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  1. Home
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Browsing by Subject "Diseño de aprendizaje"

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    Judgment day : activating computational thinking activities with popular culture
    (Universidad de Murcia, Servicio de Publicaciones, 2021) Dousay, Tonia A.
    Interest as a learning construct provides more than inspiration for innovation. Dewey recognized the role of interest as a powerful tool to engage learners. Yet, despite contemporary efforts to study the phenomenon, few learning designs recognize this potential. The current paper presents a conceptual framework for integrating popular culture into STEM, using computational thinking competencies as both a critical mechanism and context for application and testing. Interest contributes to motivation through self-regulation, and self-regulation has the power to enhance the cycle of learning achievement and interest. Through this framework, Merrill’s Activation Principle provides guidance on why and how we should attend to this cycle. By evoking positive memories related to learner interests, we can enhance other stages of learning disconnected from the initial learning experience. STEM educators and scholars can use this framework and confidently design and evaluate learning activities targeting computational thinking development using popular media and culture.
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    Mapas conceptuales y objetos de aprendizaje
    (Universidad de Murcia, Servicio de Publicaciones, 2005) Iriarte Navaro, Leonel; Marco Duch, Manuel; Morón Martín, Daniel; Pernías Peco, Pedro
    Los Mapas conceptuales constituyen una de las herramientas más utilizadas en la gestión del aprendizaje por la posibilidad que estos ofrecen de personalizar el aprendizaje, compartir conocimiento, y para aprender a aprender. Al mismo tiempo se desarrollan a gran velocidad múltiples iniciativas o estándares que permiten compatibilizar los contenidos desarrollados en diferentes plataformas y entornos educativos. En este trabajo se destaca la necesidad de combinar las técnicas de diagramas conceptuales con los iniciativas para el empaquetamiento de contenidos desarrollada por IMS con el fin de producir contenidos más portables y potentes. Se propone un modelo sirve de base para la creación de herramientas destinadas a la gestión del aprendizaje
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    MOOCs as disruptive technologies: strategies for enhancing the learner experience and quality of MOOCs
    (Universidad de Murcia, Servicio de Publicaciones, 2016) Conole, Gráinne
    This chapter considers the pedagogies associated with different types of Massive Open Online Courses (MOOCs). It argues that the current discourse around the concept of xMOOCs (primarily based around interaction with content and essentially adopting a behaviourist learning approach), and cMOOCs (which focus on harnessing the power of social media and interaction with peers, adopting a connectivist learning approach), is an inadequate way of describing the variety of MOOCs and the ways in which learners engage with them. It will provide a brief history of the emergence of MOOCs and the key stakeholders. It will introduce an alternative means of categorising MOOCs, based on their key characteristics. It will then describe the 7Cs of Learning Design framework, which can be used to design more pedagogically informed MOOCs, which enhances the learner experience and ensure quality assurance

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