2 research outputs found

    Ética profesional en educación superior : finalidades, estrategias y desafíos de la formación

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    Todo proyecto educativo que no responde a su época se expone a problemas de legitimidad y al duro escrutinio y sanción de los usuarios. Las instituciones de educación superior no son la excepción de esta premisa clásica, incluso más validada por eldinamismos, la versatilidad y ojo crítico en el mundo contemporáneo. La ética se ha convertido en el baremo principal para someter a juicio a las instituciones y a las personas que ahí actuan, como a las finalidades que se pretenden en sus acciones. En esta perspectiva, debe examinarse la función de las instituciones de educación superior.Este libro es el esfuerzo colectivo por acercarnos a esa problemática, en especial a las finalidades, estrategias y relaciones en juego para cumplir la tarea de la formación y sus nexos inevitables con la ética profesional

    Marie Curie Lab STEAM Room: Una experiencia educativa de inmersión

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    Marie Curie Lab STEAM Room, is an immersive interactive didactic activity with an educational approach STEAM, Science, Technology, Engineering, Art, and Mathematics, which integrates these disciplines and uses active teaching methodologies, in this case an educational escape room, for the achievement of significant learning. The objective of the activity is to bring the participants closer to science in a playful way, working on curricular contents of the STEAM disciplines in a context of interest to students, which promotes the development of skills for the 21st century. The escape room was presented in the 2022-1 semester, at the Institute of Engineering to the university community, four presentations were made, each with four teams of approximately three members, who worked collaboratively to overcome the challenges posed. The result of the presentation shows that the participants favorably evaluated the activity, found it creative, fun, and stated that they had learned about chemistry, teamwork and about Marie Curie as a scientific figure of reference. The implementation of this activity shows that educational escape rooms are attractive immersion experiences for the participants. In addition to that they can be designed aligned to the curriculum of various subjects, for implementation in the classroom. They develop skills such as collaboration, critical thinking, and creativity; these experiences are demanding, challenging, interesting and fun at the same time.Marie Curie Lab STEAM Room es una actividad didáctica interactiva de inmersión con un enfoque educativo STEAM (Ciencia, Tecnología, Ingeniería, Arte y Matemáticas), que integra estas disciplinas y utiliza las metodologías activas de enseñanza, en este caso un cuarto de escape educativo, escape room, para el logro de aprendizajes significativos. El objetivo de la actividad es acercar a los participantes a la ciencia de una manera lúdica, trabajando contenidos curriculares de las disciplinas STEAM en un contexto de interés para los estudiantes y que promueva el desarrollo de habilidades para el siglo XXI. El escape room se presentó en el primer semestre de 2022, en el Instituto de Ingeniería a la comunidad universitaria. Se realizaron cuatro presentaciones, cada una con cuatro equipos de aproximadamente tres integrantes, quienes trabajaron de forma colaborativa para superar los retos planteados. El resultado de la presentación muestra que los participantes evaluaron favorablemente la actividad, la encontraron creativa, divertida y manifestaron haber logrado aprendizajes de química, de trabajo en equipo y sobre Marie Curie como una figura científica de referencia. La puesta en marcha de esta actividad pone en evidencia que los escape room educativos son experiencias de inmersión atractivas para los participantes. Además de que se pueden diseñar alineadas al currículo en diversas asignaturas, para su implementación en el aula, desarrollan habilidades como la colaboración, el pensamiento crítico y la creatividad; estas experiencias son a la vez exigentes, desafiantes, interesantes y divertidas. Al final de esta investigación se identificó que existe un área de oportunidad de formación en relación con integrar este tipo de metodologías en la práctica docente. Palabras clave: Enseñanza de la ciencia, Educación STEAM, gamificación, escape room, química y física. Marie Curie Lab STEA Room: An Immersive Educational Experience Abstract: Marie Curie Lab STEAM Room is an immersive interactive didactic activity with an educational approach STEAM (Science, Technology, Engineering, Art, and Mathematics), which integrates these disciplines and uses active teaching methodologies, in this case an educational escape room, for the achievement of significant learning. The objective of the activity is to bring the participants closer to science in a playful way, working on curricular contents of the STEAM disciplines in a context of interest to students, which promotes the development of skills for the 21st century. The escape room was presented in the first semester of 2022, at the Institute of Engineering to the university community. Four presentations were made, each with four teams of approximately three members, who worked collaboratively to overcome the challenges posed. The result of the presentation shows that the participants favorably evaluated the activity, found it creative, fun, and stated that they had learned about chemistry, teamwork and about Marie Curie as a scientific figure of reference. The implementation of this activity shows that educational escape rooms are attractive immersion experiences for the participants. In addition to that they can be designed aligned to the curriculum of various subjects, for implementation in the classroom. They develop skills such as collaboration, critical thinking, and creativity; these experiences are demanding, challenging, interesting and fun at the same time. At the end of this investigation it was identified that there is an area of teacher training opportunity in relation to integrating this type of methodologies in teaching practice. Keywords: Science teaching, STEAM education, gamification, escape room, chemistry, and physics
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