REFERENTES BIBLIOGRAFICOS
GAMIFICADOR
Aprender
jugando
ü Brown. T. (2012). Change by design. Canadá.
Harper Collings
ü
Yenawine. P. (1999). Theory into Practice: The
Visual Thinking Strategies. Lisboa, Portugal. Presented at conference of
“Aesthetic and Art Education: a Transdisciplinary Approach".
ü Proceedings of the Annual Hawaii International
Conference on System Sciences, 3025–3034: Hamari, J., Koivisto, J., &
Sarsa, H. (2014). Does gamification work? - A literature review of empirical
studies on gamification. En: http://doi.org/10.1109/HICSS.2014.377
ü Workshop on Challenges in Game AI, 1–4: Hunicke,
R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design
and Game Research. En: http://doi.org/10.1.1.79.4561
ü Kuklinski, H. P. s.f. Sobre el método
Outliers School: Análisis de mercado + pensamiento de diseño + mentorización.
En: http://outliersschool.net/wp-content/uploads/2015/04/Metodo_OutliersSchool.pdf
Campamento Educativo
ü Halverson, E. R., & Sheridan, K. (2014). The maker
movement in education. Harvard
Educational Review, 84(4), 495-504.
ü Boud, D., Cohen, R., & Walker, D. (1993). Using
experience for learning. Reino unido, McGraw-Hill Education
ü Hsu, Y. C., Baldwin, S., & Ching, Y. H.( 2017). Learning through making and
maker education. TechTrends, 61(6), 589-594.
Le
educación tiene ciencia
ü Páramo,
P., & Hederich, C. (2014). Educación basada en la evidencia –
Presentacion. Bogotá
ü National Research Council. (2012). A framework for
K-12 science education: Practices, crosscutting concepts, and core ideas. Washington,
DC, Estados Unidos, National Academies Press.
ü Hiebert, James,Morris, Anne K,Berk, Dawn, Jansen, Amanda.( 2007). Preparing teachers to learn
from teaching. Estados Unidos.
ü Harari.
(2016). De animales a dioses:Breve historia de la humanidad. Capitulo 14 - El
descubrimiento de la ignorancia. Random House Mondadori. Bogotá.
No hay comentarios.:
Publicar un comentario