Conţinutul numărului revistei |
Articolul precedent |
Articolul urmator |
870 3 |
Ultima descărcare din IBN: 2023-09-29 09:36 |
Căutarea după subiecte similare conform CZU |
371.3 (443) |
Educație (14419) |
SM ISO690:2012 TĂRÎŢĂ, Stela. Interactive teaching. In: Journal of Social Sciences, 2020, vol. 3, nr. 2, pp. 59-62. ISSN 2587-3490. DOI: https://doi.org/10.5281/zenodo.3871380 |
EXPORT metadate: Google Scholar Crossref CERIF DataCite Dublin Core |
Journal of Social Sciences | ||||||
Volumul 3, Numărul 2 / 2020 / ISSN 2587-3490 /ISSNe 2587-3504 | ||||||
|
||||||
DOI:https://doi.org/10.5281/zenodo.3871380 | ||||||
CZU: 371.3 | ||||||
Pag. 59-62 | ||||||
|
||||||
Descarcă PDF | ||||||
Rezumat | ||||||
Interactive teaching is an epitomic strategy that engages as many learners as possible, consequently encouraging the gratification of learning, research methods and heuristic. The entertainment process tends to motivate learning, expands communicative skills, stimulates critical thinking and brings academic contentment. Edutainment is designed to educate through entertainment. Recurrently it encompasses content intended to teach but has concomitant entertainment value. It has been produced by academia, corporations, governments, and other establishments in various countries to distribute information in classrooms and/or via television, radio, media, CMCs etc. Interactive teaching strategy focuses on the transition from passive learners to more active ones, facilitating maximum involvement during lectures, thus an academic metamorphosis takes place - info recipients are becoming completely implied peers of the academic affair. Moreover, it is the methodology of combining the practices of teaching and the form of game to enchant the students and make the utmost of the games operational effect to help education. |
||||||
Cuvinte-cheie edutainment, epidemic boredom, eureka effect, Gamification, ludus, playfulness, educaţie prin divertisment, efect eureka, element jucăuş, joc, ludus |
||||||
|
DataCite XML Export
<?xml version='1.0' encoding='utf-8'?> <resource xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xmlns='http://datacite.org/schema/kernel-3' xsi:schemaLocation='http://datacite.org/schema/kernel-3 http://schema.datacite.org/meta/kernel-3/metadata.xsd'> <identifier identifierType='DOI'>10.5281/zenodo.3871380</identifier> <creators> <creator> <creatorName>Tărîţă, S.</creatorName> <affiliation>Universitatea Tehnică a Moldovei, Moldova, Republica</affiliation> </creator> </creators> <titles> <title xml:lang='en'>Interactive teaching</title> </titles> <publisher>Instrumentul Bibliometric National</publisher> <publicationYear>2020</publicationYear> <relatedIdentifier relatedIdentifierType='ISSN' relationType='IsPartOf'>2587-3490</relatedIdentifier> <subjects> <subject>edutainment</subject> <subject>epidemic boredom</subject> <subject>eureka effect</subject> <subject>Gamification</subject> <subject>ludus</subject> <subject>playfulness</subject> <subject>educaţie prin divertisment</subject> <subject>efect eureka</subject> <subject>element jucăuş</subject> <subject>joc</subject> <subject>ludus</subject> <subject schemeURI='http://udcdata.info/' subjectScheme='UDC'>371.3</subject> </subjects> <dates> <date dateType='Issued'>2020-06-17</date> </dates> <resourceType resourceTypeGeneral='Text'>Journal article</resourceType> <descriptions> <description xml:lang='en' descriptionType='Abstract'><p>Interactive teaching is an epitomic strategy that engages as many learners as possible, consequently encouraging the gratification of learning, research methods and heuristic. The entertainment process tends to motivate learning, expands communicative skills, stimulates critical thinking and brings academic contentment. Edutainment is designed to educate through entertainment. Recurrently it encompasses content intended to teach but has concomitant entertainment value. It has been produced by academia, corporations, governments, and other establishments in various countries to distribute information in classrooms and/or via television, radio, media, CMCs etc. Interactive teaching strategy focuses on the transition from passive learners to more active ones, facilitating maximum involvement during lectures, thus an academic metamorphosis takes place - info recipients are becoming completely implied peers of the academic affair. Moreover, it is the methodology of combining the practices of teaching and the form of game to enchant the students and make the utmost of the games operational effect to help education.</p></description> <description xml:lang='ro' descriptionType='Abstract'><p>Predarea interactivă este o strategie indispensabilă, care implică cât mai mulţi cursanţi, încurajând, în consecinţă, plăcerea de a învăţa, metodele de cercetare și euristica. Procesul interactiv tinde să motiveze învăţarea, extinde abilităţile comunicative, stimulează gândirea critică și aduce satisfacţii academice. Educaţia prin divertisment este concepută pentru a ghida prin intermediul elementelor umoristice/de joacă. În mod repetat, aceasta cuprinde un conţinut menit să înveţe, dar având și o valoare concomitentă de divertisment, fiind produsă de mediul academic, corporaţii, guverne și alte instituţii din diferite ţări pentru a distribui informaţii în sălile de clasă și / sau prin televiziune, radio, media, comunicare mediată de calculator etc. Strategia de predare interactivă se concentrează pe trecerea de la cursanţii pasivi la cei activi, facilitează implicarea maximă în timpul prelegerilor, astfel are loc o metamorfoză academică - destinatarii de cunoştinţe devin membri (expeditori) implicaţi în afacerea academică. Mai mult decât atât, este metodologia combinării practicilor de predare și a jocului pentru a-i încânta pe studenţi și pentru o maximă operare a ingredientului umoristic privind îmbunătăţirea învăţării.</p></description> </descriptions> <formats> <format>application/pdf</format> </formats> </resource>