El planteo conservador y uniforme que dice que, para aprender, un mismo modelo sirve para todos, no contempla un elemento imprescindible: la personalización. Las TIC y el e-learning permiten personalizar la enseñanza y transformar a los aprendices en protagonistas activos de su propio aprendizaje, propiciando la apropiación de la tecnología como herramienta cognitiva, social y de comunicación.
Los invitamos a descargar el trabajo que el equipo de Net-Learning presentó recientemente en las 3° Jornadas de TIC e Innovación en el aula, organizadas por la Universidad Nacional de La Plata (Argentina). Esperamos que este documento sirva de apoyo a todos los educadores y profesionales que buscan replantear modelos pedagógicos actuales de modo que contemplen los intereses y particularidades de los aprendices, con el fin de desarrollar en cada uno de ellos su máximo potencial. El acceso al conocimiento y la construcción de saberes son los principales ejes sobre los que crecen las sociedades. La necesidad de un cambio hacia la personalización de la educación que permita libertad en el modo de aprender es, sin duda, indiscutible.
Microsoft researchers are at the forefront of efforts to help people without a machine learning background teach their systems to get better based on experience. They’re calling this new evolution … Read more »
Quick interaction between a human teacher and a learning machine presents numerous benefits and challenges when working with web-scale data. The human teacher guides the machine towards accomplishing the task of interest. The system leverages big data to find examples that maximize the training value of its interaction with the teacher.
Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games. Through this, the book provides an overview of research methods that enable us to better our understanding on games
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This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligning goals, designing for an audience, playtesting, and assessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources.
This book is the first in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).
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