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dc.contributor.author | PADILLA LOREDO, SILVIA | |
dc.contributor.author | VELAZQUEZ RODRIGUEZ, ELISA BERTHA | |
dc.contributor.author | QUINTERO SOTO, MARIA LUISA | |
dc.contributor.author | RODRIGUEZ AGUILAR, ROSA MARIA | |
dc.creator | PADILLA LOREDO, SILVIA; 346069 | |
dc.creator | VELAZQUEZ RODRIGUEZ, ELISA BERTHA; 74861 | |
dc.creator | QUINTERO SOTO, MARIA LUISA; 122321 | |
dc.creator | RODRIGUEZ AGUILAR, ROSA MARIA; 239352 | |
dc.date.accessioned | 2017-03-13T18:20:47Z | |
dc.date.available | 2017-03-13T18:20:47Z | |
dc.date.issued | 2016-06 | |
dc.identifier.issn | ISSN-On line: 2444-3204 | |
dc.identifier.issn | On line: 2444-3204 | |
dc.identifier.uri | http://hdl.handle.net/20.500.11799/65829 | |
dc.description.abstract | Along last decades it has been developed didactic strategies. They have been helped with games’ computer by teaching- learning process. They have been diffused trough of TICs on Line with many educate viewpoints. In this case it has helped in social-cultural theories that have proposed starting and promoting of educative competences, trough e-Learning tools, which there have incorporate Social networks. Do a balance of e-Learning’s game be able to develop in open access, founded specially in 2015 years ago. Documental review with transversal cut which rescues pedagogical view points and research finding implies ludic activities and his relationship games-competences together. Proposing to apply social historic cultural theory in Learning’s game with competences activation trough Web 2.0. | es |
dc.description.sponsorship | The game, imagination, fantasy, simulating, as part or entertainment, are unique aspects in humans learning throughout the lifeli ne. Constitute a part of the personality, start from the common sense knowledge and can be an engine of development to reach metacognition. Today, with the advancement of information and communication technologies, ICT and learning technology and knowledge, CT scans, there is a huge amount of games creations in differe nt platforms which accumulate thousands of them and new applications that allow people to transform themselves while they go away from their reality. The games are diverse, but in this article we are interested in talking about those which were made with a didactic | es |
dc.language.iso | eng | es |
dc.publisher | ECORFAN | es |
dc.relation.ispartofseries | ECORF AN Journal Spain;Vol.3 No.4 1-11 | |
dc.rights | openAccess | es |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0 | |
dc.subject | research subject categories | es |
dc.subject.classification | HUMANIDADES Y CIENCIAS DE LA CONDUCTA | |
dc.title | The importance of games in e – Learning. | es |
dc.type | Artículo | es |
dc.provenance | Científica | es |
dc.road | Verde | es |
dc.organismo | Unidad Académica Profesional Nezahualcóyotl | es |
dc.ambito | Internacional | es |
dc.cve.progEstudios | 26 | es |
dc.audience | students | |
dc.audience | researchers | |
dc.type.conacyt | article | |
dc.identificator | 4 |