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In this work we propose the design of educational software, which brings together
elements such as analysis and systems design, integrating the stages of software
realization with social networks
Learning.
Having studied the aforementioned theoretical referents, the author accepts the
two previous definitions for belonging to the proposal, taking into account the
interaction with the software for its better use, adding that these can be very
effective and developers but if it fails to motivate the students within the objective
pursued and does not present a system of activities will not fulfill their didactic
function.
Exercisers: are programs that include a series of exercises for the student to solve
and learn.
Tutorials: are guides that reinforce topics learned in the classroom.
Simulators: represent equations, processes or natural phenomena in a visual and
attractive way.
Educational games: use the game as a tool for learning.
Troubleshooting: mix all the previous tools in a single program.
PROJECT JUSTIFICATION
The teaching media are the mediating tools of the teaching-learning process used
by teachers and students, which contribute to the active participation, both
individual and collective, on the object of knowledge. The media is not only used by
teachers, but must be of real use to students for the development of interaction and
specific skills.
The computer can interact with the user through textual stimuli, graphics, color,
sound, animations; is able to process the information and show the result of what
the user asked to do. Interactivity is a quality that differentiates it from other media,
it should be considered as the main indicator for its use.
SPECIFIC OBJECTIVES
Due to the great variability and the great amount of possibilities offered by
educational software, these are attributed a large number of uses or potential
functions:
1. Innovation
These programs have the capacity to be in constant evolution, which implies an
innovation in the teaching / learning processes.
2. Informative
The computer software is the teaching practice that more information can host and
transmit to the student.
3. Motivator
Thanks to the variety of possibilities offered by these programs, students feel more
motivated and attracted when discovering them.
4. Instruction
The platform has the ability to explain any type of content, either explicitly or
through the development of games or activities.
5. Expression
Educational software is an ideal platform to enhance the expressiveness of
students, who can contribute their own point of view of knowledge and share it with
the rest.
6. Research
Thanks to the less directive programs, the student can elaborate his own
investigation procedures. Especially in those that offer simulation activities.
7. Playful
Thanks to educational software, learning is understood or interpreted as a playful
and fun activity that reinforces the desire to learn from students.
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