The content of this paper is sharing the experience of the organization of a didactic proposal that takes place in a virtual world simulation technology environment for the acquisition and development of two specific generic skills: team-working and self management.Competencies are complex constructs, consisting of knowledge, skills and attitudes that the subject must be able to put into action in particular contexts. The hypothesis established in the project is that the technological environments are based on model scenarios for the acquisition and efficient evaluation of these transferable skills. To do this, after a theoretical analysis and conceptualization of these skills are carried out research with the participation of 72 students at degree and master. The didactic activity performed by the subjects is included in 4 phases of 3 weeks duration: preliminary phase of development, construction and evaluation.In this paper results are presented as the various activities undertaken by students within these 3D environments, seeing the type, timing and resources used in this metaverse, and finally some conclusions arise from the standpoint of process, teacher and student.
CITATION STYLE
Esteve Mon, F. M., Esteve González, V., & Gisbert Cervera, M. (2012). SIMUL@: el uso de mundos virtuales para la adquisición de competencias transversales en la universidad. Universitas Tarraconensis. Revista de Ciències de l’Educació, 1(2), 7. https://doi.org/10.17345/ute.2012.2.602
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