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Competencias digitales lúdicas y enseñanza

Authors: Esnaola Horacek, Graciela; Ansó, María Beatriz de;

Competencias digitales lúdicas y enseñanza

Abstract

espanolLa educacion tecnologica es clave en la formacion profesional docente para adquirir competencias digitales que deben ser fortalecidas desde la formacion del profesorado. Desde los inicios del siglo XXI se ha incrementado la necesidad de incluir las competencias digitales en las practicas docentes, entre ellas, experiencias con mediacion de videojuegos como materiales didacticos digitales (MDD) privilegiados para la innovacion pedagogica. Estas practicas se fundamentan en nuestra linea de investigacion que corrobora los beneficios de los videojuegos en aprendizajes cognitivos, emocionales, psicomotrices, ademas de constatar que la mayoria de los ninos accede a partir de actividades videoludicas al universo digital. En este articulo se sintetizan algunos avances obtenidos a partir del analisis de las condiciones que favorecen o dificultan buenas practicas de ensenanza en orden a definir las caracteristicas de buenas practicas de ludificacion de la ensenanza. Se expone un analisis descriptivo de enfoque cuantitativo, aplicado a un muestreo no probabilistico intencional que permite describir algunas categorias de la cultura docente en el uso de tecnologia educativa y en particular de videojuegos en el aula. A partir del analisis de los datos se establecen categorias de buenas practicas de ensenanza con videojuegos y se construyen instrumentos de autoevaluacion de practicas pedagogicas innovadoras. EnglishTechnological education is an important competence in teachers training. Technological competence involves skills for accessing and managing information sources, critical, applicative and metacognitive skills to build knowledge, capacity to formulate and resolve problems and use of educational technology. This e-competence includes actions with video-ludic mediation as a tool of teaching. The methodological framework is a quantitative approach with a descriptive scope, by means of a questionnaire validated that allows to describe some categories of the educational culture in the use of educational technology. From the analysis of the data, instruments for the self-evaluation of video-ludic pedagogical practices are built. The present work proposed to synthesize the factors that characterize the teaching practices in those environments, with the inclusion of digital games as educational resources in the classrooms and define good practices of teaching.

Country
Spain
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Keywords

Juego educativo, Educational games, Tecnologías de la Información y Comunicación (TIC), Information and communication technologies

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
1
Average
Average
Average
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