METHODOLOGY
VIDEOCONFERENCES
FOR EDUCATIONAL PURPOSE: Uses of technology to transmit audio and video
signals to deliver course content from one location to students who are
physically in other locations.
ISTE
STANDARDS FOR STUDENTS: Emphasize
the skills and qualities we want for students, enabling them to engage and thrive
in a connected digital world.
Empowered Learner Students use technology and
understand the fundamental concepts.
Digital citizen Ss recognize right, responsibilities
and opportunities acting safe, legal and ethical students.
Knowledge Constructor: Construct and produce using variety of resources using digital tools.
Innovative designer: Ss use
variety of technology within design process to identify and solve problems
creating new and creative solutions.
Computational Thinker: Ss develop and employ strategies
for understanding and solving problems using technological methods and test
solutions.
Creative Communicator: Ss communicate clearly and
express themselves creative using platforms and digital media.
Global Collaborator: SS use digital tools enrich their
learning collaborating with others and working in teams locally and globally.
ISTE
STANDARD FOR TEACHERS: Effective teachers model to apply, to engage
Ss and improve learning to enrich professional practice.
Facilitate and inspire Ss learning and creativity: T use knowledge
and technology to facilitate learning face to face and virtual in a creative an
innovate way.
Design and develop digital age learning experiences
and assessments: Teachers design, develop
and evaluate authentic learning experiences and assessments including
contemporary tools.
Model digital age work and learning: T exhibit
knowledge skills and work process representative of an innovative professional
in a global and digital society.
Promote and model digital citizenship and
responsibility. T understand local and global responsibilities
in a digital culture with legal and ethical beahviour.
Engage in professional growth and leadership: Promote and
demonstrate the effective use of digital tools and resources.
E-CREATION
TOOLS AND SELF MADE COMPUTER-BASED RESOURCES:
Are software or applications of
software that provide a free forum for students to publish their original work.
We publishing sites: creating webpages and publish in
WWW
Presentation Software: specially to create
presentations specially in education area.
Exercise creating tools: Software that create
exercises.
Podcasting sites: Audio files that can be reproduced
in media players or computers.
PROBLEM
BASED LEARNING: It’s a methodology in which the students are
the principal and they develop projects, planning creating and showing the
final result.
PROJECT
BASED LEARNING: It’s a methodology based in
solving problems, Ss needs to use specifics techniques and present the result
or solution to a problem.
GAMIFICATION:
It’s the application of games in education to
engage and develop the different skills and abilities of the Ss and enrich the
knowledge.
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