sábado, 27 de agosto de 2011

taller unidad I y II

A. Categorias lexicales y uso del diccionario.
1. Selecciona un texto relacionado con tu area de interes.
  • Identifica 3 palabras que no conoces. Buscalas en el diccionario, escribe su significado en español.. Agrega las abreviaciones. Indica que tipo de palabra es (contenido- funcion)
1. Selecciona un texto relacionado con tu area de interes.
  • Identifica 3 palabras que no conoces. Buscalas en el diccionario, escribe su significado en español.. Agrega las abreviaciones. Indica que tipo de palabra es (contenido- funcion)
Issues in Digital Technology in Education/Games for Learning
Games for Learning – Skills Acquired Through Gaming
Technology has drastically changed the way our society works and lives. Computers in particular have had the greatest impact on our currently more efficient lifestyles. In addition to containing a plethora of programs to make our lives easier, computer and video games have added an extra ingredient to this technological mix. The use of video games in education is changing the playing field for the way we live and learn. Some would argue the effectiveness of video games with the claim that they are nothing but a senseless waste of time, leaving students with a clear lack of social skills and a diminished attention span, but studies have proven otherwise. Given an appropriate game for learning, students will reap numerous rewards that prove beneficial to their everyday lives.
Consultant and game developer Marc Prensky (2007), developed an inventory of skills that are acquired by students through serious game playing. According to Prensky, students learn how to cooperate, collaborate and work in teams. This skill is gained by playing interactive games where group decision-making is involved. Two player games exemplify this practice whereby players face off against one another either in direct combat or by taking turns. Students consult with one another, take turns, and essentially engage in a whole new type of digital social practice.
In addition, students “take prudent risks in pursuit of objectives” and make “effective decisions under stress” (Prensky, 2007). Games provide students with a safe venue to learn without intimidation or judgment when taking risks and applying new skills. If mistakes are made while playing, confidence is not lost; the strategy is simply re-attempted until success is reached. For instance, if one skill does not lead to victory or accomplishment of the objective, the player can deliver another strategy using “scientific deduction, lateral and strategic thinking”(Presnky, 2007). In the classroom setting, some students may be reluctant to answer out loud in fear of making a mistake, and once the mistake is made, they may become more apprehensive to try again. Computer games eliminate the anxiety of taking risks that some students experience. This leads to the persistence, and the mastery and application of new skills. Games allow students to apply skills and strategies in context in pursuit of their objective. Whether the skills are mathematical, scientific or literacy based, their application to the game being played becomes meaningful, engaging, motivating, and most important of all, fun. Success is attained through numerous attempts and failures, and valuable lessons are learned; hence leading to “understanding and dealing with foreign environments and cultures” (Prensky, 2007).


Lack-s-carencia-contenido   

 Foreing-adj-extranjero-contenido

Develop –v-desarollar-contenido
Juegos para masculinos adolescentes.
2. Idea principal del texto (en español). Explique que dice el texto en sus propias palabras.

3. Categorias lexicales: (2 ejemplos por categoria)

Palabras de contenido: become-v , risk-s

Palabras de Función: by, in.

Verbos: are,

Adverbio: simply, drastically

Adjetivo: clear,loud

Artículo: the, some

Preposiciones: in,of

Conjunción:but, if

Cognados verdaderos: technology,objetive
Cognados Falsos: application,computers

Sufijo: learnig ,dealing

Prefijos: in,
B. Estructura de la oracion:

1. Seleccione dos oraciones de un texto relacionado con su experticia. (Incluya referencia)
a- Technology has drastically changed the way our society works and lives.
Frase nominal:  Technology
Nucleo de la frase nominal: Technology

Pre modificadores: no posee

Post modificadores: no posee

Frase verbal: has drastically changed the way our society works and lives.

This skill is gained by playing interactive games where group decision-making is involved.
Nucleo de la frase verbal:has

Tiempo verbal: presente
b- This skill is gained by playing interactive games where group decision-making is involved.

Frase nominal:  This skill
Nucleo de la frase nominal: skill

Pre modificadores: this

Post modificadores: no posee

Frase verbal: is gained by playing interactive games where group decision-making is involved.


Nucleo de la frase verbal: is gained

Tiempo verbal: presente


2. señales algunos referenctes presentes en su texto
 
 
Good luck!
Have fun!
 
Keep on shining love and peace!
Doris3m
Posted by Dr. Doris Molero at 5:47 AM 0 comments
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