ED. Video 00000 PDF

Title ED. Video 00000
Course Ingles III
Institution Universidad Politécnica del Centro
Pages 6
File Size 342.6 KB
File Type PDF
Total Downloads 67
Total Views 169

Summary

Se encuentra un dialogo de interacción entre dos personas, hablando sobre el tema de la instrucción de video juegos en el estudio...


Description

U NIVERSI ERSIDAD DAD POLI LITÉCN TÉCN TÉCNIICA DEL CENT NTRO RO

Portafolio de Evidencias Matricula - Nombre del Alumno 004483-Raul Sanchez Perez 004540-Carlos Daniel Hernández Guillen Asignatura Ingles III Profesor Eduardo Zenteno Rosas

Cuatrimestre: 3

Grupo: M3-3 -202102

e-mail: [email protected] cdanielhdez @hotmail.com

22 de mayo de 2021

Video URL https://youtu.be/EVVNpKdowjg

Vi d eo s cr cript ipt ❖ Raul: Good afternoon, the members who know the team are: my name is Raul Sanchez Perez from the mechatronics career ➢ Carlos: My name is Carlos Daniel Hernández Guillen from the mechatronics career and we will talk about the subject of video games in education, ➢ Carlos: The introduction of video games in education is an innovative topic. Its pedagogical base is everything that surrounds the concept of learning while playing and has behind it th e theoretical bases of prestigious intellectuals who are dedicated in this field, unfortunately there is not much specific documentation on video games in education. For the normalization of video games as a didactic resource at the level of cinema, music or literature, several stages are still missing. This work aims to contribute to equating videogames with the cited didactic resources and to deepen their use in education as one more tool to use. The realization of the introduction of video games in education and in the teaching-learning processes by areas is a task to be carried out in the coming years. Finding the best way to do it taking into account all possible elements is an open avenue for future research. With this work we intend to bring video games to the classroom, with a concrete proposal of how we introduce video games, at what point in the teaching-learning process, in what places can we develop the potentialities it offers and why video games should be introduced in education ❖ Raul: Video games have become an established element in developed societies in their own right. In recent years, playing video games has become a daily occurrence for most homes and has overcome the old age barriers that placed the game as something closely related to childhood, adolescence and youth. It can be taken as something everyday and normal like cinema, music or literature, video games are part of social reality. They have burst into the entertainment market with force, they have consolidated themselves and the first generations that grew up with video games as one more element in their lives are beginning to reach the classrooms so that learning is more didactic and interactive and thus teachers implement a greater stimulus of learning to students.

➢ Carlos: Taking into account what my partner said, it should be taken into account where video games come from, the birth of video games dates back to the 60s and 70s, and they reached homes in the 90s, since they are one more element of the social and leisure sphere. Videogames already constitute their own economic sector, generator of new companies, jobs, factories of ideas, creativity and innovation. Since classical times, the opportunity to learn by playing has been considered as a form of education. Its possibilities are immense and in the current educational paradigm, the introduction of information and communication technologies are fundamental. There is no doubt that video games will play an important role due to the many advantages they offer. ❖ Raul: It is important that teachers understand the potentialities, strengths, weaknesses and opportunities that the use of video games can mean in the educational system. Without understanding what role they can play, without having a mental image of the contribu ti on of this new way to facilitate teaching and learning, it is difficult for the necessary methodological changes to be accepted and internalized. Guiding the teaching community in a simple training process that allows them to identify, know and assess the positive effects of video games on learning is a main objective of this work. To do this, it is intended to introduce and train in the virtues of video games, deepening education, when reinforcing the teaching-learning processes. ➢ Carlos: us, playing video games is much more than just spending leisure time, if not it allows to dissipate daily tensions. what it is about is to do all those things that in a single lif e we could never do, Literature and cinema make us dream. Video games make our dreams come true This would greatly help neurological development since video game players tend to be people of a higher intellectual level than their non -player peers and those individuals with better endowment are those who are most interested in video games due to their curiosity, intellectual and cognitive appeal. and thus they can reject the generally superficial relationships and obtain a higher rate of utilization.

❖ Raul: Yes, this is due to a social attitude, if we take into account the opinions of students and their families, it can be concluded that video games can become a new form of education, because if you ask directly to The responses that will be obtained from families and students are in favor of video games, I took this into account due to a slope carried out in 2005, I conducted 432 households, revealing a very interesting data: 77% of the families believe that video games can be a new form of education

➢ Carlos: This would be it, we appreciate your attention and time, see you and have a good day....


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