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Objetos de pirata

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Mexico

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Objetos de pirata

by Karla Elizabeth Gonzalez Lopez
1

La transforma el en una interactiva , donde el uso de elementos de un busca motivar a los estudiantes y promover la resolución de problemas . En el ámbito educativo , la gamificación se refiere al uso de elementos del juego para involucrar a los estudiantes , motivarlos a la acción y fomentar el aprendizaje y la resolución de problemas . Este enfoque favorece una experiencia positiva , desarrolla el crítico , aumenta la , reduce el aburrimiento y facilita una evaluación continua y menos estresante . Los tres pilares clave son Dinámicas , Mecánicas y Componentes que configuran el juego .

2

¿ Para qué sirve la gamificación ?
En el ámbito , la Gamificación fomenta el crítico , reduce el y facilita una continua y menos

3

Aprendizaje activo
Consiste en que el deja de ser un pasivo de y se convierte en el de su propio .

4

La gamificación a participar , problemas , tomar y superar , lo que favorece una mayor y retención de los .

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