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Innovación educativa: aprende jugando

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About this activity

Juego de verdad/falso en Scratch

Created by

Bolivia

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Innovación educativa: aprende jugando
 

Innovación educativa: aprende jugandoOnline version

Juego de verdad/falso en Scratch

by alberto padilla fernandez
1

Los estudiantes pueden ser agentes de cambio en la universidad.

2

Una experiencia gamificada debe tener un objetivo claro.

3

Los retos o misiones ayudan a motivar a los estudiantes.

4

La creatividad es importante en la innovación educativa.

5

La gamificación utiliza puntos y recompensas para motivar a los estudiantes.

6

La evaluación en gamificación solo se basa en exámenes.

7

Las soluciones innovadoras en la universidad no necesitan ser viables.

8

Las recompensas no influyen en la motivación.

9

La narrativa no es importante en un juego educativo.

10

Los estudiantes deben ser pasivos en una actividad gamificada.

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