DESIGNING EDUCATION SITUATIONS THAT USE DIGITAL RESOURCES AND ONLINE APPLICATIONS

Olimpius Istrate
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引用次数: 1

Abstract

Even if we have educational software, digital resources, online applications, or a virtual learning platform, learning activities planning is not easier or less accurate. Learning and assessment need to be designed even more closely and better tied to learning objectives, to avoid distractors, to fit on the time available, to maximize the potential of digital support to increase the participation of all students, to complement classroom learning with learning activities at home (flipped classroom). In the context of the “conventional” instructional design, centreed on the calibration of the finalities and methods based on content, theme, audience and available resources, the article presents several models of organising learning originally built to support the design of digital educational games (Quinn, 2005), which can be used to understand how we can transform a didactic activity into an attractive education situation, similar to ludic activities, especially when we can integrate new technologies. We present a selection of three models mini-scenarios, chained scenarios, conditional scenarios progressively ordered according to their ability to increase engagement and attractiveness of learning activities.
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设计使用数字资源和在线应用程序的教育情境
即使我们有教育软件、数字资源、在线应用程序或虚拟学习平台,学习活动计划也不会更容易或更准确。学习和评估的设计需要更紧密、更好地与学习目标联系在一起,避免干扰,适应可用的时间,最大限度地发挥数字支持的潜力,提高所有学生的参与度,用在家学习活动补充课堂学习(翻转课堂)。在“传统”教学设计的背景下,基于内容,主题,受众和可用资源的最终结果和方法的校准,文章提出了几个组织学习的模型,最初是为了支持数字教育游戏的设计而建立的(Quinn, 2005),这可以用来理解我们如何将教学活动转变为有吸引力的教育情境,类似于有趣的活动。尤其是当我们可以整合新技术的时候。我们提出了三种模式的选择-迷你情景,链式情景,条件情景逐步排序根据他们的能力增加参与和学习活动的吸引力。
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