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Article . 2020
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Journal of Social Sciences
Article . 2020
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INTERACTIVE TEACHING

Authors: Tărîţă, Stella;

INTERACTIVE TEACHING

Abstract

Predarea interactivă este o strategie indispensabilă, care implică cât mai mulţi cursanţi, încurajând, în consecinţă, plăcerea de a învăţa, metodele de cercetare și euristica. Procesul interactiv tinde să motiveze învăţarea, extinde abilităţile comunicative, stimulează gândirea critică și aduce satisfacţii academice. Educaţia prin divertisment este concepută pentru a ghida prin intermediul elementelor umoristice/de joacă. În mod repetat, aceasta cuprinde un conţinut menit să înveţe, dar având și o valoare concomitentă de divertisment, fiind produsă de mediul academic, corporaţii, guverne și alte instituţii din diferite ţări pentru a distribui informaţii în sălile de clasă și / sau prin televiziune, radio, media, comunicare mediată de calculator etc. Strategia de predare interactivă se concentrează pe trecerea de la cursanţii pasivi la cei activi, facilitează implicarea maximă în timpul prelegerilor, astfel are loc o metamorfoză academică - destinatarii de cunoştinţe devin membri expeditori implicaţi în afacerea academică. Mai mult decât atât, este metodologia combinării practicilor de predare și a jocului pentru a-i încânta pe studenţi și pentru o maximă operare a ingredientului umoristic privind îmbunătăţirea învăţării.

Interactive teaching is an epitomic strategy that engages as many learners as possible, consequently encouraging the gratification of learning, research methods and heuristic. The entertainment process tends to motivate learning, expands communicative skills, stimulates critical thinking and brings academic contentment. Edutainment is designed to educate through entertainment. Recurrently it encompasses content intended to teach but has concomitant entertainment value. It has been produced by academia, corporations, governments, and other establishments in various countries to distribute information in classrooms and/or via television, radio, media, CMCs etc. Interactive teaching strategy focuses on the transition from passive learners to more active ones, facilitating maximum involvement during lectures, thus an academic metamorphosis takes place - info recipients are becoming completely implied peers of the academic affair. Moreover, it is the methodology of combining the practices of teaching and the form of game to enchant the students and make the utmost of the games operational effect to help education.

Country
Moldova (Republic of)
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Keywords

eureka effect, element jucăuş, ludus, educaţie prin divertisment, edutainment, Social Sciences, efect eureka, Gamification, epidemic boredom, joc, H, playfulness, gamification

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selected citations
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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).
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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.
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influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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