Softwares

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Across
  1. 4. Phase, in which motivation is generated, attention is focused and the selective perception of what the user is wanted to learn is favored.
  2. 6. for consulation, Its objective is to present information to the student by using of text graphics
  3. 7. Software, Refers to teaching programs that use digital platforms to support both teachers and students in teaching/learning processes.
  4. 10. in situations that the user must explore critically.
  5. 11. type license which generally must be paid for it.
  6. 14. & Educational games, Both have the quality of supporting experiential learning, as a basis for achieving learning by discovery.
  7. 15. Type, The experiential and discovery learning predominates, where the designer creates rich
  8. 16. Systems, These include four phases that must be part of any teaching-learning process: The
Down
  1. 1. systems, They reinforce the final two phases of the instructional process: application and feedback.
  2. 2. type, In this type learning predominates via transmission of knowledge from who knows to
  3. 3. give advice to those who are not experts in the field
  4. 5. software, It is the software that is owned by a company or a person and is distributed under a
  5. 8. videos etc., but with a level of interactivity and motivation that facilitates the actions, they perform
  6. 9. who want to learn and where the designer is responsible for encapsulating welldesigned sequences of learning activities that lead the interested party from where he is to where he wants to go.
  7. 12. systems, Able to represent and reason about some domain rich in knowledge, to solve problems
  8. 13. Software, Is software that respects the freedom of users and the community