Judith Barrios Albornoz

Judith Barrios Albornoz

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Interesting content of this module or unit. It is designed in perfect harmony with what was expressed in the lessons, especially in the last one. The detailed strategies and tips indicate what should be included or how to do to create content adapted to the learning needs and style of the instructor without losing the academic objectives; always looking to keep active the student’s engagement with the course. This would ensure the full achievement of learning objectives. Similarly, through the evaluation of the course, its content, interaction, etc. is obtained the feedback required to improve it.

Reflection on the process of facilitating learning is very important for improving the overall process of teaching and learning. This assessment makes it possible to estimate the extent to which the learning objectives of the course and the effectiveness of the process have been achieved. Some tips are given on what to consider when designing how to assist students during the online course. 

The implementation of a teaching method is accompanied by a set of complementary and consistent elements that allow not only to improve the learning teaching process but also to define a consistent, complete, repeatable teaching pattern which communicates and allows, Properly track and control progress, achievements, key dates, rules, interaction, questions and answers, etc. 

The most important thing about including teaching and learning tools is to understand what they are made for (purpose and function)  and whether they can meet the needs of the course in terms of objectives achieved (outcomes). If the instructor does not understand a particular tool, he will not be able to use it properly according to his teaching style. 

The evaluation of learning through educational games is a complex activity and is the key factor for a good definition of the flow of actions, feedbacks and decisions within the game. There are dedicated models that allow instructors to organize the elements they wish to evaluate, implement the relevant activities and analyze the results immediately and appropriately. 

Very interesting, especially since both technical concepts (software, tools, design) and pedagogical and social ones which influence the definition, application and exploitation of an e-learning game are discussed. 
It considers what should be taken into account and included in the design and therefore in the implementation of a game intended to complement the learning process in an online course.

Content focuses on highlighting the differences between digital games and educational tools based on these games. It describes the technology, its characteristics and sets out some factors to be considered when designing, and to select games and simulations as educational tools. It also clearly sets out which social features should be present in tools designed to ensure engagement, interaction and effective learning by its users-learners.

 

The module provides basic information on concepts, advantages and disadvantages, and the potential use of games and simulation combined and integrated as part of a learning strategy in an e-learning environment.  
I do not yet know how to apply it in my private course, but I understand that it is possible to design a game, with simulation, to reinforce certain key elements of the course. I would have to think more carefully about how to apply it, what resources I have at my disposal and where in the course content a tool like this would be useful.

It is a very interesting module.

The section of best practices is crucial for us as educators, nevertheless, the selection of a particular technology as a learning resource still limited by issues like cost, basic technology and availability of applications VR, AR and MR in certain domains.
The sections of benefits y limitations of VR, AR and MR give a good point of start for a better selection and inclusion of this technology as a learning resource.

I received a very interesting and precise information – some basic knowledge about what are VR, AR and MR, what are the potential challenges to be faced while using them, and some examples of VR applications that can be used in some professional areas. But, until now, I still do not know how to use them as teaching resource in my domain.

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