Abstract:Recent educational computer-based technologies have offered promising lines of research that promote social constructivist learning goals, develop skills required to operate in a knowledge-based economy (Roschelle et al. 2000), and enable more authentic science-like problem-solving. In our research programme, we have been interested in combining these aims for curricular reform in school science by developing innovative and progressive handheld and wearable computational learning tools. This paper reports on o… Show more
“…Donde los estudiantes analizan sus acciones sin la participación del profesor; por ejemplo, en el aprendizaje colaborativo de conceptos de herencia genética mendeliana, a través de la participación simulada mediada por soportes computacionales portátiles (Klopfer, Yoon & Rivas, 2004). Procesos mediados por el profesor.…”
ResumenLos soportes computacionales han diversificado las posibilidades de interactividad de la enseñanza en sala de clase. Los usos del computador en actividades educativas tales como juegos colaborativos, sistemas de retroalimentación de respuesta o participación simulada, entre otros, ponen en evidencia las diversas alternativas que tiene el uso de esta tecnología al interior del proceso educativo desarrollado en el aula. En este contexto, el propósito del artículo es evidenciar el aporte que genera la mediación computacional para los procesos pedagógicos implementados en la sala de clase de la educación escolar formal. Para ello se realizó un análisis bibliográfico que permitió identificar dos configuraciones de los procesos pedagógicos generados, la Inductiva y la Deductiva. Se analizaron y sistematizaron las actividades de enseñanza mediadas por el computador asociadas a ambos procesos. Entre los resultados se delimitan las ventajas del uso de la tecnología en este escenario, destacándose como principales aportes la estructuración y profundización gradual de los contenidos, el fortalecimiento de los procesos de colaboración, la diversificación de los entornos de aprendizaje, y el incremento de la participación estudiantil. Palabas clave: proceso de enseñanza, enseñanza asistida por ordenador, organización de la clase, informática educativa, innovación pedagógica.
AbstractComputer supports have diversified the possibilities for interactivity in classroom teaching. Collaborative games, response feedback systems and simulated participation are indicative of the wide range of activities for which these technologies have found application in classroom education processes. In this article, evidence is offered for the contributions made to classroom pedagogical processes by computer mediation. The bibliographic analysis conducted permitted the identification of 2 pedagogic processes generated, an inductive and a deductive one, were identified. The computer-mediated teaching activities associated with each process in this literature were then classified and analyzed. Finally, inferences were drawn regarding the advantages of computer mediation in this scenario, being the main contributions, structuring 1 Este trabajo fue financiado por el CONICYT-FONDECYT del gobierno de Chile N° 1100309.
“…Donde los estudiantes analizan sus acciones sin la participación del profesor; por ejemplo, en el aprendizaje colaborativo de conceptos de herencia genética mendeliana, a través de la participación simulada mediada por soportes computacionales portátiles (Klopfer, Yoon & Rivas, 2004). Procesos mediados por el profesor.…”
ResumenLos soportes computacionales han diversificado las posibilidades de interactividad de la enseñanza en sala de clase. Los usos del computador en actividades educativas tales como juegos colaborativos, sistemas de retroalimentación de respuesta o participación simulada, entre otros, ponen en evidencia las diversas alternativas que tiene el uso de esta tecnología al interior del proceso educativo desarrollado en el aula. En este contexto, el propósito del artículo es evidenciar el aporte que genera la mediación computacional para los procesos pedagógicos implementados en la sala de clase de la educación escolar formal. Para ello se realizó un análisis bibliográfico que permitió identificar dos configuraciones de los procesos pedagógicos generados, la Inductiva y la Deductiva. Se analizaron y sistematizaron las actividades de enseñanza mediadas por el computador asociadas a ambos procesos. Entre los resultados se delimitan las ventajas del uso de la tecnología en este escenario, destacándose como principales aportes la estructuración y profundización gradual de los contenidos, el fortalecimiento de los procesos de colaboración, la diversificación de los entornos de aprendizaje, y el incremento de la participación estudiantil. Palabas clave: proceso de enseñanza, enseñanza asistida por ordenador, organización de la clase, informática educativa, innovación pedagógica.
AbstractComputer supports have diversified the possibilities for interactivity in classroom teaching. Collaborative games, response feedback systems and simulated participation are indicative of the wide range of activities for which these technologies have found application in classroom education processes. In this article, evidence is offered for the contributions made to classroom pedagogical processes by computer mediation. The bibliographic analysis conducted permitted the identification of 2 pedagogic processes generated, an inductive and a deductive one, were identified. The computer-mediated teaching activities associated with each process in this literature were then classified and analyzed. Finally, inferences were drawn regarding the advantages of computer mediation in this scenario, being the main contributions, structuring 1 Este trabajo fue financiado por el CONICYT-FONDECYT del gobierno de Chile N° 1100309.
“…• Klopfer et al [12] showed that the newer and more easily distributable version of Participatory Simulations on handhelds was equally as capable as the original Tag-based simulations in engaging students collaboratively in a complex problem-solving task. They feel that handhelds technology holds great promise for promoting collaborative learning as teachers struggle to find authentic ways to integrate technology into the classroom in addition to engaging and motivating students to learn science.…”
Section: Related Workmentioning
confidence: 99%
“…Some research groups have implemented collaborative learning participatory simulations with handhelds and infrared beaming [16], and it has been found that this kind of activities provide various advantages for teaching and learning: (a) they introduce an effective instructional tool and have the potential to impact student learning positively across curricular topics and instructional activities [18], (b) they increase the motivation [12], [4], and (c) they generate positive effects in engagement, self-directed learning and problemsolving [12].…”
Abstract. Participatory simulations are collaborative group learning activities whose goals are to improve teaching and learning, increasing motivation inside the classroom by engaging the learner in games simulating a certain system they have to learn about. It has been already applied to students of primary and secondary educational levels, however there are still not experiences reported with higher level students, although there are many learning subjects to which this technique can be applied. This paper presents the implementation of a framework-like tool for supporting learning activities in a business school with undergraduate students using mobile devices over an ad-hoc network.
“…Some research groups have implemented participatory simulations with handhelds and infrared beaming [15], and it has been found that this kind of activities provide various advantages for teaching and learning: (a) they introduce an effective instructional tool and have the potential to impact student learning positively across curricular topics and instructional activities [16], (b) they increase the motivation [11], [5], and (c) they generate positive effects in engagement, self-directed learning and problem-solving [11].…”
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