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Book Learning Science Through Computer Games and Simulations

Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-04-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Book Beyond Edutainment  Exploring the Educational Potential of Computer Games

Download or read book Beyond Edutainment Exploring the Educational Potential of Computer Games written by Simon Egenfeldt-Nielsen and published by Lulu.com. This book was released on 2011-01-25 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. These years the area has gained new momentum and labels - game-based learning, serious games and educational games are just some of them. This dissertation aims to be a contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. The framework laid out extends from an experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation. It is concluded that computer games provide rich concrete experience that can be manipulated in the game universe providing more handles for the student compared to other media formats.

Book Learning Science Through Computer Games and Simulations

Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-05-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Book Educational Potential of Computer Games

Download or read book Educational Potential of Computer Games written by Simon Egenfeldt-Nielsen and published by Continuum. This book was released on 2007-08-01 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: There is increasing focus on the use of computer games across all ages. The trend is leading to educators, theorists and researchers, most especially those in the UK, US and Nordic countries, investigating how games can be effectively applied in everyday learning contexts. In this book, based on his PhD dissertation, Simon Egenfeldt-Nielsen aims to establish a new framework for understanding educational use of computer games that go beyond what we know as edutainment. The book presents a thorough overview, analysis and discussion of current research and then goes on to create the foundation for a new approach to educational use of computer games that goes beyond current reliance on behaviorism. There is increasing focus on the use of computer games across all ages. The trend is leading to educators, theorists and researchers, most especially those in the UK, US and Nordic countries, investigating how games can be effectively applied in everyday learning contexts. In this book, based on his PhD dissertation, Simon Egenfeldt-Nielsen aims to establish a new framework for understanding educational use of computer games that go beyond what we know as edutainment. The book presents a thorough overview, analysis and discussion of current research and then goes on to create the foundation for a new approach to educational use of computer games that goes beyond current reliance on behaviorism.

Book Games  Purpose and Potential in Education

Download or read book Games Purpose and Potential in Education written by Christopher Thomas Miller and published by Springer Science & Business Media. This book was released on 2008-10-22 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.

Book Digital Games and Mathematics Learning

Download or read book Digital Games and Mathematics Learning written by Tom Lowrie and published by Springer. This book was released on 2015-10-05 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.

Book Learning Science Through Computer Games and Simulations

Download or read book Learning Science Through Computer Games and Simulations written by Committee on Science Learning Computer Games Simulations and Education and published by . This book was released on 2011-04-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Book Research in Education

Download or read book Research in Education written by and published by . This book was released on 1974 with total page 1280 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Resources in Education

Download or read book Resources in Education written by and published by . This book was released on 2001 with total page 748 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Eudised R   D Bulletin

    Book Details:
  • Author : Documentation Centre for Education in Europe
  • Publisher :
  • Release : 1993
  • ISBN :
  • Pages : 644 pages

Download or read book Eudised R D Bulletin written by Documentation Centre for Education in Europe and published by . This book was released on 1993 with total page 644 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contains research project reports arranged by subject with descriptors from the EUDISED Multilingual Thesaurus.

Book Teaching with Technologies

Download or read book Teaching with Technologies written by Sarah Younie and published by McGraw-Hill Education (UK). This book was released on 2013-02-16 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a baseline for effective technology practice, offering a comprehensive overview of theory, research and practice. In particular the book: Brings together research findings to provide an evidence based approach to using technology in the classroom Provides an understanding of how technologies can and should inform teaching and learning Highlights effective practice As well as capturing the extensive developments in this field over the last three decades the book identifies ‘what works’ with technology and education. There is detailed consideration of how technology can enhance learning and inform pedagogic approaches together with examples. This not only informs but, most importantly, allows teachers to develop their practice in order to incorporate and exploit the affordances of educational technologies, providing a sound theoretical underpinning to classroom practice with technologies. Significantly the book urges educators to embrace new ways of working using technologies to support knowledge sharing and building. It also looks ahead and reports teachers’ views of schools of the future, where learners and teachers may work flexibly through a curriculum that is personalised and focused on 21st century needs. Teaching with Technologies is essential reading for busy teachers and students who wish to gain an informed overview of the key issues pertaining to technology and education. “This is a very timely book reminding us of the complex history of technology integration into teaching and learning in this country, as well as giving an overview of current practice, and providing a prescient look to the future.” Dr Chris Higgins, formerly Principal Lecturer, Oxford Brookes University, UK “The manner in which UK teachers and students have, and are currently, engaging with digital technologies across the curriculum and at all levels of schooling is clearly presented and, together with links to research and classroom practice, is a major strength of the book.” Anthony Jones, ICT in Education and Research, The University of Melbourne, Australia

Book Serious Educational Game Assessment  Practical Methods and Models for Educational Games  Simulations and Virtual Worlds

Download or read book Serious Educational Game Assessment Practical Methods and Models for Educational Games Simulations and Virtual Worlds written by L.A. Annetta and published by Springer Science & Business Media. This book was released on 2011-07-22 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.

Book Games Based Learning Advancements for Multi Sensory Human Computer Interfaces  Techniques and Effective Practices

Download or read book Games Based Learning Advancements for Multi Sensory Human Computer Interfaces Techniques and Effective Practices written by Connolly, Thomas and published by IGI Global. This book was released on 2009-05-31 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.

Book Teaching Mathematics in Primary Schools

Download or read book Teaching Mathematics in Primary Schools written by Robyn Jorgensen and published by Routledge. This book was released on 2020-08-12 with total page 451 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'This is an outstanding book: it should be high on the list of any primary school teacher's set of references and a required text for pre-service teachers.' Australian Primary Mathematics Classroom In our technology-rich world, numeracy is just as important as the smartphone in your pocket. Students need to develop mathematical ways of seeing the world and strong problem-solving skills, and those foundations are taught in the primary school classroom. Teaching Mathematics in Primary Schools covers the mathematical content taught in primary and middle years, always emphasising how students can connect what they learn in mathematics with other curriculum areas and with the world beyond the classroom. The authors draw on the latest international research to show how teachers can develop a rich repertoire of classroom teaching techniques, and effective planning, assessment and reporting methods. They outline approaches to creating supportive learning environments for all students, and to building their knowledge and confidence in using mathematics. This third edition has been updated throughout and includes a new chapter on numeracy. Evidence-based uses of digital technologies to support learning and teaching are included in every chapter. With practical strategies that can be implemented in the classroom, this book is an invaluable resource for pre-service and early career primary and middle years mathematics teachers.

Book Teach

    Book Details:
  • Author : Janice Koch
  • Publisher : SAGE Publications
  • Release : 2018-12-04
  • ISBN : 1544342586
  • Pages : 213 pages

Download or read book Teach written by Janice Koch and published by SAGE Publications. This book was released on 2018-12-04 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teach is a concise introduction to education that challenges readers’ preconceived notions of teaching in order to transform them into reflective practitioners. Empathizing with the difficulties students face as they move from the college classroom to their own classrooms, revered author Janice Koch invites readers to both reflect on their own dispositions for teaching and look outside of themselves to the demands of the profession, making the philosophy of teaching and learning accessible and relevant. The Fourth Edition emphasizes the changing student population and the role of technology and globalization in the field, while also including the Interstate Teacher Assessment and Support Consortium (InTASC) standards correlating with each chapter’s content. With the guidance of this supportive text, readers will gain vital exposure by engaging with professional standards from the very start of their career.

Book Current Index to Journals in Education

Download or read book Current Index to Journals in Education written by and published by . This book was released on 2002 with total page 838 pages. Available in PDF, EPUB and Kindle. Book excerpt: