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:

Fundamentos de la educación virtual

Yes or No

Played 2 %Accuracy 40 Average time 00:47

About this activity

Descubre bases y retos de la educación virtual.

Created by

Colombia

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
Fundamentos de la educación virtual
 

Fundamentos de la educación virtualOnline version

Descubre bases y retos de la educación virtual.

by Juana Valentina Espinosa Morales
1

La tecnología por sí sola garantiza una educación de calidad sin necesidad de diseño pedagógico.

2

La innovación educativa implica renovar procesos pedagógicos con cambios positivos y resultados nuevos.

3

El uso de las TIC no tiene impacto en la motivación de los estudiantes.

4

La educación del siglo XXI exige replantear el currículo y situar al docente como facilitador, no como centro de la clase.

5

El docente debe ser una guía y acompañar al estudiante en su aprendizaje junto con la tecnología.

6

El aprendizaje siempre depende solamente de un ser humano y las máquinas no pueden enseñar.

7

El profesor debe evitar la mediación tecnológica y mantener únicamente métodos tradicionales.

8

El conectivismo surge como una propuesta de aprendizaje en la era digital.

9

Las prácticas de aula deben estar ligadas al contexto del estudiante y a las competencias que debe desarrollar.

10

La innovación educativa es simplemente usar dispositivos nuevos sin cambiar métodos.

Are you sure you want to leave the page?

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