Diseño e implementación y evaluación de un objeto virtual de aprendizaje como refuerzo del concepto de célula para estudiantes de grado séptimo del Instituto Pedagógico Nacional, Bogotá- Colombia
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The recent digitalization of the world, product of the development and popularization of the computer and the internet, has changed the model of information distribution and has given rise to the knowledge society where ideas and their applications are becoming increasingly valuable and interconnections they become more and more evident (MEN, 2013). One way to obtain an effective combination of the educational and technological context is the use of Learning Objects (OA) or Virtual Learning Objects (OVA) that help promote self-learning online and virtual learning, with the help of ICT. For Rodríguez (1997), the cell is an important concept to understand the living matter, the flow of energy and the relationship between living beings and their environment. Research highlights conceptual errors in students and difficulties in constructing images and mental models related to the cell (Atensia, 2012). The inclusion of ICT in education has generated new didactic and enhanced pedagogical ideals such as: offer learning environments rich in materials and experiences that captivate the interest; grant greater freedom to explore, observe, analyze, and build knowledge; stimulate the imagination, creativity, and critical sense; offer multiple richer and updated sources of information; facilitate a scientific understanding of social and natural phenomena and allow for multisensory learning experiences (MEN, 2013). The objective of this work was to design and implement an OVA to bring the cell concept closer to seventh grade students of the National Pedagogical Institute. The main focus intends to interrelate the contents of the concept and the object with the students, which allows the construction of knowledge mediated by the new information and communication technologies, adjusted to the MEN's competency standards. Likewise, the effectiveness, quality of OVA content and satisfaction were analyzed, as well as identifying factors that contribute to the redesign or restructuring of the virtual object, always thinking about its improvement.
