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dc.contributor.author PADILLA LOREDO, SILVIA
dc.contributor.author VELAZQUEZ RODRIGUEZ, ELISA BERTHA
dc.contributor.author QUINTERO SOTO, MARIA LUISA
dc.contributor.author RODRIGUEZ AGUILAR, ROSA MARIA
dc.creator PADILLA LOREDO, SILVIA; 346069
dc.creator VELAZQUEZ RODRIGUEZ, ELISA BERTHA; 74861
dc.creator QUINTERO SOTO, MARIA LUISA; 122321
dc.creator RODRIGUEZ AGUILAR, ROSA MARIA; 239352
dc.date.accessioned 2017-03-13T18:20:47Z
dc.date.available 2017-03-13T18:20:47Z
dc.date.issued 2016-06
dc.identifier.issn ISSN-On line: 2444-3204
dc.identifier.issn On line: 2444-3204
dc.identifier.uri http://hdl.handle.net/20.500.11799/65829
dc.description.abstract Along 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. es
dc.description.sponsorship The 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 es
dc.language.iso eng es
dc.publisher ECORFAN es
dc.relation.ispartofseries ECORF AN Journal Spain;Vol.3 No.4 1-11
dc.rights openAccess es
dc.rights.uri http://creativecommons.org/licenses/by-nc-nd/4.0
dc.subject research subject categories es
dc.subject.classification HUMANIDADES Y CIENCIAS DE LA CONDUCTA
dc.title The importance of games in e – Learning. es
dc.type Artículo es
dc.provenance Científica es
dc.road Verde es
dc.organismo Unidad Académica Profesional Nezahualcóyotl es
dc.ambito Internacional es
dc.cve.progEstudios 26 es
dc.audience students
dc.audience researchers
dc.type.conacyt article
dc.identificator 4


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  • Título
  • The importance of games in e – Learning.
  • Autor
  • PADILLA LOREDO, SILVIA
  • VELAZQUEZ RODRIGUEZ, ELISA BERTHA
  • QUINTERO SOTO, MARIA LUISA
  • RODRIGUEZ AGUILAR, ROSA MARIA
  • Fecha de publicación
  • 2016-06
  • Editor
  • ECORFAN
  • Tipo de documento
  • Artículo
  • Palabras clave
  • research subject categories
  • Los documentos depositados en el Repositorio Institucional de la Universidad Autónoma del Estado de México se encuentran a disposición en Acceso Abierto bajo la licencia Creative Commons: Atribución-NoComercial-SinDerivar 4.0 Internacional (CC BY-NC-ND 4.0)

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