UNIVERSIDAD ESPECIALIZADA DE LAS AMERICAS
DIANA MURILLO
DIDACTICA LUDICA
The word LUDICA, is an adjective that involves the game
in class, etymology is derived by Latin “ludus” its meaning is: Playing. Ludica
is very much needed in children and it involves activities such as speaking and
using imagination through the freedom.
That is to say, it means
"fun," but it was created in all seriousness around 1940 by
psychologists. They wanted a term to describe what children do, and they came
up with "ludic activity." That may seem ludicrous - why not just call
it "playing"? - but the word ludic
caught on, and it's not all child's play anymore. It can refer to architecture
that is playful, narrative that is humorous and even satirical, and literature
that is light. "Ludic" is ultimately from the Latin noun ludus, which refers to a whole
range of fun things - stage shows, games, sports, even jokes.
Different variables in an
educational system:
The student: The
student of the educational institution needs lo to learn to solve problems, to
critically analyze the reality and to transform it, to identify concepts, lo
learn to learn, to learn to do, lo learn to be and discover knowledge om
entertaining ways.
We as a teacher have to teach
to our student to be cognitive independent, Cognitive strategies are useful
tools in assisting students with learning problems. The term "cognitive
strategies" in its simplest form is the use of the mind (cognition) to
solve a problem or complete a task.
The main purpose of the
educational institution is to achieve socialization, the teacher exists to
direct the the pedagogical process, to guide the students what she or he should
do. But these objective and task can’t be achieved or solve only by using the
explanatory and illustrative methods.
It is necessary to introduce
into educational systems, methods, strategies and different ways which can
satisfy future needs.
Characteristics of teaching
games: the
game as a teaching method is very old, since the primitive community it was
used in an empirical way in the development of abilities in the children and
young people who learned the older like hunting, fishing, farming and other
activities that were passed down from generation to generation.
Didactic games are an effective measure in shaping
general competences. Participation in the game reinforces and emotional and
motivational sphere of the student. The most important competences developed
with games are the following: teamwork, communication and cooperation, time organization
and management.
In this way the children were able to assimilate
in an easier way the procedures of the activities of the daily life.
The
work of psychological and philosopher Karl Gross came into the light with his
game theory, in which he characterizes the game as an anticipated training for
future serious abilities.
There are different types of
games, as rule games, constructive games, role-playing games, role-plays,
simulations games, and didactic games. Children’s games are the predecessors of
didactic games and emerged earlier than pedagogical science itself. Creative
learning becomes a happy experience.
The
didactic game: it is a participatory technique of teaching
aimed at developing the student´s methods of directions and corrects their
behaviors, thus simulating discipline with an adequate level of decision and
self-determination.
The game is a naturally happy
activity that fully develops the personality of man and in particular his
creative capacity.
The teaching games should
correspond with the objectives, contests and teaching methods and must be
adapted to the indication and the educational organization.
Among the aspects to be
contemplated in this scientific-pedagogical index are:
·
Correspondence
with scientific and technical advances
·
Possibility
of increasing the level of assimilation of knowledge
·
Educational
influence
·
Correspondence
to the student´s age
·
Contribution
to the formation and development of habits and skills
·
Decreased
time in explanations of the content
·
Accessibility
The particularity of the
student in learning: the particularity
of the didactic games consists in the change of the role of the teacher in the
teaching, who influences of practical form I the degree or level of preparation
of the game since he takes part like guiding, taking the analysis of the course
of the same.
Objectives of the use of
teaching games in educational institutions:
·
Teach
students to make decisions in front of problems that may arise in their lives.
·
Guarantee
the possibility of acquiring practical experience of collective work and
analysis of organizational activities of the students.
·
To
contribute to the assimilation of the theorical knowledge of the different
subjects, stating from the achievement of a higher level of satisfaction int
the creative learning.
·
To
prepare the students in the solution of the problems of the life and the
society.
Benefits of teaching games:
·
They
arouse interest in the subjects.
·
They
provoke the need to make decisions.
·
They
create in the students the skills of the interrelated work of mutual
collaboration in the joint fulfillment of task
·
They
are used to strengthen and verify the knowledge acquired in the demonstrative
classes and for the development of skills
·
They
accelerate the adaptation of students to the dynamic social processes of their
life.
Phases of teaching games:
1. Introduction
2. Development
3. Completion
Fundamental
advantages of teaching games:
Students are assured
of collective decision-making habits. They allow solving the problems of
correlation of the activities of directions and control the teachers, as well
as the collective self-control of the students. They allow the acquisition,
broadening deepening and sharing of knowledge, combining theory with practice
in the lively, active and dynamic way.
Classification of
teaching games:
There have been few,
and we might say null, attempts to classify the didactic games.
·
Games
for the development of abilities
·
Games
for the consolidation of knowledge
·
Games
for the strengthening of the values
The appropriate selection of
didactic games is in correspondence with the objectives and content of the
teaching, as well as with the way in which it is determined to organize the
pedagogical.
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