NUEVAS PROPUESTAS LÚDICAS PARA EL DESARROLLO CURRICULAR DE EDUCACIÓN FÍSICA

NUEVAS PROPUESTAS LÚDICAS PARA EL DESARROLLO CURRICULAR DE EDUCACIÓN FÍSICA

Author: Antonio Méndez Giménez

Publisher: Editorial Paidotribo

Published: 2003-04

Total Pages: 572

ISBN-13: 9788480196994

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Estas novedosas propuestas lúdicas para el desarrollo curricular de la educación física son un magnífico ejemplo de cómo se debe tratar el juego motor. En este libro los profesionales de la educación física encontrarán, a lo largo de tres extensos capítulos, un amplio repertorio de experiencias lúdicas bien sistematizadas, originales, fáciles de aplicar y adecuadas a la edad de los alumnos. El autor clasifica los juegos en tres grandes apartados que responden a objetivos y necesidades diferentes: los juegos motores y de acondicionamiento con material alternativo, cuya finalidad es mejorar las habilidades y capacidades físicas con materiales novedosos, sencillos, económicos y, sobre todo, motivadores para alumnos; los juegos predeportivos, en los que aporta un modelo de iniciación deportiva coherente con los aspectos estructurales y funcionales de los juegos; y los juegos tradicionales del mundo, en los que recoge una nutrida variedad de recursos lúdicos para el desarrollo de valores que potencien la igualdad de oportunidades y la no discriminación por motivos de raza, sexo o religión. Antonio Méndez Jiménez es doctor en Ciencias de la Educación Física y el Deporte y desempeña su labor docente en un Instituto de Enseñanza Secundaria de Asturias. Es autor de dos libros sobre recursos lúdicos: Juegos dinámicos de animación para todas las edades y Los juegos en el currículum de la Educación Física (éste último publicado por editorial Paidotribo)


Cooperative Learning in Physical Education

Cooperative Learning in Physical Education

Author: Ben Dyson

Publisher: Routledge

Published: 2012-05-31

Total Pages: 202

ISBN-13: 1136478221

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Cooperative Learning is a dynamic instructional model that can teach diverse content to students at different grade levels, with students working together in small, structured, heterogeneous groups to master subject content. It has a strong research tradition, is used frequently as a professional development tool in general education and is now emerging in physical education. This book defines Cooperative Learning in physical education and examines how to implement Cooperative Learning in a variety of educational settings. It explores Cooperative Learning in physical education from three main perspectives. The first, context of learning, provides descriptions of Cooperative Learning in different levels of education (elementary school, secondary school, and university physical education). The second, Cooperative Learning in the curriculum, offers case studies from teachers and researchers of their experiences of implementing Cooperative Learning within their own national context. The third perspective, key aspects of Cooperative Learning, examines how the different elements of the model have been foregrounded in efforts to enhance learning in physical education. As the only text to provide international perspectives, from eight different countries, of Cooperative Learning in physical education, this book is important reading for any student, researcher or teacher with an interest in physical education, sport education, sport pedagogy, curriculum development or methods for learning and teaching.


New Developments in Physical Education and Sport

New Developments in Physical Education and Sport

Author: Antonio Granero-Gallegos

Publisher: MDPI

Published: 2021-03-04

Total Pages: 426

ISBN-13: 3036502440

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Continuous professional development is of great importance if one is to develop quality professional work. This book contains some of the latest research advances related to the field of Physical Education and Sports. In today's globalized world, continuous and permanent education is necessary and essential to complement the initial training and previous experience. In this book, you can find a wide range of works focused on innovative teaching methodologies and psychological variables to take into account to improve classes and training. These studies on the most forward-looking technological advances in physical activity and sports are useful for those who seek to be up-to-date on this type of research. In addition, these studies will be useful to consult regarding current lifestyle, the creation of healthy habits, the promotion of physical activity in one’s free time, and the importance of leading an active life.


Teaching Personal and Social Responsibility Through Physical Activity

Teaching Personal and Social Responsibility Through Physical Activity

Author: Donald R. Hellison

Publisher: Human Kinetics

Published: 2011

Total Pages: 226

ISBN-13: 0736094709

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This edition presents practical, field-tested ideas for teaching personal and social responsibility (TPSR) through physical activity in schools and other settings. Includes guidance in teaching affective and social moral goals, an in-depth look into teaching character development and values, and a method for helping students develop personal and social responsibility.


Coding as a Playground

Coding as a Playground

Author: Marina Umaschi Bers

Publisher: Routledge

Published: 2020-10-05

Total Pages: 169

ISBN-13: 1000194523

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Coding as a Playground, Second Edition focuses on how young children (aged 7 and under) can engage in computational thinking and be taught to become computer programmers, a process that can increase both their cognitive and social-emotional skills. Learn how coding can engage children as producers—and not merely consumers—of technology in a playful way. You will come away from this groundbreaking work with an understanding of how coding promotes developmentally appropriate experiences such as problem-solving, imagination, cognitive challenges, social interactions, motor skills development, emotional exploration, and making different choices. Featuring all-new case studies, vignettes, and projects, as well as an expanded focus on teaching coding as a new literacy, this second edition helps you learn how to integrate coding into different curricular areas to promote literacy, math, science, engineering, and the arts through a project-based approach and a positive attitude to learning.


Values and Norms in Sport

Values and Norms in Sport

Author: Johan Steenbergen

Publisher: Meyer & Meyer Verlag

Published: 2001

Total Pages: 378

ISBN-13: 1841260576

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This book is accessible to a wide range of teachers, researchers and students in the world of sport. The central research question in the book is how values and norms manifest themselves in sport and what societal meanings they have. Different contributions provide a number of different perspectives.


Engineering Education

Engineering Education

Author: John Heywood

Publisher: John Wiley and Sons

Published: 2005-12-12

Total Pages: 515

ISBN-13: 0471744689

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A synthesis of nearly 2,000 articles to help make engineers better educators While a significant body of knowledge has evolved in the field of engineering education over the years, much of the published information has been restricted to scholarly journals and has not found a broad audience. This publication rectifies that situation by reviewing the findings of nearly 2,000 scholarly articles to help engineers become better educators, devise more effective curricula, and be more effective leaders and advocates in curriculum and research development. The author's first objective is to provide an illustrative review of research and development in engineering education since 1960. His second objective is, with the examples given, to encourage the practice of classroom assessment and research, and his third objective is to promote the idea of curriculum leadership. The publication is divided into four main parts: Part I demonstrates how the underpinnings of education—history, philosophy, psychology, sociology—determine the aims and objectives of the curriculum and the curriculum's internal structure, which integrates assessment, content, teaching, and learning Part II focuses on the curriculum itself, considering such key issues as content organization, trends, and change. A chapter on interdisciplinary and integrated study and a chapter on project and problem-based models of curriculum are included Part III examines problem solving, creativity, and design Part IV delves into teaching, assessment, and evaluation, beginning with a chapter on the lecture, cooperative learning, and teamwork The book ends with a brief, insightful forecast of the future of engineering education. Because this is a practical tool and reference for engineers, each chapter is self-contained and may be read independently of the others. Unlike other works in engineering education, which are generally intended for educational researchers, this publication is written not only for researchers in the field of engineering education, but also for all engineers who teach. All readers acquire a host of practical skills and knowledge in the fields of learning, philosophy, sociology, and history as they specifically apply to the process of engineering curriculum improvement and evaluation.


For the Win

For the Win

Author: Kevin Werbach

Publisher: Wharton School Press

Published: 2012

Total Pages: 0

ISBN-13: 9781613630235

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Millions play Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, Kevin Werbach and Dan Hunter argue persuasively that game-makers need not be the only ones benefiting from game design. Werbach and Hunter, lawyers and World of Warcraft players, created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking--addressing problems like a game designer--can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.


Innovating with Concept Mapping

Innovating with Concept Mapping

Author: Alberto Cañas

Publisher: Springer

Published: 2016-08-20

Total Pages: 342

ISBN-13: 331945501X

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This book constitutes the refereed proceedings of the 7th International Conference on Concept Mapping, CMC 2016, held in Tallinn, Estonia, in September 2016. The 25 revised full papers presented were carefully reviewed and selected from 135 submissions. The papers address issues such as facilitation of learning; eliciting, capturing, archiving, and using “expert” knowledge; planning instruction; assessment of “deep” understandings; research planning; collaborative knowledge modeling; creation of “knowledge portfolios”; curriculum design; eLearning, and administrative and strategic planning and monitoring.