN THE CLASSROOM.
As a teacher we have to use our imagination to teach there are many kind of game but chose the ideal is very important, because the game is only the complement if the class and though it the student have to get to apply the lesson.
The teacher have to know that there are student that get the knowledge by kinesthetic way.
ASSIGNMENT N-3 READ THE FOLLOWING RESEARCH AND ANSWER THE FOLLOWING QUESTIONS BASED ON THE RESEARCH.
1- Is it useful to use games i teaching English Language?
Yes, I would say yes because all the games in the classroom must be applied with a purpose not to play by playing.
The game goes according to the lesson they have previously acquired.
And we can find many advantages in this, for example:
-Breaking the ice.
-End boredom.
-Apply what you have learned.
2- Do games create in interactive enviroment in the classroom?
Yes, of course, because it create an admosfhere of harmony and the stidents can shares with his classmate, follow instructions, apply tbe knowledge, set goals that awakens tbe mind and creativity and the student can associate having fun with learning.
3- Do game facilite learning a foreing language?
I would say that the game in the classroom is to apply what has been learned, that is to put the theory into motion. When we think about learninig a foreign language we fill ourselves with many expectations and the games help to have confidence to achieve it.
4- Is thete a relation between learning theiries (behaviorism, learning theory, cognitivism learning theory, contructivism and contrucctivism learning theory games).
Yes, I do think that there us a lot of relationship between this theories and the game becouse though the game individual can process or modify his learning, that is he makes it personal and help his growth.
5- Do game belong to a specific learning theory?
No, specifically. But it can be aplied as an educationa strategy.Since when the student plays he learn, he solves problems of daily life.
6- Do game encourage students to solve unstructured problems, communicate, navigate and evaluate and the second languafe effectively?
Yes, the game can do it but all depends on how seriously the student takes it because as in the game while learning a second language the student must solve problems analyze them and open the brain to form strategies that help him win. By Brenda Molina.
7- Do games encourage students to learn independently as well as work?
ReplyDeleteWe can see the game as an important weapon in the acquisition ofva goal through the game the student can know and expand their skills in certain areas all with the purpose of achieving the desired.
8- Does the use of educationalgame enhance creativity; improve disign skills and the ability to present information using second lenguage?
A person pkays with the objetive of having fun but at the same time becoming a winner this means that he must use and increase his creativity, the same happens when we try to do something new in our life many game give the ability to acquire new vocabulary and it can be useful to sharing information in the language that he wishes to learn.
9- What effect does educational games use have on students motivation?
ReplyDeleteFrom an educational pointof view they help us to know new tools at the same time strengthen the motivation of the student and se that he can be better if he proposes, with the right game the student can obtain a high degree with motivation and thus facilitate their learning.
10- Do game influence students' achievement?
Yes, I would say yes, because the teacher can also use them to star the class or to awoken the students' spiritand thus make the classes attractive the children can acquire self- confidence develop their character, be more spontaneous and lose fear. The game in the classroom are a didactic technique that children participate in them, encourage them to have a good discipline, to follow instructions make decisions and expand their knowledge.
ASSIGNMENT N- 4
What the following video and leave your comments.
This video is interesting because it shows how to teach though a game and to learn by doing because we can learn by mistake as the example of this is when we learned to ride bicycle it was through practice and experience, didactic games are also part of a class or lesson. Since knowledge can be given and applied through them, they can also be considered as a learning tool an advantage of this (games)in the classroom is that they enhance the creativity and imagination of the students.
By Brenda Molina.
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ReplyDeleteASSIGNMENT N° 1:
ReplyDeleteREAD THE FOLLOWING ARTICLE AND MAKE A SHORT SUMMARY FOR THE FOLLOWING POINTS, PASTE IT HERE AND PRESENT IN THE CLASSROOM:
ASSIGNMENT N° 2: GO TO THE FOLLOWING LINK AND READ THE RESEARCH STUDY THOROUGHLY. WRITE DOWN THE KEY IDEAS ON A TWO (2) PAGES WORD DOCUMENT, PASTE IT HERE AND LATER PRESENT IT IN THE CLASSROOM.
ReplyDeleteASSIGNMENT N°3: READ THE FOLLOWING RESEARCH AND ANSWER THE FOLLOWING QUESTIONS BASED ON THE RESEARCH.
ReplyDeleteASSIGNMENT N° 4 WATCH THE FOLLOWING VIDEO AND LEAVE YOUR COMMENTS.hola q tal
ReplyDelete