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This book was developed during a particular pandemic situation in the whole world which confined people to their homes. Therefore, there was a rise in the use of distance working and learning (e-learning) which led to a very quick adoption of technology in order to guarantee different approaches to fulfil the same or better outcomes and ensure that people are connected. This book provides a better understanding about the importance of teams' assessment and collaborative work, as well as the use of collaboration tools and online assessment techniques supported by technology. Consequently, the book is aimed at all institutions that seek new working environments, namely higher education institutions, companies and organizations, sports teams, and others. Furthermore, this book provides new approaches and systems to carry the knowledge and learning assessment. The book gathers knowledge from several authors, related to collaboration environments and tools, as well as their insights on how technology can be applied to carry assessment processes. The book seeks to provide knowledge on new technologies and different learning environments.
El Laboratorio de Experiencias de Aprendizaje Inmersivo para la Educación Virtual del Poli; presenta la sistematización de catorce proyectos realizados en ambientes inmersivos 360
In the last decade, the development of new technologies has made innovation a fundamental pillar of education. Teaching innovation includes the evolution of both teaching and learning models to drive improvements in educational methodologies. Teaching innovation is a pioneer in the understanding and comprehension of the different teaching methodologies and models developed in the academic area. Teaching innovation is a process that seeks validation in the academic and teaching communities at universities in order to promote the improvement and its practices and uses in the future characterized by digital development and data-based methods. Teaching Innovation in University Education: Case Studies and Main Practices features the major practices and case studies of teaching innovation developed in recent years at universities. It is a source on study cases focused on teaching innovation methodologies as well as on the identification of new technologies that will help the development of initiatives and practices focused on teaching innovation at higher education institutions. Covering topics such as didactic strategics, service learning, and technology-based gamification, this premier reference source is an indispensable resource for pre-service teachers, lecturers, students, faculty, administrators, libraries, entrepreneurs, researchers, and academicians.
The advancement of technology in today’s world has led to the progression of several professional fields. This includes the classroom, as teachers have begun using new technological strategies to increase student involvement and motivation. ICT innovation including virtual reality and blended learning methods has changed the scope of classroom environments across the globe; however, significant research is lacking in this area. ICTs and Innovation for Didactics of Social Sciences is a fundamental reference focused on didactics of social sciences and ICTs including issues related to innovation, resources, and strategies for teachers that can link to the transformation of social sciences teaching and learning as well as societal transformation. While highlighting topics such as blended learning, augmented reality, and virtual classrooms, this book is ideally designed for researchers, administrators, educators, practitioners, and students interested in understanding current relevant ICT resources and innovative strategies for the didactic of social sciences and didactic possibilities in relation to concrete conceptual contents, resolution of problems, planning, decision making, development of social skills, attention, and motivation promoting a necessary technological literacy.
De todos es conocida la evolución imparable que tiene el mercado y el grado de exigencia cada vez mayor con el que se encuentran los profesionales. Éste es un reto importante para todos aquellos que formamos parte del mundo de la educación. Es nuestra responsabilidad formarnos, compartir, investigar y evolucionar las experiencias del servicio que ofrecemos con el fin de mejorarlo. Historias que nos unen es una iniciativa que reconoce la influencia docente y que quiere enriquecer las prácticas que se realizan en clase con las historias de otros compañeros que han puesto en marcha iniciativas novedosas que están teniendo un impacto muy positivo en el aprendizaje de sus alumnas y alumnos. Queremos que nuestras historias enriquezcan la comunidad educativa sirviendo de inspiración a otros colegas de profesión para iniciar movimientos iguales o similares. El movimiento Historias que nos unen empieza en la comunidad docente, se enriquece de la comunidad docente y se manifiesta en la influencia que tiene en el alumnado, enriqueciendo a multitud de chicos y chicas que ven cómo su experiencia en el aula es cada vez más rica y estimulante. Profesores y profesoras han influido de un modo muy positivo en nuestras vidas y en la vida de muchas personas, con el fin de reconocer esa influencia y contribuir a que se siga haciendo con la misma pasión e ilusión del primer día. Historias que nos unen es un reconocimiento a la labor docente y una fuente de aprendizaje para todos.
In the context of the Fourth Industrial Revolution, a world of continuous alterations is glimpsed where science and technology are at the base of economic competitiveness and where innovation plays a strategic role in global competition, so that they are forced to cover a series of requirements to compete successfully in an increasingly globalized economy, including high investments in both education and research. Along these lines, the formation of mathematical learning is important because it is oriented towards the development of a set of skills with the aim of resolving situations of daily and professional lives. It focuses on the acquisition of employing the different ways of representing information in the form of models, constructions, and graphs to determine the best decision making. In this sense, it includes the mastery of the handling of numbers, measures, and structures to carry out the interpretation of operations and representations of a quantitative nature on personal and professional situations. For a society to favor innovation, the use of mathematical information is an essential condition that allows the development of creativity and analysis of information. Mathematics education plays a vital role in this development. Developing Mathematical Literacy in the Context of the Fourth Industrial Revolution studies the formation of mathematical abilities in the context of the Fourth Industrial Revolution regarding its development of both teaching and learning strategies, as well as the use of ICT and its use in the development of this discipline in students. It is important that teachers of any educational level reorient their teaching strategies and their role as educators. Therefore, the chapters discuss up-to-date and relevant information on teaching and didactic tasks in the subject of mathematics. This book highlights mathematical pedagogies, ICT in mathematics learning, teacher training, and classroom strategies for mathematics. It is intended for teachers, pedagogical advisors, business trainers, higher education staff, administrators, teacher educators, practitioners, stakeholders, researchers, academicians, and students interested in mathematical literacy in the fourth industrial revolution.
This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike.