MODULE #2
PASSAGE #1
About this
passage, I think the idea is that when we understand the useful of the game in
the teaching, and how to apply in the classroom, main objectives, tools and instructions
then is when the students and the teacher have fun and learn. And always be sure
that everybody participated.
Passage #2
The root of the word “ghem” [game] means
jumping for joy. Ideally, the students can play follow the teacher and through
this path they going to learn even more tan in a academic activity because the
game give to them more motivation and they want to success in the game for the
next level, just the teacher must to have a clear idea about What leaning want
the students get.
Passage #3
A good
teacher always has strategies for the teaching, but some students need different
strategies, then the teacher search for other ways to teach to these students,
and using game is an excellent tool for learn. It is important to know that no
all the students can learn in the same way, and the teacher make an effort to
use the appropriate strategy according to the students or group. If the teacher
uses the game and a good strategy surely their students going to have a meaningful
learning.
Passage #4
In
the didactic game, the objectives, the strategies are important, but also this
activity must to develop skills, like: PHYSICAL-BIOLOGICAL AREA: Capacity of
movement, rapidity of reflexes, manual dexterity, coordination and senses.
SOCIO-EMOTIONAL AREA: Spontaneity,
socialization, pleasure, satisfaction, expression of feelings, hobbies,
conflict resolution, self-confidence
COGNITIVE-VERBAL AREA: Imagination,
creativity, mental agility, memory, attention, creative thinking,
language, interpretation of knowledge, understanding of the world, logical
thinking, following instructions, amplitude of vocabulary, expression of
ideas.
ACADEMIC DIMENSION: Appropriation of diverse
contents subjects, but in particular, reading, writing and mathematics
where the child presents greater difficulties.
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