OBJECTIVE:
Analyze
the importance of each of the applications.
GAMIFICATION
It is therefore to be
aware and systematize a procedure, a new way of teaching our classes, guiding
the students in the acquisition of knowledge through new methodologies that
provide them with a more meaningful learning. In short, create learning situations that allow them
to obtain certain skills and knowledge.
There are many
definitions of this new concept, but we can say that the gamification in
education consists in applying concepts and dynamics of the design of games
that stimulate and make the interaction of the student more attractive with the
learning process, with the objective of the latter to acquire certain results
appropriately.
CITIZEN
SCIENCE
Traditionally we have
tried to bring science closer to citizenship through environmental education,
but in the last few decades we are attending new methodological proposals to
get involved from the action.
Citizen science comes
with strength to establish new links between scientists, citizens and the
environment, a concept, citizen science, coined by Rick Bonney, director of the
Cornell Lab of Ornithology, and which defines public participation in
production of scientific knowledge.
WEB 3.0
Web 3.0, in short, is
related to artificial intelligence. The websites would even have the ability to
connect to each other according to the interests of the user.
First of all, the
reason that there is no formal definition or a single definition of Web 3.0 is
because many people are working on their own vision of the future of the
Internet, so each one expects different changes and improvements in the
experience of NAVEGAC Ion over the net.
BID GATA
The complex nature of
the big data is mainly due to the unstructured nature of much of the data
generated by modern technologies, such as web logs, radiofrequency
identification (RFID), sensors built into devices, Machinery, vehicles,
Internet searches, social networks like Facebook, laptops, smartphones and
other mobile phones, GPS devices and call center logs.
GROUPWARE
The term
"groupware" (collaborative computer software) refers to the use of
methods and software tools that allow users to perform collective work across
networks.
Therefore, groupware
refers to the various and varied applications that contribute to a single goal
— allowing geographically-separated users to work as a team. Teamwork can be
carried out by sharing information or by creating and exchanging computerized
data.
SERIOUS GAME
Serious games are a
"serious game" or video game whose purpose is training over
entertainment. They have acquired a growing and undeniable popularity for
several years in companies and institutions that decide to implement them as
part of their training programs. There are also many people who individually
want to develop their skills with the methodology of the future.
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