This paper presents the progress of an ongoing research aimed at developing the number sense in third graders. Based on assessment results of a sample of elementary schools in the Municipality of Zapopan, Jalisco, Mexico, we investigate the problem of mathematics learning with a cognitive approach. The study identifies the student's weakness related to their abilities to conceptualize the meaning of the numbers and its relationships. We present the main ideas of pedagogical design of a serious game developed in Scratch 2.0 that enhances the ability to identify and build sequences. Preliminary results suggest the use of a webcam to increase student's interaction and improve their numerical abilities.
This chapter proposes to establish a starting point in the design of technology specialized in the development of listening comprehension skills from a theoretical perspective, when learning English as a second language. Therefore, an exploration about how technologies have evolved in the practice of learning English as a second language was required. Likewise, authors look at fundamental aspects of technology literacy and how this is rooted in users' contexts. From this, they conceptualize the symbolic competence through the ecological theory in order to design a computer-assisted language learning practice. Findings led to the conclusion that a guide on how to build specialized technology in English learning as a second language does not exist. What indeed exists is the application of recycled technology created for other purposes but used for English learning. Authors propose a practice where the meaning is explored through the understanding of what happens in the context by using 3D holograms as an optical illusion.
The last results of national and international evaluations, show that learning math is complex for Mexican students. Different plans and techniques have been implemented to counter this problem, one of them is the use of different technology in the classroom. During the last two decades, the videogame industry in Mexico has gained great traction among children, teenagers and young people, which is why the advantages of these kind of technologic tools must be harnessed. In this paper, we present a serious game to improve quantitative literacy in children studying the third grade of primary school. To design it, an iterative design model that contemplates four stages was use: planification, development, evaluation and improvement; emphasizing the instruction design. Through a quasi-experiment during a two-month period, the game was tested in a class of 33 morning shift third-grade students. The results obtained demonstrated quantitatively an increase in the students’ skills. It was shown, that out of the three subconstructs that constitute quantitative literacy, two of those (natural numbers and mathematical operations) showed significant improvement after treatment. The students enjoyed and engaged with the serious game, which is why it is expected to use this tool in the future in different Mexican communities.
In this chapter, an exploratory research on people's interaction with a virtual environment as tool in a way in which listening comprehension occurs while improving English as a second language is addressed. Unlike technologies such as virtual environments, where users have to use hardware in order to get immersed inside of a fictional world, it is through holographic technologies that it is possible to extract virtuality and insert it into reality, and thus, have an approach to the real nature of the virtual world without using electronic devices. Why is it important to focus on the ability of listening to understand when people want to acquire English as a second language? What are the strategies that must be employed to improve this ability? What kind of advantages may users achieve through their interaction with holography? These are some of the questions that will to be answered in this chapter.
More governments have supported the development of their knowledge through strategies and policies to improve higher education, innovation and research. In Latin America, the incorporation of technological systems for the construction of innovative learning environments is still incipient. The objective of the research is to characterize the scope of the Project-Based Learning (PBL) methodology in the professional training of teachers in an e-learning learning environment. A learning environment was designed in the virtual platform Blackboard, based on the systematization of five phases based on the PBL methodology, the methodological design of the instrumental case study was used with a sample of 60 students from different parts of Latin America (92% Mexico, 3% Colombia and 5% Ecuador), the data collection instruments that were used were ad hoc questionnaires and digital evaluation rubrics. The qualitative analysis of content shows a high frequency in the thematic categories of: linking of theoretical-methodological concepts, collaboration and teamwork skills, digital resources, programs and on-line platforms. It is concluded that impact of PBL methodology in Postgraduate courses favors the motivation of teachers in innovating their educational practice, as well as the generation of a high commitment in the collaborative work focused on the resolution of problems in social-educational contexts in students of a Master's program in Education with private funding, and emphasis on educational innovation training.
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