Please use this identifier to cite or link to this item: http://ri.uaemex.mx/handle20.500.11799/65829
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dc.contributor.authorSILVIA PADILLA LOREDOen_EU
dc.contributor.authorELISA BERTHA VELAZQUEZ RODRIGUEZen_EU
dc.contributor.authorMARIA LUISA QUINTERO SOTOen_EU
dc.contributor.authorROSA MARIA RODRIGUEZ AGUILARen_EU
dc.creatorSILVIA PADILLA LOREDO-
dc.creatorELISA BERTHA VELAZQUEZ RODRIGUEZ-
dc.creatorMARIA LUISA QUINTERO SOTO-
dc.creatorROSA MARIA RODRIGUEZ AGUILAR-
dc.date2016-06-
dc.identifierhttp://hdl.handle.net/20.500.11799/65829-
dc.descriptionAlong last decades it has been developed didactic strategies. They have been helped with games’ computer by teaching- learning process. They have been diffused trough of TICs on Line with many educate viewpoints. In this case it has helped in social-cultural theories that have proposed starting and promoting of educative competences, trough e-Learning tools, which there have incorporate Social networks. Do a balance of e-Learning’s game be able to develop in open access, founded specially in 2015 years ago. Documental review with transversal cut which rescues pedagogical view points and research finding implies ludic activities and his relationship games-competences together. Proposing to apply social historic cultural theory in Learning’s game with competences activation trough Web 2.0.-
dc.descriptionThe game, imagination, fantasy, simulating, as part or entertainment, are unique aspects in humans learning throughout the lifeli ne. Constitute a part of the personality, start from the common sense knowledge and can be an engine of development to reach metacognition. Today, with the advancement of information and communication technologies, ICT and learning technology and knowledge, CT scans, there is a huge amount of games creations in differe nt platforms which accumulate thousands of them and new applications that allow people to transform themselves while they go away from their reality. The games are diverse, but in this article we are interested in talking about those which were made with a didactic-
dc.languageeng-
dc.publisherECORFAN-
dc.relationECORF AN Journal Spain;Vol.3 No.4 1-11-
dc.rightsinfo:eu-repo/semantics/openAccess-
dc.rightshttp://creativecommons.org/licenses/by-nc-nd/4.0-
dc.sourceISSN-On line: 2444-3204-
dc.sourceOn line: 2444-3204-
dc.subjectresearch subject categories-
dc.subjectinfo:eu-repo/classification/cti/4-
dc.titleThe importance of games in e – Learning.-
dc.typearticle-
dc.audiencestudents-
dc.audienceresearchers-
item.fulltextNo Fulltext-
item.grantfulltextnone-
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