4 resultados para Comunidad positiva

em Portal de Revistas Científicas Complutenses - Espanha


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Tras estudiar los pastizales de ambientes semitiridos de Almería, creemos que es conveniente designar una nueva asociación: Spergulo fallacis-Plantaginetum ovatae, que se presenta sobre suelos nitriticados y limosos de ombroclimna semiárido en el piso termomediterráneo.La comunidad se encuadra dentro de la alianza Stipion retortae Br.-BI. ex O. Bolós 1956 (Trachynietalia distachyae Rivas-Martínez 1978; Thero-Brachypodietea Br-BI. ex A. De Bolòs y Vayreda 1950) y se distingue de las demás por la presencia constante deSpergula fallax, taxon distribuido por zonas áridas desde el Norte de Africa hasta el centro de Asia, cuyas únicas poblaciones europeas se dan en la provincia de Almería.

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Aportamos información actualizada sobre la ecología, distribución y dinamismo de unaasociacion (Potametum perfoliato-crispi Bellot 1951) de la clase Potametea, que fue descrita hace más de cuatro décadas en Galicia (NO Península Ibérica). Designamos su tipo nomenclalural (neótipo) y aclaramos aspectos florísticos y sintaxonómicos que podrían generar confusión.

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Se describen las comunidades vegetales de las áreas de areniscas y argilitas del Buntsandstein (Triásico) en la Sierra Calderona, estudiándose sus relaciones respecto al clima, los suelos y a los factores de degradación.

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The present study aims to identify the framework of personal, organizational and technical variables that contribute to the viability and successful of innovative educational practices with video games within the school context to enhance the multiple intelligences. For this purpose, advantage was taken on the information previously collected through a questionnaire about the views, thoughts and experiences of a group of teachers of childhood and primary education (N=25) who voluntarily participated in a blended training activity from Center of Teachers (CEFIRE) of Valencia, around a community of practice aimed at promoting and advising projects for implementing educational video games in the classroom. The mixed methodology adopted has allowed the following: a) describe the relationship between their degree of development and daily use made of ICT in the classroom, their level of familiarity with video games,  their previous experience to integrate them for educational purposes..., and their participation in projects that focus on game-based learning; b) conduct content analysis of the opinions and thoughts expressed in a forum for teachers on innovation on and methodological strategies adopted reflected in a virtual board; and c) develop a SWOT analysis: Strengths, Weaknesses, Opportunities and Threats inherent in the implementation of experience with video games in the classroom. Among the conclusions, it is highlighted that, even though most did not have specific training or enough technological resources and the planning and implementation of innovation required them a great investment of time, their personal interest, the support given by members of the online community of practice, helped to encourage their activity, along with receptivity, positive attitude and high motivation of students with the experience. These aspects have been crucial to promote successful innovative practices with video games.