Hola, he encontrado una infografía que puede ser interesante para vosotros.
Saludos
Julia Echeverria Moran
via: aula planeta
Hola amigos, he encontrado esta excelente infografía, espero que os sea de utilidad
Julia Echeverria Moran
Imagen de: lasticnelenaulataller.blogspot.com
1. Utilice una aplicación de creación de blog sencilla
Busque aplicaciones de blogs de aula populares que se han probado en las aulas y hechas sencilla incluso para los estudiantes de primaria temprana. Blogger es una aplicación de Google y es totalmente gratuito. Es fácil y simple de usar si usted tiene una cuenta de Google puede configurar su blog en minutos de un ordenador o dispositivo móvil. Edublogs les permite crear fácilmente y gestionar de estudiantes y profesores blogs, diseños personalizar e incluir videos, fotos y podcasts. Kidblog proporciona a los maestros con las herramientas para ayudar a los estudiantes publican escribir con seguridad en línea. Los estudiantes ejercen ciudadanía digital dentro de un espacio seguro de blogs en el aula y los profesores pueden controlar toda la actividad de los estudiantes. Otras buenas opciones incluyen WordPress, Weebly, y Tumblr (por fotoblogs).
2. Comenzar con un símbolo específico de escritura
Si estás comenzando con un blog de aula es necesario saber que, serás responsable de los mensajes iniciales, mientras que los estudiantes van a responder en los comentarios. Si los estudiantes demuestran entusiasmo y responsabilidad, se debería darles la libertad y el derecho a escribir mensajes en el blog de la clase y / o crear su propio blog estudiantil. Se puede comenzar con muletillas como «Hoy ha sido el mejor día de mi vida …» indicaciones basadas en imágenes, que también se pueden incorporar en las actividades diarias y / o escritura creativa ya sean fotos que tomaste o se encontraron al azar o a través de búsquedas de un sitio web o aplicación. También se puede invitar a los estudiantes a crear avisos para la clase y utilizar estos mensajes siempre que sea posible.
3. Crear una rubrica
Proporcionar explicaciones detalladas de una actividad utilizando una rubrica, esto puede ayudar a los estudiantes, tanto en la realización de tareas pensando acerca de su desempeño. Asegurándose de incluir las expectativas u objetivos para el primer puesto, así como para hacer comentarios en el post de otro estudiante.
Imagen de slideshare.net
4. Conocer a su público objetivo
El público hace que la materia de trabajo de los estudiantes sea más atractiva, ya que tienen la oportunidad de mostrar su escritura y responder a la retroalimentación real. Inicialmente, los compañeros docentes y del aula son la principal audiencia que proporcionan las votaciones. Sin embargo, es posible que se desee considerar la posibilidad de compartir los detalles en el blog con los padres a través de la página web de la escuela y boletines a crecer la audiencia a los miembros de la familia y otros padres. Esto puede tener un uso práctico inesperado. Por ejemplo, si un estudiante está escribiendo un artículo sobre el tema de la tecnología y uno de los padres de la clase es un ingeniero, el estudiante podría estar muy dispuestos a producir un trabajo de calidad para obtener retroalimentación real – y que puede encontrarse una gran fuente para entrevistar, esto es solamente un ejemplo, se puede utilizar en diversos modos dependiendo de los objetivos de las actividades.
5. Hacer que el contenido sea conciso
Explicar, por ejemplo, conceptos concisos y fáciles de leer, son ideales para la mayoría de los lectores en línea. ,, Los enrevesados complejos largos son simplemente confusos. Muy a menudo, cuanto más largo sea el post, menos posibilidades tiene que lo lean, es importante mantener el interés del lector – más aún en pantallas pequeñas. por lo tanto, los estudiantes harían bien en ir directo al punto – una habilidad que encontrarán valiosa a medida que continúan en la escala académica.
Los educadores saben que los estudiantes escribir mejor cuando tienen un público real. Pero con los blogs cualquier estudiante puede escribir para que el mundo vea. Los estudiantes tienen una audiencia auténtica para sus escritos y que tiene un impacto en la calidad de sus mensajes y comentarios. Alentar a los estudiantes a bloggear sobre todo tipo de temas, lo cual, les ayuda a ver las conexiones entre los sujetos y los diferentes aspectos de su vida y se dan cuenta de que la escritura es una habilidad que vale la pena en cualquier campo.
Os dejo una interesante infografía con el fin de ampliar el concepto
Imagen de: eduteka.org
Excelente infografía que viene a confirmar mis ideas acerca de la utilización de medios visuales en la enseñanza.
Julia Echeverría via
This is a segment of the original article. Click the «Read More» link at the bottom of the article to see it in full. I did not write this nor do I claim to. This is all curated content that I have read and found interesting.
Or at least, that’s what our study at Aarhus University found. Something had been bothering me for a while about gamification – both as a game scientist and as a psychologist trained in evidence based practice. All this talk of gamification involves a lot of yphe and claims about game elements like badges, levels and achievements, but pundits never bother to dissociate the effects of each such mechanic. Would it make a difference if we removed, say, the leaderboards? What if we took all the game rules out? What if visually and verbally presenting something as a game is just as important as the game mechanics?
The discourse around gamification also likes to cite Edward Deci and Richard Ryan’s intrinsic motivation as an outcome of gamification. Well, guess what? I’ve been teaching that theory for years. Psychologists can measure that! So we did an experiment, which is now published online in Games and Culture, demonstrating that presenting an activity as a game meant just as much as the game mechanics behind it. I’ll walk you through our thinking, the experiment, the results, and why I now advocate a more piecemeal and controlled experimental approach to gamification …read more
About this article and in general I see there is a variable that is never taken into account and it is the need for flexibility in any project, whether gamified, educate, persuade, ecc.
If we are flexible and communicate that we are, we can always change things when problems arise, any action, we can make online, should start from this premise. (it is my idea now a day).
We live in a medium in which what we now think and preach, probably tomorrow will no longer be valid and that is why I recommend having carefully with our ideas, that is, not presenting them as if they were an absolute truth, but try always a assessment of what we do among our peers and always ask for feedback to improve our work, Andrzey is quite right in points touching but may also sometimes Leaking some things, which does not mean that their theories are really interesting as interesting has been its description and analysis of the psychology of the players (user) that if well studied can help us greatly in our activity, It have served me well in my educational work and on the design of online courses, only a little gamification is always beneficial but neither should abuse it.
I’m sure this article will interest you.
RegardsJulia Echeverría
A question I get asked a lot is, “Why does gamification fail?”. Gartner said that by 2014, 80% of gamified systems will fail due to poor design. My question is, what is poor design? I had thought that it was really just implementing “thin layer” points, badges and leader boards to a system that was already not working. Whilst that is true, it actually misses out on some important extra factors.
So, with that in mind, here are some reasons that I feel will contribute to gamification not working.
Of course I have to start with thin layer gamification. I’ve said it many times, you can’t polish a turd. If you stick a thin layer of gamification on a broken system, it will have no long term effect. If your expenses system is so hard to use that people are often late, or don’t bother using it – consider why before you consider gamification. Is it because you need 40 video tutorials to understand how it works? If that is the case, the system probably needs to be simplified. If that is not possible, how about gamifiying the tutorials, so at least people watch them and know how to use the system!
Another big reason gamification doesn’t work, no matter how well thought out the technicalities of it are, is that it just isn’t engaging. I’m not a rocket scientist. I can read up on the subject and understand the principles, but at the end of the day, I’m not going to try and build a space rocket in my back garden. That being the case, why are so many non game designers trying to build games? Often the things being built that in the designers own words are “meant to be fun”, just aren’t It is hard to make a good game, it is also hard to take game elements and make an engaging experience.
Sometimes it can all go wrong because you don’t set the boundaries clearly enough. If there is a way to cheat in a system, someone will find it. You either have to include that “emergent” game play into your system – or you have to make sure that it is not possible. Clearly define the rules up front and if possible enforce them automatically so that there can be no question in peoples mind of what the rules are!
If you design a system that really encourages a structured learning process, where people have to achieve certain levels of expertise before moving on, then achieverswill love it (using my user types), but other users such as free spirits andphilanthropists will be far less interested. You have to cover more bases than that, unless you are trying to get only one type of user to use the system. If it is a learning system, allow the philanthropists to answer peoples questions, give thesocialisers a way to communicate. Let the free spirits create their own modules and explore the content in their own way. Finally, let the players (remembering that players are a group of users in their own right in my user types) earn points and badges.
The final one I want to look at is the actual user. You may have a wonderful system that is designed to cover every user type there is. You may have perfectly balanced your user journey and your reward systems with intrinsic motivation. So why is it not working? Possibly because you are trying to gamify someone who just isn’t interested? You have to consider the people involved. Are they disengaged because there is a bit of their role that is not very interesting. For instance, do they not bother to enter sales calls, even though the system is easy to use? Then maybe you can gamify that. However, what if there is a person who just isn’t into sales. What if they are the wrong person in the wrong job? Gamification is never going to engage them in a role they just plain don’t like. It could actually make it worse. But, game thinking still has the answer. Allow them to evolve beyond their current role. A boss rules people, a leader encourages and nurtures them. They are not afraid to help people achieve everything they can. Gamification may not be the way, but a simple understanding of what makes people tick can.
Contrary to popular belief, gamification and game thinking is not bullshit. Sadly, many of the implementations we have seen and some of the people who are talking about it, do have the faint odour of manure about them.
Gamification is not always the answer. Sometimes it is much easier than that. Look really hard at why you want to gamify something in the first place. You may be able to solve your engagement problem far more quickly and cost effectively if you just improve the foundations of what you are building first. You have to have good foundations and a solid structure before you start painting the walls.
Posted at: http://www.gamified.uk/