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Learning by Doing

July 18, 2024 by
Learning by Doing
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Learning by Doing strategy is an educational method that uses activities and games as tools to facilitate the learning process. This strategy is particularly effective because it combines fun and learning, increasing students' interaction and motivation. Here's an explanation of this strategy with five applied examples:

Concept of a Learning by Doing Strategy:

Learning by Doing depends on using interactive activities and games to teach concepts and skills. This method allows students to learn in natural and enjoyable ways, enhancing understanding and retaining information. Games can be traditional or digital, ranging from group games to individual activities.

Examples of applying a learning by Doing strategy:

1. Math Magic Squares

  • - Idea: Create magic boxes where students must fill boxes in numbers so that the sum of each class and column is the same.
  • - Application: The teacher offers a partial magic box and students have to complete it, helping them practice collecting and subtracting in a fun and interactive way.

2. Math Bank

  • - Idea: Students act as bank employees who have to resolve account issues to manage accounts, deposits and withdrawals.
  • - Application: A virtual or real "bank" is prepared in the classroom where students write checks, calculate the remaining balance, and learn basic calculations by dealing with fake funds.

3. Math Store

  • - Idea: Create a store in class that sells virtual products, and students use calculations to buy and sell products.
  • - Application: Students create price lists, make purchasing and selling calculations, enhancing their collection, subtraction, multiplication and division skills in a realistic context.

4. Race to the Top

  • - Idea: A race based on resolving mathematical issues where students move across the board based on their correct answers.
  • - Application: A racing board is designed with special tracks and boxes, and each box contains a mathematical issue that the student must solve to move forward. The winner is who gets to the top first, encouraging healthy competition and interactive learning.

5. Flash Card Game

  • - Idea: Use quick cards with mathematical issues to induce students to answer quickly and accurately.
  • - Application: The teacher prepares cards containing various issues (such as combination, subtraction, multiplication, division), and students are divided into groups. A question is asked for each group, and who answers first gets a point. The team with the most points in the end wins.

Benefits of a Learning by Doing Strategy:

  1. 1. Promoting interaction and participation: Games motivate students to participate actively in the educational process.
  2. 2. Increased motivation: Games make learning fun, increasing students' enthusiasm and desire to learn.
  3. 3. Promoting Understanding and Retaining Information: Interactive activities help entrench concepts better than traditional education.
  4. 4. Social skills development: Group games help students develop communication and collaboration skills.
  5. 5. Encourage critical thinking and problem solving: Games require students to think of creative ways to solve issues.

Using this strategy, teachers can transform classes into interactive and enjoyable learning environments, enhancing the effectiveness of education and helping to better achieve educational goals.

 

 

 



















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