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La presente investigación se realiza con el objetivo de aplicar el software educativo "La Granja" como una estrategia y herramienta digital de aprendizaje significativo para los niños en el desarrollo del proceso o adquisición de la lectoescritura, a fin de aumentar el rendimiento académico de los estudiantes de una manera práctica, dinámica, e interactiva por medio del uso de las TIC. Para ello la escuela como institución educativa, debe propiciar abundantes espacios con situaciones significativas de lectura y escritura, situaciones de aprendizaje, en donde niños y niñas, actúen como sujetos activos. Situaciones que pueden generarse gracias al método eclético el cual el sujeto mismo es quien construye su conocimiento, método propuesto y desarrollado por la educadora costarricense, Lic. Nora R. de Chacón, cuya finalidad es el aprendizaje, participación e interacción entre los niños en las escuelas y en la vida social.
Este libro constituye una valiosa ayuda para el profesorado en la selección, evaluación y utilización de software con fines educativos. Aunque desde hace algún tiempo los ordenadores están siendo utilizados en las instituciones escolares, nuestra comprensión de cómo pueden estimularse procesos de aprendizaje mediante su uso está aún iniciándose. Las ideas, marcos teóricos y lenguaje necesarios para pensar y debatir los problemas de la informática educativa todavía se encuentran en pleno desarrollo. Es probable que docentes de distintas áreas tengan diferentes percepciones de la utilización de los ordenadores para el aprendizaje, dado que varían mucho los conocimientos, objetivos y destrezas relacionados con las diversas materias. Estas diferencias se reflejan en la popularidad de distintos tipos de software dependiendo de las disciplinas. A pesar de ello, hay cuestiones fundamentales relacionadas con el diseño, la valoración y el uso del software educativo que afectan por igual a todas las áreas de conocimiento y materias. David SQUIRES y Anne McDOUGALL rechazan el enfoque tradicional de las listas de control para seleccionar el software destinado a los centros de enseñanza -por atender prioritariamente las características técnicas-, en beneficio de un tipo de selección basado en consideraciones educativas tales como las interacciones en el aula entre estudiantes y profesorado, las teorías del aprendizaje y las cuestiones de diseño y desarrollo curricular.
This book focuses on novel design and systems engineering approaches, including theories and best practices, for promoting a better integration of people and engineering systems. It covers a range of innovative topics related to: development of human-centered systems; interface design and human-computer interaction; usability and user experience; innovative materials in design and manufacturing; biomechanics and physical rehabilitation, as well as safety engineering and systems complexity. The book, which gathers selected papers presented at the 3rd International Conference on Human Systems Engineering and Design: Future Trends and Applications (IHSED 2020), held on September 22-24, 2020, at Juraj Dobrila University of Pula, in Pula, Croatia, provides researchers and practitioners with a snapshot of the state-of-the-art and current challenges in the field of human systems engineering and design.
Young children and teachers both have active roles in the learning processHow do preschoolers learn and develop? What are the best ways to support learning in the early years? This revised edition of The Intentional Teacher guides teachers to balance both child-guided and adult-guided learning experiences that build on children's interests and focus on what they need to learn to be successful in school and in life.This edition offers new chapters on science, social studies, and approaches to learning. Also included is updated, expanded information on social and emotional development, physical development and health, language and literacy, mathenatics, and the creative arts. In each chapter are many practical teaching strategies that are illustrated with classroom-based anecdotes.The Intentional Teacher encourages readers to- Reflect on their principles and practices- Broaden their thinking about appropriate early curriculum content and instructional methods- Discover specific ideas and teaching strategies for interacting with children in key subject areasIntentional teaching does not happen by chance. This book will help teachers apply their knowledge of children and of content to make thoughtful, intentional use of both child-guided and adult-guided experiences.
This publication contains thirteen papers written by leading international public health professionals on a range of topics including the role of research into early childhood nutrition and the formulation of infant feeding policies; the control of iodine and vitamin A deficiencies; folic acid fortification of wheat flour; breast-feeding practices; nutrition recommendations within the context of local urban market realities; promoting active lifestyles and health urban spaces; and the importance of urban planning and public transport to public health objectives.
Hundreds of grassroots groups have sprung up around the world to teach programming, web design, robotics, and other skills outside traditional classrooms. These groups exist so that people don't have to learn these things on their own, but ironically, their founders and instructors are often teaching themselves how to teach. There's a better way. This book presents evidence-based practices that will help you create and deliver lessons that work and build a teaching community around them. Topics include the differences between different kinds of learners, diagnosing and correcting misunderstandings, teaching as a performance art, what motivates and demotivates adult learners, how to be a good ally, fostering a healthy community, getting the word out, and building alliances with like-minded groups. The book includes over a hundred exercises that can be done individually or in groups, over 350 references, and a glossary to help you navigate educational jargon.
Nurses and midwives must increasingly work in multi-disciplinary teams and engage with patients to navigate the data and information central to today’s digitally-driven healthcare system. This book presents the proceedings of NI 2021, the 15th International Congress in Nursing Informatics. Originally planned to be held in 2020, the international year of the nurse and midwife, but postponed due to the SARS-CoV-2 pandemic, the conference, with the theme of nursing and midwifery in the digital age, was eventually held as a virtual event from 23 August to 2 September 2021, and the organizers made the decision to take advantage of its virtual nature and extend it to 9 days, with each day focusing on a different theme. This is reflected in the organization of the book, and the 212 papers included here, of which 67 are full papers with the remainder being workshop, panel, case study, and poster abstracts, are grouped into 9 sections. The papers were selected from a total of 437 submissions from more than 40 countries and cover: data analytics and the use of nursing data; digital health nursing workforce development; health policy, service delivery and ethics; informatics in clinical care; innovation and entrepreneurship in nursing; integrated and connected care; nursing information systems; patient participation and citizen involvement; and systems implementation and digital workplaces. Highlighting developments in nursing and midwifery and the way in which nurses and midwives are embracing the digital age, the book will be of interest to all those involved in healthcare today.
This book explores the dynamic landscape in contemporary newsrooms across three continents by investigating the impact that the processes of searching, processing, and distributing data and information and the use of big data, with secure, automatic, and agile retrieval of information all have in this context. Journalistic organizations have undergone digital transformations, and only those implementing accurate transformations survive. In so doing, the book addresses the fields of e-Communication, Computer Science, and Information Science and other areas of the authors’ expertise. The first five chapters focus on technical visits to investigate newsrooms’ productive routines and flows in major dailies from Brazil, Costa Rica, and England. The remaining chapters consider that the news production routines are cooperative and distributed and at the same time need to be managed from different perspectives to support the convergence of digital media. Last but not least, the book also identifies an increase in ICT-based tools, with an increasing connection from new media combined with the growing trend of digital economy practices as important factors in the new landscape of digital journalism.
Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.