The Phantom Menace: Cómo salvar el mundo de una pandemia
mediante Ingeniería Genética cooperativa
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2021
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Abstract
El año pasado se llevó a cabo un proyecto de innovación (PIMCD-2019 174) basado en el modelo pedagógico de la clase invertida o “Flipped Classroom” y en el juego de mesa PANDEMIC (ASMODEE IBÉRICA). Brevemente, este proyecto consistió en una propuesta didáctica sobre los contenidos de FIGG en el que tomando como partida un entorno lúdico, los alumnos de FIGG en equipos preparaban contenidos y reforzaban conocimientos adquiridos en clase. Para llevarlo a cabo, a los alumnos se les planteaba una hipotética situación en la que cuatro enfermedades mortales aparecen en la tierra. Los alumnos divididos en equipos de 5 personas, deben cooperar desarrollando una serie de acciones que les permitan ir conociendo a qué patógeno se enfrentan y desarrollar herramientas que les permita controlar la epidemia dentro de un tiempo dado. Así cada equipo debe frenar el avance de las infecciones y a la vez encontrar una cura para la misma. Curiosamente, todo este escenario fue planteado antes de que la crisis del COVID-19 impactara en nuestra sociedad. En cualquier caso, la situación vivida en los últimos meses ha motivado a los estudiantes de FIGG por lo que en su mayor parte han participado en su desarrollo de manera entusiasta.
En este nuevo proyecto, hemos tomado como base el proyecto del curso pasado, pero introduciendo algunos elementos innovadores. Entre estas innovaciones destaca la incorporación de dos alumnos por grupo de FIGG que ya lo hubieran realizado en la edición pasada por cada uno de los grupos de FIGG como mentores.
Last year an innovation project was carried out (PIMCD-2019 174) based on the pedagogical model of the inverted class or “Flipped Classroom” and on the board game PANDEMIC (ASMODEE IBÉRICA). Briefly, this project consisted of a didactic proposal on the contents of FIGG in which students in teams prepared activities and reinforced knowledge acquired in class. To carry it out, the students were presented with a hypothetical situation in which four deadly diseases appear on earth. The students, divided into teams of 5 people, must cooperate by developing a series of actions that allow them to know what pathogen they are facing and develop tools that allow them to control the epidemic within a given time. Thus, each team must stop the advance of infections and at the same time find a cure for it. Curiously, this whole scenario was raised before the COVID-19 crisis impacted our society. The situation experienced in recent months has motivated students and many of them have participated enthusiastically. In this new project, we have introduced some innovative elements such as the incorporation of two students who had already done it in the last edition for each of the FIGG groups as mentors.
Last year an innovation project was carried out (PIMCD-2019 174) based on the pedagogical model of the inverted class or “Flipped Classroom” and on the board game PANDEMIC (ASMODEE IBÉRICA). Briefly, this project consisted of a didactic proposal on the contents of FIGG in which students in teams prepared activities and reinforced knowledge acquired in class. To carry it out, the students were presented with a hypothetical situation in which four deadly diseases appear on earth. The students, divided into teams of 5 people, must cooperate by developing a series of actions that allow them to know what pathogen they are facing and develop tools that allow them to control the epidemic within a given time. Thus, each team must stop the advance of infections and at the same time find a cure for it. Curiously, this whole scenario was raised before the COVID-19 crisis impacted our society. The situation experienced in recent months has motivated students and many of them have participated enthusiastically. In this new project, we have introduced some innovative elements such as the incorporation of two students who had already done it in the last edition for each of the FIGG groups as mentors.