Aprender jugando: Evaluación de la Célula Microcosmos de Vida.
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Fecha
2006
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INIE
Resumen
Este proyecto tuvo como propósito describir de que manera se incluyó el disco compacto “La célula: Microcosmos de vida” como una herramienta complementaria en el proceso de construcción de conocimientos sobre la célula entre estudiantes y profesores de noveno año. Valorar si el juego, brinda las herramientas conceptuales básicas para resolver los retos impuestos en las diferentes actividades del juego. Este disco es la primera producción de su tipo en Costa Rica. De ahí que sus condiciones de distribución y recepción son únicas y no hay antecedentes en el país de aplicaciones semejantes usadas en educación.
Para realizar esta investigación se realizaron entrevistas personales y telefónicas a aproximadamente 9 personas, revisión de facturas de compra de CD, listas de participantes y capacitadores facilitadas por el INIE, y talleres.
Como resultados más sobresalientes, están que algunos docentes demostraron ansiedad al no saber qué hacer o cómo jugar, otros exhibieron tensión producida por no saber las respuestas de algunas preguntas. La dinámica del juego tiende a acelerarse después de la etapa en el laboratorio. Lo que indica que en este sitio el usuario poco experimentado con este tipo de aplicaciones naturaliza su modo de navegación e interactividad con el juego. Entusiasmo generalizado. La novedad de la aplicación para algunos usuarios se demostró en curiosidad y asombro. Esto generó un involucramiento muy alto de parte de los participantes.
Como conclusiones más importantes se enumeran las siguientes:
• El potencial del juego en análisis continúa siendo una propuesta de valor para docentes y estudiantes
quienes afirmaron disfrutar y aprender en el proceso.
• Los problemas de distribución del juego y su nula circulación minimizan o invisibilizan el impacto que
este realmente podría tener en el aula.
• El error que se generó en el proceso de quemado del texto impide su utilización en plataformas de computadoras
Apple. Esto puede ser corregido en próximas ediciones.
• Reconstruir más fielmente el proceso de recepción en el aula, solo se podría hacer en un ambiente natural
lo que supondría la utilización de una metodología diferente: etnografía de audiencias.
ABSTRACT: The purpose of this project is to describe how the compact disc "The Cell: Microcosmos of Life" was included as a complementary tool in the process of building knowledge about the cell among ninth-grade students and teachers. Assess if the game, provides the basic conceptual tools to solve the challenges imposed in the different activities of the game. This record is the first production of its kind in Costa Rica. Hence, its conditions of distribution and reception are unique and there is no background in the country of similar applications used in education. To carry out this research, personal and telephone interviews were conducted with approximately 9 people, review of CD purchase invoices, lists of participants and trainers provided by the INIE, and workshops. The most outstanding results are that some teachers showed anxiety when they did not know what to do or how to play, others exhibited tension produced by not knowing the answers to some questions. The dynamics of the game tend to accelerate after the stage in the laboratory. What indicates that in this site the user little experienced with this type of applications naturalizes its way of navigation and interactivity with the game. Generalized enthusiasm. The novelty of the application for some users was shown in curiosity and astonishment. This generated a very high involvement on the part of the participants. The following are the most important conclusions: • The potential of the game in analysis continues to be a value proposition for teachers and students who claimed to enjoy and learn in the process. • The problems of distribution of the game and its lack of circulation minimize or make invisible the impact that this really could have in the classroom. • The error that was generated in the process of burning the text prevents its use on computer platforms Manzana. This can be corrected in future editions. • To reconstruct more faithfully the reception process in the classroom, it could only be done in a natural environment which would imply the use of a different methodology: audience ethnography.
ABSTRACT: The purpose of this project is to describe how the compact disc "The Cell: Microcosmos of Life" was included as a complementary tool in the process of building knowledge about the cell among ninth-grade students and teachers. Assess if the game, provides the basic conceptual tools to solve the challenges imposed in the different activities of the game. This record is the first production of its kind in Costa Rica. Hence, its conditions of distribution and reception are unique and there is no background in the country of similar applications used in education. To carry out this research, personal and telephone interviews were conducted with approximately 9 people, review of CD purchase invoices, lists of participants and trainers provided by the INIE, and workshops. The most outstanding results are that some teachers showed anxiety when they did not know what to do or how to play, others exhibited tension produced by not knowing the answers to some questions. The dynamics of the game tend to accelerate after the stage in the laboratory. What indicates that in this site the user little experienced with this type of applications naturalizes its way of navigation and interactivity with the game. Generalized enthusiasm. The novelty of the application for some users was shown in curiosity and astonishment. This generated a very high involvement on the part of the participants. The following are the most important conclusions: • The potential of the game in analysis continues to be a value proposition for teachers and students who claimed to enjoy and learn in the process. • The problems of distribution of the game and its lack of circulation minimize or make invisible the impact that this really could have in the classroom. • The error that was generated in the process of burning the text prevents its use on computer platforms Manzana. This can be corrected in future editions. • To reconstruct more faithfully the reception process in the classroom, it could only be done in a natural environment which would imply the use of a different methodology: audience ethnography.
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Palabras clave
LA CÉLULA, JUEGOS INTERACTIVOS, ENSEÑANZA DE LAS CIENCIAS, THE CELL, INTERACTIVE GAMES, TEACHING OF SCIENCE