This chapter presents the convergence of digital technologies applied in four experiences of interaction in science education. The first experience presents the potential of the interaction forums of virtual social networks in the context of physics explored through a science fiction film. The second summarizes the development of a video game for mobile devices focused on the recognition of biological controllers. The third and fourth sections present the design and application of online role-playing video games to teach about wetland ecosystems and to develop the concept of discontinuity of matter, respectively. Each of the experiences presents its objectives, scope, and limitations, together with reflections and projections of the work done, with the intention of offering the reader possible scenarios for future or current research in the field.
Convergence of Digital Technologies in Science Teaching at School
Referencia
Titulo
Convergence of Digital Technologies in Science Teaching at School
Autor(es)
Álvaro García Martínez, Miriam Struchiner, Mario Quintanilla Gatica, Nelcy Susana Abella Peña, Leonardo Enrique Abella Peña, Mariano Rodríguez Malebrán y Raul Dos Santos Neto
Titulo del Libro
Rethinking Science Education in Latin-America: Diversity and Equity for Latin American Students in Science Education
Pais
Suiza
Editorial
Springer Nature
ISBN
978-3-031-52830-9
Paginas
309-328
Año
2024