sábado, 13 de octubre de 2018


Johann Heinrich Pestalozzihttps://lh6.googleusercontent.com/MO4cDVT2wO4_LMbx7oOi-yFfonIZlqs5akhU8vbFJN8sZ-PjYGZ6zuHCzYCcO6i_2AV5Wr5sD5hCc3qBzWrjdTPdJiIzJTg_zvMr2saZOnzKO8DftAVnQkez04equ5pXWmRZNLat
Johann Heinrich Pestalozzi, (born Jan. 12, 1746, Zürich—died Feb. 17, 1827, Brugg, Switz.), Swiss educational reformer, who advocated education of the poor and emphasized teaching methods designed to strengthen the student’s own abilities. Pestalozzi’s method became widely accepted, and most of his principles have been absorbed into modern elementary education.
Pestalozzi’s pedagogical doctrines stressed that instructions should proceed from the familiar to the new, incorporate the performance of concrete arts and the experience of actual emotional responses, and be paced to follow the gradual unfolding of the child’s development. His ideas flow from the same stream of thought that includes Johann Friedrich Herbart, Maria Montessori, John Dewey, and more recently Jean Piaget and advocates of the language experience approach such as R.V. Allen.
Pestalozzi was influenced by the political conditions of his country and by the educational ideas of Rousseau. In 1769 he took up agriculture on neglected land near the River Aare—the Neuhof. When this enterprise near Zürich collapsed in 1774, he took poor children into his house, having them work by spinning and weaving and learn simultaneously to become self-supporting.  He also took an active interest in Swiss politics.
Pestalozzi was an impressive personality, highly esteemed by his contemporaries. His concept of education embraced politics, economics, and philosophy, and the influence of his “method” was immense.
SOURCE:https://www.britannica.com/biography/Johann-Heinrich-Pestalozzi

Exercise
  1. The text is…
    a) a biography ____
    b) an article_________
    c) a news story ______

Complete
Title______________________________________________________
Source ___________________________________________________

2.             Questions
a.            When and where was Pestalozzi born?
b.            who were his influences?
c.            What are the concepts related to Pestalozzi?
d.            What is essential in education for Pestalozzi?
e.            When did Pestalozzi die?
4-
Relate Pestalozzi with your educational practice:
…………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………………

Video
https://www.youtube.com/watch?v=sy_wEYn-8d0

STUDENTS:
  • Gimena Bentancor
  • Romina Ferreyra

lunes, 8 de octubre de 2018

BIOGRAPHY OF JACQUES RANCIÉRE


BIOGRAPHY of Jacques ranciére
Professor of Philosophy at The European Graduate School / EGS.


Jacques Rancière (b. 1940) is a professor of philosophy at The European Graduate School / EGS, professor emeritus at the Université de Paris, VIII, and one of the more significant and influential philosophers of our time. Over the last fifteen years, his work has slowly been translated into English, and yet, while some of his writings remain untranslated into this global language, he has nonetheless already cast a long shadow over the fields of politics, aesthetics, and education, well beyond the borders of France, in particular, and across the Anglo-American world. It is somewhat difficult to categorize much of Rancière’s work, especially his archival texts, but the overarching focus has certainly always been politics. Within this classification, it is, however, possible to more delicately divide his work into three “primary” categories as mentioned above: aesthetics, education, and politics. Yet the overarching political project of Rancière does not, however, only consist of these three categories independently but is constituted by their entanglement; as for Rancière, aesthetics and politics are intrinsically linked, and “true” education must be emancipatory, an objective that demands equality not as an end but as a point of departure. As a result, politics is not only a string of his project, but what knots its three elements—in brief, politics overdetermines the whole.

Rancière was educated at the École Normale Supérieure, where he was a student of Louis Althusser. Rancière was an active member of the Union des Étudiants Communistes, By 1974, however, Rancière formally broke away from his professor, a theoretical break that culminated in the publication: Althusser’s Lesson.

Since the publication of Althusser’s Lesson, Rancière has published numerous books, including: The Nights of Labour: The Workers’ Dream in Nineteenth-Century France, The Ignorant Schoolmaster: Five Lessons in Intellectual Emancipation, Staging the People: The Proletarian and His Double, Mute Speech: Literature, Critical Theory, and Politics.

According to Rancière, debates amongst the various theoretical positions on education, equality, ideology, and state apparatuses miss the point entirely unless they begin from the premise and practice of an equality of intelligence. This pivotal point is at the center of all of Rancière’s work. This "investigation of the origin, continuation, and occasional subversion of the hiercharchical division of head and hand has been launched on two fronts. The first might be called the archival level, the documenting, chronicling, essentially recounting, of the experiences and voices of early-nineteenth century workers"; and this "narrative work has run parallel to ... the second, more polemical and discursive front: Rancière's critique of the claims of bourgeois observers and intellectuals ... to know, and thus 'speak for' or explicate, the privileged other of political modernity, the worker" (Ross, xviii/f). In brief, his thesis is that equality must be assumed as a point of departure and not a destination, for the simple reason that explication is “the myth of pedagogy,” since it does not eliminate incapacity and inequality, but in fact creates it and assures its continuation (ibid., xix/f). This “pedagogical myth,” according to Rancière, divides the world in those who know and those who do not, or those who can explain and those who will always need explication, since explication functions on the logical structure of infinite delay. The essential axiom of “equality as a starting point,” and the structural considerations that follow, are not relegated to his meditations on pedagogy, but form the very kernel of his thought on aesthetics (such as, The Emancipated Spectator) and politics, which according to the philosopher have only one true practice, a community of equals.


Students: Pablo Miranda, Diego García, Verónica Capotte.

Source: http://egs.edu/faculty/jacques-ranci%C3%A8re

The Playful and the Serious: An approximation to Huizinga's Homo Ludens


Player Experience

The philosophical starting point of Huizinga's study is the observation that, where there is play, there is also "meaning". Playing makes sense to the player. Most games presuppose a player consciously aware of the game's objectives, equipment, and rules. Even the most primitive forms of play imply some form of intuitive understanding. Two dogs pretending to fight obviously understand that their actions are only make-believe, and this reciprocal awareness is an essential aspect of their pleasure. To describe play is to describe its "meaningfulness" for the players. Playing is thus closely akin to aesthetics, in that experience is irreducible: it constitutes an essential aspect of the phenomenon.
Huizinga sometimes writes that play is "free", by which he means that the fundamental motive of play is the experience that it affords. We do not characteristically play to fulfil a practical task; we play for the sake of the lived quality that attaches itself to the act of playing. To speak of experience implies a vocabulary of qualitative description. Words like "tension", "release", "challenge", "effort", "uncertainty", "risk", "balance", "oscillation", "contrast", "variation" and "rhythm" typically describe the activity of playing as a temporal modulation of rising, falling and evolving intensities. According to Huizinga, the cultural study of play consists in a careful description of the players' experiences. The consciousness of risk, for instance, presupposes that the player cannot confidently anticipate the result of an action; this unpredictability largely determines the intensity of many games, particularly those involving chance and competition. To experience this sort of tension is to become invested in an outcome that has not yet been settled. It is always possible to ask: How will the game come out? The intensity of our investment in many games essentially depends on our consciousness that their outcome is not fixed in advance.
A superficial reading of Homo Ludens might suggest that Huizinga views play as a purely "subjective" phenomenon. There is some truth to this interpretation, insofar as the book insistently foregrounds the player's experience. But the word "experience" does not refer to the inner states of an isolated ego. The player's experience essentially unfolds within a structured situation. A child regularly opening and closing a door is already engaged in the performance of a structured action, although its rules are relatively simple, loose and supple. The lived quality of play depends in part on the organization of the player's actions around a cluster of rules and equipment.
Every ludic experience is characterized and individuated with reference to the various rules and resources available to the person. Different types of play can be distinguished from one another via the structures that underpin them. For instance, playing games differs from playing with toys because the former typically specifies winning conditions; game rules normally determine what counts as victory or defeat. The winner may, for instance, score more points than her opponents, arrive first at a certain location, or achieve checkmate. Thus the quality of the player's experience depends, at least to some extent, on the structure of norms and resources that guide or organize her actions.
Experience is inseparable from structured action, which is seldom carried out by an isolated ego. In most situations, the player confronts either another player or some impersonal obstacle. There is always a dynamic interplay of move and counter-move. A squash player must wait to see how the ball bounces back from the wall. This "waiting to see" indicates an essential feature about the activity of playing: that there is always something other, and so play is seldom radically subjective. The experience of the player is partly constituted by this moment of otherness. The player must respond to some event, in the context of a structured situation. Playing consists in a trans-individual process of action and reaction, which often takes on a to-and-fro quality reminiscent of dance. It is the pattern of this movement, rather than the psychological make-up of the individual participant,which fundamentally characterizes the experience of play. Instead of saying that "someone is playing", it might better to say that "there is playing going on". The philosopher Hans-Georg Gadamer, who strongly opposes any subjective interpretation of Huizinga's conclusions, has persuasively argued that "the purpose of the game is not really the solution of the task, but the ordering and shaping of the movement of the game itself" (Gadamer, 1989, p. 97). In Gadamer's view, the fascination of play lies in the way this structured movement "draws" players into its arena and "fills" them with its distinctive spirit. The encounter with otherness is thus an essential aspect of the play experience.

Conclusions

Huizina's starting point asserts that play differs from blind physiological processes like respiration and digestion, because it presupposes a conscious player who understands the aims, rules, strategies, conventions and resources involved. Wherever there is play there is also meaning. Play also differs from logic in a fundamental way. The core aim of logic is to provide canons of thinking that guarantee the correctness of inferences. The aim of play is the modulation of human experience. The experience of the player is essential to the very nature of play. The study of play as play is directed towards the experience of the player, rather than the social, psychological or biological functions that playing performs. The methods of ludological research do not primarily depend on functional explanations.
Homo Ludens does not, however, express the thesis that playing is in every respect isolated from serious concerns. The boundary between the playful and the serious is certainly real and widely applied, but not sharply defined everywhere, and always subject to revision. In some cases, the borderline cannot be marked at all. Moreover, ethical questions about civility and fairness are often intimately connected with the act of playing. Huizinga asserts, for instance, that many forms of serious culture originated from ludic actions. Playfulness lies at the origin of art, religion, politics, philosophy, and the law. It is misleading to view these institutions in purely functional terms, as vehicles for the transmission of social values or the reproduction of societal cohesion. Social action is partly motivated by a desire for intense experiences of risk, uncertainty, surpassing oneself, overcoming a challenge, etc. These regions of social life cut across the distinction between the playful and the serious.
Serious game design has the potential to reveal essential features about philosophy, science and other serious academic subjects. The reason is that those subjects already exhibit ludic aspects. Playing can help us to recognize the playful aspects of human culture. For instance, playing a philosophical game can highlight the elements of competition and exhibitionism at the heart of philosophy. Playing with the magic circle can bring to light fundamental features of all social formations, and so highlight fundamental issues about philosophy and sociology. Game designers can render the boundary between play and life systematically ambiguous, thus encouraging players to engage in a collective discussion about the nature of their community. The formation of the collective would then become a core theme of experimental game design. Alternatively, the game designers may selectively withhold from the players information about where the magic circle begins and ends, so that random everyday events can potentially be part of the game; serious game designers can exploit this condition to generate paranoia and other experiences that depend on doubt.
Different concepts of play are closely interconnected with different philosophical assumptions about human nature. Many contemporary artists have advanced a paradigm of experimental action that values improvisation, exploration and risk. Game designers can benefit from the experiments already conducted by members of radical art groups, particularly those designed to subvert the boundaries of the magic circle. They challenge the tyranny of gallery walls and other institutional settings that isolate art from the everyday. The performances of Allan Kaprow and other members of the Fluxus group, for instance, burst open the confines of artistic institutions, and destabilized any effort to mark out a clean boundary between art and serious life. Radical artists have discovered an essential feature of children's play: fluid and porous boundaries. The borderline of the playing field becomes fragile, contingent and negotiable. As games open themselves up to the experience of risk, trust, dependency, vulnerability, fatalism, uncertainty, addictiveness and violence, playing may thus enable novel forms of subjectivity and interaction to emerge through experimental modifications of everyday life.
Game designers might argue that some of these techniques undermine the very nature of play. How can a game remain a game when its boundaries are no longer clearly defined? Once again, I would recommend a careful study of the development of modern art. Performance artists like Kaprow rejected the presumption that there is a distinct sphere called "art" bound by necessary and sufficient conditions; he organized his performances without any certainty as to whether what he was doing really was really art or not (Kaprow, 1993). This gesture embraces conceptual uncertainty as a generative source. Perhaps the next step for experimental designers working with digital technologies is to suspend their absolute commitment to some distinct sphere called "play", or to some self-evidently distinct art form called "game design", and begin designing frameworks for actions that may or may not be considered playful. This project demands a struggle against deep-rooted assumptions about what constitutes a proper game genre and game design method, and to cultivate an attitude of open-minded receptivity to the ambiguities, contingencies and potential risks of human play.
Huizinga himself underscores that the concept of play sometimes cannot be circumscribed within precise conceptual boundaries. Homo Ludens seldom advances rigid definitions. Huizinga's attempt to "define" play in terms of the magic circle, for instance, should not be understood as a set of necessary and sufficient conditions, but as a tentative approximation to regions of life that resist exact categorization. Like a good historian, Huizinga does not shirk away from ambiguity. His entire study can be seen as an effort to speak as precisely as possible about categories and distinctions that cannot be neatly demarcated. Definitions are useful, insofar as they suggest common threads running through heterogeneous manifestations, but they are not meant to function as absolute categories. Thus play both is and is not serious. The difficulty lies in paying attention to important conceptual differences while keeping our descriptive categories sufficiently supple to accommodate ambiguity and vagueness.
Source: Games Studies - the international journal of
computer game research - volume 6 issue, 1
December 2006http://gamestudies.org/0601/articles/rodriges
Mauro Basignani 
Alejandra Peralta 

domingo, 7 de octubre de 2018

Why is play important






Why is play important

Essay performed by a student
Published: Fri, 19 May 2017


The right to play is a childs first claim on the community. Play is natures training for life. No community can infringe that right without doing deep and enduring harm to the minds and bodies of its citizens. By playing, children learn and develop as individuals, and as members of the community. Letting children go out and play is one of the best things that parents can do for their children’s health. A mix of active, imaginative and creative play makes for a brilliantly balanced diet of play. Some children prefer to spend most of their time with creative play, some with imaginative play and others with active play. There is nothing wrong in liking one toy or game in particular, but a balanced diet of play is best for development. In other words, it’s good for your child to play in lots of different ways. Each type of play contributes in its own way to all-round psychological progress. Your child gets something different out of playing with different toys. Encourage your child to achieve a balanced diet of play by offering a regular change of play activities. You can suggest new types of games and new toys. A balanced diet of play is as important as good food or love. According to Dr Richard Woolfson (an educational psychologist with 30 years’ experience and a qualified nursery and primary school teacher), a portion each of three types of play each day helps with every child’s healthy development:
Creative play is about drawing, painting, playing music, cooking, or making something (anything!). It doesn’t matter what your child makes, or whether there’s a perfect result. Through creative play, your child expresses his- or herself, learns about process, discovers cause and effect and gains pride in their achievements.
Imaginative play starts in your child’s head. It can be role-playing, creating a new game, giving toys a voice, inventing adventures or playing a word game. Through imaginative play your child begins to understand the world, investigates fact and fiction, and develops positive relationships with themselves and other people.
Active play is how your child moves in the world. It is running, jumping, catching and dancing – all of which build strength and boost coordination. Active play is also a great way to learn about teamwork, release tension and feel truly free.
Play is a serious business, as far as children are concerned. Play makes an immense contribution to your child’s development in lots of important ways.As a child plays, they learn all about themselves and what they can do. Play helps them make friends, enjoy company and discover the world around them. Your child has fun while playing and at the same time is exercising, discovering and developing both emotionally and physically. That’s what makes play so wonderful!


Source


Multimedia resource used
Students Adriana Ekker  Viviana Feria  Ana Saibene


miércoles, 3 de octubre de 2018


Welcoming Students With a Smile     
Greeting each student at the door with a positive message brings benefits for both students and teacher, according to a study.

  
A teacher greeting her students at the door to her classroom

A widely cited 2007 study claimed that teachers greeting students at the classroom door led to a 27 percent increase in academic engagement. The problem? It included just three students.
Now a new, much larger and more credible study—comprising 203 students in 10 classrooms—validates that claim: Greeting students at the door sets a positive tone and can increase engagement and reduce disruptive behavior. Spending a few moments welcoming students promotes a sense of belonging, giving them social and emotional support that helps them feel invested in their learning.
The first few minutes of class are often the most chaotic, as students transition from busy areas such as the hallway or playground. Left unchecked, disruptions can become difficult to manage, but a proactive approach to classroom management can help students get focused and ready to learn. Rather than address disruptive behavior as it happens, proactive techniques—like greeting students at the door and modeling good behavior—reduce the occurrence of such behavior as teachers and students build a positive classroom culture together.
In the study, when teachers started class by welcoming students at the door, academic engagement increased by 20 percent and disruptive behavior decreased by 9 percent—potentially adding “an additional hour of engagement over the course of a five-hour instructional day,” according to the researchers.
Ten middle school teachers were randomly assigned by the researchers to one of two groups. The first group started class by greeting their students at the door, saying each student’s name while using a nonverbal greeting such as a handshake or nod. The teachers also used precorrective statements—reminders of what to do at the start of class like, “Spend the next few minutes reviewing what we covered yesterday.” If a student had struggled with their behavior the previous day, the teachers often gave a positive message to encourage them to improve.
Teachers in the second group attended classroom management training sessions offered by their schools, but they weren’t given any specific instructions on how to start class.
Researchers observed classrooms in the fall and spring, looking at academic engagement—how attentive students were to their teacher or classwork—and disruptive behavior, including speaking out of turn, leaving one’s seat, and distracting classmates. Both measures improved in classrooms where teachers greeted their students, confirming what many teachers already know: Meeting students’ emotional needs is just as important as meeting their academic needs.
“The results from this study suggest that teachers who spend time on the front end to implement strategies such as the PGD [positive greetings at the door] will eventually save more time on the back end by spending less time reacting to problem behavior and more time on instruction,” the study authors write.
Building Community
Why do positive greetings work? When teachers use strategies like this, they help “establish a positive classroom climate in which students feel a sense of connection and belonging,” the study authors write. “This is particularly important considering the research demonstrating that achievement motivation is often a by-product of social belonging.” In other words, when students feel welcome in the classroom, they’re more willing to put time and effort into learning.
Nonverbal interpersonal interactions, such as a friendly handshake or a thumbs-up, can help make greetings feel authentic and build trust—as long as students feel comfortable with physical contact.
When greeting students at your door:
·         Say the student’s name
·         Make eye contact
·         Use a friendly nonverbal greeting, such as a handshake, high five, or thumbs-up
·         Give a few words of encouragement
·         Ask how their day is going
Addressing Underlying Causes of Misbehavior
Disruptive behavior is contagious—if one student misbehaves, it can quickly spread to other students. And while most teachers try to respond immediately, punishment often backfires. Research shows that trying to fix student misbehavior may be futile because doing so can spur resistance and more misbehavior instead of compliance.
“Despite overwhelming evidence that such strategies are ineffective, many teachers rely on reactive methods for classroom behavior management,” explain the study authors.
So instead of asking, “How can I fix misbehavior?” teachers could ask, “How can I create a classroom environment that discourages misbehavior in the first place?” In many cases, low-level disruptions and disengagement have less to do with the student and more to do with factors that the teacher can control, such as teaching style and use of stimulating activities. For example, a study found that when teachers encouraged students to participate in classroom activities rather than lecturing to them, students were more likely to stay on task.
Another recent study provides additional insights: When teachers focused their attention on students’ positive conduct and avoided rushing to correct minor disruptions, students had better behavior, and their mental health and ability to concentrate also improved.
Benefits for Teachers, Too
A welcoming classroom environment doesn’t benefit students alone—it can improve the teacher’s mental health as well. Slightly more than half of teachers—53 percent—feel stressed by student disengagement or disruptions. The consequences can be serious: A 2014 study found that “teachers report classroom management to be one of the greatest concerns in their teaching, often leading to burnout, job dissatisfaction, and early exit from the profession.”
All too often, teachers spend time and energy responding to misbehavior with corrective discipline, such as telling students to stop talking or giving them a time-out. These may work in the short term, but they can damage teacher-student relationships while doing little to prevent future misbehavior. Research shows that it can be beneficial for student and teacher well-being to instead focus on creating a positive classroom environment.
The takeaway: Starting class by greeting your students at the door helps set a positive tone for the rest of the day, promoting their sense of belonging, boosting their academic engagement, and reducing disruptive behavior.

Greetings songs - Good morning song

There is something fun

We can do when we meet
Some are silly
Some are proper ways to greet
Stand up  tall
Find a friend
And stick out your right hand
Firmly shake and look them
In the eye
Turn your head
From side to side
Give a silly almost proper
Sideways hi
Good morning
Buenos dias
What´s up?
It´s a great day
I´m thankful to be with you
Good morning
Buenos dias
What´s up?
I am happy  to feel this way
Feel this way
Feel this way 


Author: Youki Terada
Estudiantes: Luján Díaz, Karina Viñoly