New game
Download
Get Academic Plan
Share game
Integrate it into your platform

You can integrate the game into an LMS compatible with LTI 1.1 or LTI 1.3 such as Canvas, Moodle, or Blackboard. This way, the scores will be automatically saved into the platform’s gradebook.
Download
You have exceeded the maximum number of games you can integrate into Google Classroom with your current Plan.

To integrate as many games as you want in Google Classroom, you need an Academic Plan or a Commercial Plan.

You have exceeded the maximum number of games you can integrate into Microsoft Teams with your current Plan.

To integrate as many games as you want in Microsoft Teams, you need an Academic Plan or a Commercial Plan.

Downloading games is an exclusive feature for users with an Academic Plan or a Commercial Plan.

Get your Academic Plan or your Commercial Plan now and start integrating your games into your LMS, website or blog.

If you wish, you can download a demo game here and test its integration:

Verdadero o Falso: Tecnologías del Aprendizaje y Conocimiento

Yes or No

Played 4

About this activity

En este juego, deberás decidir si las afirmaciones relacionadas con las tecnologías del aprendizaje y conocimiento son verdaderas o falsas.

Created by

Panama

Download the paper version to play

Make your own free game from our game creator
Compete against your friends to see who gets the best score in this game

Top Games

%
Anonymous
Anonymous
%
%
%
You have exceeded the maximum number of games you can print with your current Plan.

To print as many games as you want, you need an Academic Plan or a Commercial Plan.

Print your game
Verdadero o Falso: Tecnologías del Aprendizaje y Conocimiento
 

Verdadero o Falso: Tecnologías del Aprendizaje y ConocimientoOnline version

En este juego, deberás decidir si las afirmaciones relacionadas con las tecnologías del aprendizaje y conocimiento son verdaderas o falsas.

by Ariadna Aguirre
1

La función de la tecnología en la educación es ampliar la información y ofrecer actividades de interacción.

2

La realidad virtual se basa en experiencias reales que son grabadas e intervenidas luego con actividades interactivas.

3

Los entornos digitales se utilizan para trabajar de manera individualizada.

4

Con el uso de la realidad virtual también se adquieren destrezas especializadas en un entorno seguro

5

En un entorno virtual no se trabajan otras competencias del mundo real.

6

La educación con el uso de videojuegos aportan vivencias perceptibles.

7

¿Los dispositivos móviles facilitan el acceso al aprendizaje con tecnología?

Are you sure you want to leave the page?

If you leave the page, you will lose your game progress.