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LUDIFICATION SBG.
SOLUTION
BUILDING
GAME
Dr. José A Santos
retcambio@gmail.com
ya que se aprovechan las reservas
de la mente.
Who created the Accelerated
Learning method(AA)?
Georgi Lozanov is the creator of
the method, based on the
premise that:
the ability to learn and remember
that human beings possess is
practically unlimited,
since the reserves of the mind are
taken advantage of.
Is a set of teaching techniques that
allows learners the easiest, fastest
and most effective assimilation of
knowledge, as well as its retention
for a longer time in memory.
Accelerated Learning
AA
 Accelerated Learning uses various
resources for multisensory stimulation,
such as the use of pleasant smells in
the environment, specialized music,
colors, images / graphics, brain-body
activation exercises, interesting
flavors, frequent soft physical contact,
and other .
•Aprendizaje
•Acelerado
Emphasis on participation
.
 Likewise, different methods are used,
placing much emphasis on participation
through teamwork and directed
conversation, within a framework of
freedom, harmony and fun.
Why ... easier?
Because they apply multisensory stimulation
exercises (Visual, Auditory, Kinesthetic), to
facilitate assimilation and fixation in the long-term
memory.
Assimilation
Recognition
Long-term memory
Why ... faster?
Because part of building learning from the
experiences and experiences of the apprentices,
that is, you learn by doing.
.
LUDIC EXPERIENCE
REFLECTIVE OBSERVATION
AND CONNECTION
ACTIVE EXPERIMENTATION
Why ... is it more effective?
Because friendly environments are created that help
to reduce the stress caused by learning new
things, and false beliefs about the ability to learn
are eliminated.
.
.
Andragogy
Child inside Connect with experience
Facilitation
Learning partner Kolb cycle
Friendly learning environment
Toys and games Connection with the child
•LEARNING WITH ALL THE SENSES
LEARNING USING THE
SENSES
It consists of the use of the
senses, not necessarily all of
them must participate, the
degree of learning depends on
the capabilities of the
individual.
It increases the capacity of learning and memory,
stimulates creativity and imagination, stimulates
concentration, kinesthesia is used.
Ludification
 Is the use of techniques, elements and
dynamics of games, in non-recreational
activities, in order to promote self
leadership, empowerment and
personal management
LUDIFICATION
Is a learning tool
that moves the
mechanics of
games to the
educational-
professional field
in order to achieve
better results.
LUDIFICATION
Virginia Gaitán
argues that
LUDIFICATIONn
is a fun
learning, either
to better absorb
some
knowledge,
improve a skill,
or reward
concrete
actions.
SERIOUS GAME
LUDIFICATION is
serious because it
"works" by
empowering, and
achieving useful
results. A series of
mechanical and
dynamic
techniques
extrapolated from
the games are
used.
DYNAMICS
It is through the
dynamics of the
game that the
interest,
enthusiasm and
passion of the
participants is
reawakened by
the problem,
process and
solution.
PARTICIPATION
All of them are
intended to
involve the
participant to
play and move
forward in
achieving their
goals while the
activity is being
done.
LEARNING STEPS
The important
thing is that
there is a
progression
towards
mastery of the
subject,
through small
achievements
Participant
Interested
Apprentice Practicing
Competent
Leader
SOLUTION BUILDING
GAME. SBG
PERSON COUPLE
FAMILY TEAM
ORGANIZATION
USE TOYS AND
GAMES TO
RESOLVE
SITUATIONS IN
THE LEVELS:
PERSONAL
COUPLE
FAMILY
TEAM
ORGANIZATION
SBG. USE HANDS AND
BRAIN
There is a direct
connection
between the hands
and the brain,
accelerating the
process of
observation,
action, discovery
and solution of a
problem
SOLUTION BUILDING
GAME
It is an
experience in
which you can
discover more
about a
person in one
hour, than in a
year of
conversation
SOLUTION BUILDING
GAME
The methodology
works scenarios,
from the planning
models, to the
Observation-plan
and do, which, in a
real-time strategy,
allows mistakes to
be made, to try
again to learn and
improve.
SBG The game of
building solutions
The
educational
toys and
construction
games
available act
as catalysts
for the
learning
potential
SBG WORKFLOW
- PROBLEM
1- LUDIC
EXPERIENCE
2- REFLECTIVE
OBSERVATION
3- CONNECTION
WITH SOLUTION
4- ACTIVE
EXPERIMEN-
TATION
• PERSONAL
CONNECTION
• EXPERIMENT
SOLUTION
• TELL THE
STORY
• CONSTRUC-
TION TASK
PLAYFUL
EXPERIENCE
REFLECTIVE
OBSERVA-
TION
DISCOVERY
OF POSSIBI-
LITIES
COMMIT-
MENT TO
ACTION
THE PROBLEM
MAKE A
QUESTION TO
RESOLVE
OBTAIN
INFORMATION
FOR THE
ANALYSIS :
Case analysis
Playful experience
Use
educational
toys o
games to
build
scenarios
Use the
hands
Put to work the
hands and the
blocks to build a
model.
Use disponible
toys of
Megablocks,
Lego duplo,
Knex, My
Blocks, Wood
blocks, etc
REFLECTIVE
OBSERVATION
When telling
stories, the
game is
associated with
aspects of real
life, which
trigger new
spaces of
possibilities for
the solution
Connection
Use the disclosive space
( Ontological
coaching ) to
create
possibilities.
Use tools of
disclosive spaces:
Articulation
Croos apropiation
Reconfiguration
Action
commitment
Make a plan for
scenarios
Make a
commitment for
action
The plan could be
a process :
Preparation
Disolution
Solution
Resolution
Active
Experi
ment
2-
Disolution
3- Solution
4-
Resolution
1-
Preparation
Solution building game. #Aiciacademy
Solution building game. #Aiciacademy
Solution building game. #Aiciacademy

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Solution building game. #Aiciacademy

  • 2. ya que se aprovechan las reservas de la mente. Who created the Accelerated Learning method(AA)? Georgi Lozanov is the creator of the method, based on the premise that: the ability to learn and remember that human beings possess is practically unlimited, since the reserves of the mind are taken advantage of.
  • 3. Is a set of teaching techniques that allows learners the easiest, fastest and most effective assimilation of knowledge, as well as its retention for a longer time in memory. Accelerated Learning
  • 4. AA  Accelerated Learning uses various resources for multisensory stimulation, such as the use of pleasant smells in the environment, specialized music, colors, images / graphics, brain-body activation exercises, interesting flavors, frequent soft physical contact, and other . •Aprendizaje •Acelerado
  • 5. Emphasis on participation .  Likewise, different methods are used, placing much emphasis on participation through teamwork and directed conversation, within a framework of freedom, harmony and fun.
  • 6. Why ... easier? Because they apply multisensory stimulation exercises (Visual, Auditory, Kinesthetic), to facilitate assimilation and fixation in the long-term memory. Assimilation Recognition Long-term memory
  • 7. Why ... faster? Because part of building learning from the experiences and experiences of the apprentices, that is, you learn by doing. . LUDIC EXPERIENCE REFLECTIVE OBSERVATION AND CONNECTION ACTIVE EXPERIMENTATION
  • 8. Why ... is it more effective? Because friendly environments are created that help to reduce the stress caused by learning new things, and false beliefs about the ability to learn are eliminated. . . Andragogy Child inside Connect with experience Facilitation Learning partner Kolb cycle Friendly learning environment Toys and games Connection with the child
  • 9. •LEARNING WITH ALL THE SENSES
  • 10. LEARNING USING THE SENSES It consists of the use of the senses, not necessarily all of them must participate, the degree of learning depends on the capabilities of the individual. It increases the capacity of learning and memory, stimulates creativity and imagination, stimulates concentration, kinesthesia is used.
  • 11. Ludification  Is the use of techniques, elements and dynamics of games, in non-recreational activities, in order to promote self leadership, empowerment and personal management
  • 12. LUDIFICATION Is a learning tool that moves the mechanics of games to the educational- professional field in order to achieve better results.
  • 13. LUDIFICATION Virginia Gaitán argues that LUDIFICATIONn is a fun learning, either to better absorb some knowledge, improve a skill, or reward concrete actions.
  • 14. SERIOUS GAME LUDIFICATION is serious because it "works" by empowering, and achieving useful results. A series of mechanical and dynamic techniques extrapolated from the games are used.
  • 15. DYNAMICS It is through the dynamics of the game that the interest, enthusiasm and passion of the participants is reawakened by the problem, process and solution.
  • 16. PARTICIPATION All of them are intended to involve the participant to play and move forward in achieving their goals while the activity is being done.
  • 17. LEARNING STEPS The important thing is that there is a progression towards mastery of the subject, through small achievements Participant Interested Apprentice Practicing Competent Leader
  • 18. SOLUTION BUILDING GAME. SBG PERSON COUPLE FAMILY TEAM ORGANIZATION USE TOYS AND GAMES TO RESOLVE SITUATIONS IN THE LEVELS: PERSONAL COUPLE FAMILY TEAM ORGANIZATION
  • 19. SBG. USE HANDS AND BRAIN There is a direct connection between the hands and the brain, accelerating the process of observation, action, discovery and solution of a problem
  • 20. SOLUTION BUILDING GAME It is an experience in which you can discover more about a person in one hour, than in a year of conversation
  • 21. SOLUTION BUILDING GAME The methodology works scenarios, from the planning models, to the Observation-plan and do, which, in a real-time strategy, allows mistakes to be made, to try again to learn and improve.
  • 22. SBG The game of building solutions The educational toys and construction games available act as catalysts for the learning potential
  • 23. SBG WORKFLOW - PROBLEM 1- LUDIC EXPERIENCE 2- REFLECTIVE OBSERVATION 3- CONNECTION WITH SOLUTION 4- ACTIVE EXPERIMEN- TATION • PERSONAL CONNECTION • EXPERIMENT SOLUTION • TELL THE STORY • CONSTRUC- TION TASK PLAYFUL EXPERIENCE REFLECTIVE OBSERVA- TION DISCOVERY OF POSSIBI- LITIES COMMIT- MENT TO ACTION
  • 24. THE PROBLEM MAKE A QUESTION TO RESOLVE OBTAIN INFORMATION FOR THE ANALYSIS : Case analysis
  • 26. Use the hands Put to work the hands and the blocks to build a model. Use disponible toys of Megablocks, Lego duplo, Knex, My Blocks, Wood blocks, etc
  • 27. REFLECTIVE OBSERVATION When telling stories, the game is associated with aspects of real life, which trigger new spaces of possibilities for the solution
  • 28. Connection Use the disclosive space ( Ontological coaching ) to create possibilities. Use tools of disclosive spaces: Articulation Croos apropiation Reconfiguration
  • 29. Action commitment Make a plan for scenarios Make a commitment for action The plan could be a process : Preparation Disolution Solution Resolution Active Experi ment 2- Disolution 3- Solution 4- Resolution 1- Preparation