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El comercio de canicas: Herramienta de apoyo para la ense?anza-aprendizaje práctico de la programación lineal

Keywords: game, linear programming, teaching operations research, problem-based learning, collaborative learning.

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Abstract:

this paper proposes a game called ?marbles marketplace?, designed to complement theoretical classes of linear programming (lp) with practical elements that allow us to incorporate constructivist principles and collaborative learning based on problems on the teaching-learning process of modeling , resolution and sensitivity analysis, and in turn, to link them with topics from other courses. from the academic point of view, a gap in knowledge is filled in the specific field for which the article was developed, and besides, at a general level, there is information for faculty, students and researchers, such as: ideas for future work and methodological elements that serve as a guide to study and generate other tools to support theoretical courses. on a practical level, given its design, simplicity and accessibility of the materials needed, the game can be deployed as it is on pl courses of any educational institution. as a way of validation, the game is successfully deployed in one of the pl courses at the university of antioquia (colombia); in this article we show aspects that participants seemed to like the most, the lessons learned and opportunities for improvement

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