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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 Games and Simulations in Online Learning  Research and Development Frameworks

Download or read book Games and Simulations in Online Learning Research and Development Frameworks written by Gibson, David and published by IGI Global. This book was released on 2006-09-30 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.

Book Simulations and Games for Transition and Change

Download or read book Simulations and Games for Transition and Change written by Danny Saunders and published by Psychology Press. This book was released on 2000 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.

Book What Video Games Have to Teach Us About Learning and Literacy  Second Edition

Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Book Gaming and Simulations  Concepts  Methodologies  Tools and Applications

Download or read book Gaming and Simulations Concepts Methodologies Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-11-30 with total page 2164 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Book Simulation games for Learning

Download or read book Simulation games for Learning written by and published by . This book was released on 1992 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Games  Simulations and Playful Learning in Business Education

Download or read book Games Simulations and Playful Learning in Business Education written by Elliott, Caroline and published by Edward Elgar Publishing. This book was released on 2021-08-27 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element.

Book The Guide to Simulations games for Education and Training

Download or read book The Guide to Simulations games for Education and Training written by Robert E. Horn and published by Didactic Systems, Incorporated. This book was released on 1977 with total page 718 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 1995 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Shared Fantasy

    Book Details:
  • Author : Gary Alan Fine
  • Publisher : University of Chicago Press
  • Release : 2002-08-14
  • ISBN : 0226249441
  • Pages : 298 pages

Download or read book Shared Fantasy written by Gary Alan Fine and published by University of Chicago Press. This book was released on 2002-08-14 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.

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 Educational Gameplay and Simulation Environments  Case Studies and Lessons Learned

Download or read book Educational Gameplay and Simulation Environments Case Studies and Lessons Learned written by Kaufman, David and published by IGI Global. This book was released on 2010-01-31 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments"--Provided by publisher.

Book Conference Proceedings  The Future of Education  8th Edition

Download or read book Conference Proceedings The Future of Education 8th Edition written by Pixel and published by libreriauniversitaria.it Edizioni. This book was released on 2018 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Simulation   Games

Download or read book Simulation Games written by and published by . This book was released on 1988 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Video Games and Learning

Download or read book Video Games and Learning written by Kurt Squire and published by Teachers College Press. This book was released on 2011-07-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

Book Communication and Simulation

Download or read book Communication and Simulation written by David Crookall and published by Multilingual Matters. This book was released on 1989-01-01 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume explores links between the fields of communication and simulation. The international group of authors provides insights into how the two fields support each other. Discussions cover academic and practical applications at both theoretical and applied levels.

Book Simulation and Games

    Book Details:
  • Author : Society for Academic Gaming and Simulation in Education and Training (Great Britain)
  • Publisher : Nichols Publishing Company
  • Release : 1981
  • ISBN :
  • Pages : 224 pages

Download or read book Simulation and Games written by Society for Academic Gaming and Simulation in Education and Training (Great Britain) and published by Nichols Publishing Company. This book was released on 1981 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: