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MATE MAROTE: EDUCATIVE FRAMEWORK GAMES FOR COGNITIVE TRAINING

MATE MAROTE: EDUCATIVE FRAMEWORK GAMES FOR COGNITIVE TRAINING

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Argentina is living a unique oportunity where a great amount of primary and secondary school students have their own laptop, given by institutional programs such as Joaqun V. Gonzalez (La Rioja). The fact that all learning and teaching tasks are represented in the same digital environment is a formidable tool for educational applications, as well as for research and experimentation.
Argentina is living a unique oportunity where a great amount of primary and secondary school students have their own laptop, given by institutional programs such as Joaqun V. Gonzalez (La Rioja). The fact that all learning and teaching tasks are represented in the same digital environment is a formidable tool for educational applications, as well as for research and experimentation.

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Published by: Mariana Ludmila Cortés on Dec 03, 2013
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06/13/2014

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Universidad de Buenos AiresFacultad de Ciencias Exactas y NaturalesDepartamento de Computaci´on
Mate Marote: plataforma educativa de juegos para el entrenamiento decompetencias cognitivas
Tesis presentada para optar al t´ıtulo deLicenciado en Ciencias de la Computaci´on
Mat´ıas opez y Rosenfeld
Director: Dr. Diego Fern´andez SlezakCodirectora: Lic. Andrea Paula GoldinBuenos Aires, 2012
 
MATE MAROTE: PLATAFORMA EDUCATIVA DE JUEGOS PARAEL ENTRENAMIENTO DE COMPETENCIAS COGNITIVAS
La Argentina est´a viviendo una oportunidad ´unica con una gran cantidad de alumnos deescuelas primarias y secundarias recibiendo sus propias
 netbooks 
 provistas por programasinstitucionales, tal como el Programa Joaqu´ın V. Gonz´alez en La Rioja. La existenciade esta plataforma com´un sumada a nuevos descubrimientos de la neurociencia aplicadosa educaci´on abre un nuevo panorama en el dise˜no de pr´acticas educativas permitiendo intervenciones a nivel masivo con el objetivo de entrenar capacidades cognitivas espec´ıfi-cas. En esta tesis se presenta Mate Marote, un
 framework 
 flexible para intervenciones deescala provincial. Esta plataforma permite incorporar juegos y actividades educativas, yest´a dise˜nada para un matenimiento y actualizaci´on autom´aticos. Los juegos y activida- des pueden registrar las estad´ısticas de uso y enviar dicha informaci´on para un posterioran´alisis. La primera prueba piloto fue en La Rioja, donde se instal´o manualmente en m´as de 100 computadoras. Esta prueba piloto incluy´o tres juegos para el entrenamiento decapacidades cognitivas: planeamiento, memoria de trabajo y control inhibitorio. Los re-sultados preliminares muestran que el comportamiento observado en esta intervenci´on, apesar de que no ser supervisada, son consistentes con los resultados de las intervencionesanteriores sujetas a supervison por partes de los instructores, sugiriendo la posiblidad deescalar este proyecto. Esta experiencia abre una nueva forma de estudiar, e intervenir, enel desarrollo cognitivo con la posibilidad de una profunda reformulaci´on en el campo de laense˜nanza y el aprendizaje.
Palabras claves:
 Juegos de computadora, Intervenci´on Educativa, One Laptop Per Child(OLPC), La Rioja, Neurociencia educacional, Mate Marote, Cognici´on
i
 
MATE MAROTE: EDUCATIVE FRAMEWORK GAMES FORCOGNITIVE TRAINING
Argentina is living a unique oportunity where a great amount of primary and secondaryschool students have their own laptop, given by institutional programs such as Joaqu´ın V.Gonz´alez (La Rioja). The fact that all learning and teaching tasks are represented in thesame digital environment is a formidable tool for educational applications, as well as forresearch and experimentation. From the perspective of information technology, the cha-llenge is how to interface with this vast corpus of cognitive development data to convertconceptual questions relevant to educational practice into quantifiable, analytic queries.We designed a flexible framework consisting of educational games and activities, desig-ned for automatic maintenance, keeping up-to-date information of this application andregistering anonymous usage behavior for further analysis. The first pilot intervention wasdeployed in La Rioja, with more than 100 computers installed. This deployment consis-ted of three games to train cognitive capabilities: mainly planning, working memory andinhibitory control. Interestingly, even though this intervention is unsupervised, prelimi-nary statistic analysis shows that children gaming behavior is consistent with previoussupervised-interventions results. This effort suggests a novel window for studying (andintervene in) human cognition development, with a great amount of new possibilities,pushing a profound reformulation of teaching and learning.
Keywords:
 Computer Games, Educational Intervention, One Laptop Per Child (OLPC),La Rioja, Educational Neuroscience, Mate Marote, Cognition.
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