Ubicación Física: TPLM 133
Analysis of lexical acquisition in foreign languages through video games / | |
Autor: | Corredor Montoya, Alejandra. |
Otros Autores: | Arciniegas Ovalle, Franklin ( Asesor ) ; Dubois, Yheyson Steven. |
Pié de imprenta: | Bogotá D.C. : Universidad ECCI, Lenguas Modernas, Facultad de Humanidades, 2017. |
Descripción: | 38 h. ilustraciones. |
Tema(s): | |
Resumen: | Softwares as video games allow a virtual interaction with characters and environments which belong to the proper system, and these programs in turn need of an electronic device for its execution. Eguía argues (2012), video games promote a constructivist experience, which is defined as the foundation of an idea through students' participation in didactical processes. Piaget Explains (1969) the process of knowledge is inherent in human reasoning, more specifically since childhood. The absorption of insight works from the first stages of children by means of experiences, which give them a meaning or a symbol to an action. For instance, take the hand of an adult express a way of conduction to the child. This philosophy of knowledge obtained by own experiences and discoveries is well-known as constructivism. Video games works as entertainment systems, but also could be a good instrument to develop different skills. As Sedeño interprets (2010), video games foment reflection and strategic thinking and these help to stimulate levels of mental agility. In this sense, VG´s (abrv of video games) can generate from general knowledge until specific one as abstract thought. |
Tipo de ítem | Biblioteca actual | Colección | Signatura | Copia número | Estado | Fecha de vencimiento | Código de barras |
---|---|---|---|---|---|---|---|
Trabajos de grado | Biblioteca Sede Principal Archivo Central | Colección de Monografías y Trabajos de Grado | TPLM - 133 (Navegar estantería(Abre debajo)) | Ej.1 | Disponible | T00994 |
Incluye bibliografía
Trabajo de Grado (Profesional en Lenguas Modernas) Facultad de Humanidades Universidad ECCI 2017
Softwares as video games allow a virtual interaction with characters and environments which belong to the proper system, and these programs in turn need of an electronic device for its execution. Eguía argues (2012), video games promote a constructivist experience, which is defined as the foundation of an idea through students' participation in didactical processes. Piaget Explains (1969) the process of knowledge is inherent in human reasoning, more specifically since childhood. The absorption of insight works from the first stages of children by means of experiences, which give them a meaning or a symbol to an action. For instance, take the hand of an adult express a way of conduction to the child. This philosophy of knowledge obtained by own experiences and discoveries is well-known as constructivism. Video games works as entertainment systems, but also could be a good instrument to develop different skills. As Sedeño interprets (2010), video games foment reflection and strategic thinking and these help to stimulate levels of mental agility. In this sense, VG´s (abrv of video games) can generate from general knowledge until specific one as abstract thought.
No hay comentarios en este titulo.