Examinando por Autor "Caraballo Viloria, Norelvis Isabel"
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- ÍtemEstrategia de Enseñanza para el Fortalecimiento de la Competencia Ciudadana en Democracia Participativa en Líderes de la Iglesia Presbiteriana de El Espinal, Tolima(Fundación Universitaria Los Libertadores. Sede Bogotá., ) Caraballo Viloria, Norelvis Isabel; García Pérez, Uriel Fernando; Ángel Moreno, Augusto JoséThis research proposal seeks to strengthen through the teaching of citizen education, taking the Presbyterian Church of Espinal Tolima as the population under study, with this the aim is to guide the leaders of the religious community so that they can be a bridge to blur the knowledge about citizen competence, and at the same time complement their themes and practices in this regard. For this, it is necessary to identify the knowledge possessed by the leaders of the Presbyterian Church of El Espinal, Tolima, as well as establish the design of the strategy model to stimulate the learning processes of citizen formation in the leaders of the Church and finally apply or put into practice the development of each one of those themes. Click here to enter text.
- ÍtemSoftware educativo enfocado en la gamificación como herramienta de educación ambiental en estudiantes de sexto grado de la Institución Educativa Técnica Agropecuaria de la Rinconada (IETAR), municipio de Mompox(Fundación Universitaria Los Libertadores. Sede Bogotá., ) Caraballo Viloria, Norelvis Isabel; García Arteaga, Karen; N/A, N/AThe following disciplinary intervention proposal has as its main objective the elaboration of an educational software that allows to involve recreational and gamification aspects as a tool within the teaching of environmental subjects; this as a strengthening of the environmental knowledge and practices presented by the sixth grade students of the Institución Educativa Tecnica Agropecuaria de la Rinconada, Mompox. At the same time, it is intended that the sixth grade of IETAR adopt this methodology within the development of its academic plan, so that students through the use of digital games are interested in taking better actions with respect to caring for the environment. The need to raise awareness regarding current environmental problems (generation of solid waste, excessive water consumption, increased garbage in classrooms and patios, increased irresponsible use of energy) has become a matter of priority concern. within educational institutions, that is why this proposal focuses on building a methodology that, once it is positively received by the sixth grade students of the IETAR, will be available for use in the institutions that want to apply it.