EN CONSTRUCCION

 

 

Professor Javier Gonzalez Quintero has devoted his life to education in different roles and at different levels. He first wrote and published interactive text books with exercises that encouraged discovery, in order to motivate an effective and innovative learning of language. Although these publications found great acceptance among teachers, Mr. Gonzalez' continued to research ways to strengthen and make more interesting the learning of reading and writing. Through years of continuous research he developed a didactic game known as "abcdespañol" ("Spanish abc").

Why a game? The didactic game encourages kind, creative, socializing, quick and effective learning. These elements allow sustainable action within the four pillars of Education: Learn to Know, Learn to Do, Learn to Live with others and Learn to Be.
The design is based upon linguistic, didactic and epistemological principles. When we learn language, we start by developing our ability to perceive the iconic representation of reality and interpret conventional symbolization, until we reach a comprehension of linguistic signs which finally allow us to read and write at various levels of complexity.
In the "Didactic Game" learning comes freely; the game is a discovery linked to the pleasure of knowing and to the acquisition of skills that are displayed without the need for formal exams or grades. It is an activity that causes no fear.


A game must have certain characteristics to be considered as such: games are free, and autonomous, can be repeated, and require order. Likewise, a didactic game has clearly determined ingredients: well-structured internal rules and results that can be easily evaluated.

abcdespañol has an easily replicable technique of use, without the danger of suffering alterations in the essence of the game. This factor is empowering to communities, as there have been sectors and neighborhoods where residents have organized their own literacy initiatives and illiterate members have attended with enthusiasm and confidence.

cCommunities embrace the game, because of its effective, quick and cost-effective results and the rewards it brings in the way of socialization, intellectual enjoyment and sense of achievement. Community ownership and enthusiasm in turn make the program of abcdespañol highly SUSTAINABLE.

School drop-out rates have been reduced as a result of the use of "abcdespañol" in Central American schools. Literacy is achieved in an average of 90 to 120 hours, playing 1 or 2 hours a day. In other words, the results are accomplished in periods of 4 to 6 months. Such results require 1 or 2 years with conventional methods.

 


 

General Objectives


A) To train a new educator that promotes and allows learning and evaluation on one’s own.

B) To encourage individual and collective learning, at the beginning by trial and error, and eventually leading up to elemental systematization processes.

C) To highlight and value the importance of two types of property: the collective and the personal. (The Didactic game or Programmed Instructor can be used by a variety of groups and in different situations. This requires care and conservation by each and every one of the users: it is collective property. The workbook is for individual use and is thus personal property).

D) To improve the use of human resources by means of a methodology that is easy to assimilate, apply, evaluate and reproduce.

E) To generate and facilitate solid habits of process evaluation, observing tangible results in short periods of time.


 

Specific Objectives

Development of logical thought, in order to:
1. Recognize the rules and norms required by the Game or collective action.
2. Interpret iconic and arbitrary symbols.
3. Develop a mediate memory.
4. Create abstraction processes.

Make a habit of procession information, in order to:

1. Make the step from the sensorial to the rational; from concrete to abstract; from the empirical to the theoretical.

2. Organize a systematic learning process, reinforced by an objective and immediate self-evaluation.

 

 

 

 

 

3. Categorize contents based on the level of difficulty and the characteristics of conscientious assimilation.
Learn Reading, Writing, and Mathematics, including:
1. Interpreting and representing reality with symbols and signs.
2. Relating images to images; images to words; words to words.
3. Interpreting, relating and organizing sounds, forms, words, phrases, and sentences.
4. Interpreting, calculating and plotting quantities, numerals, operations, and problems.

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