EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Digital Game Based Learning

Download or read book Digital Game Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Book HCI and Usability for Education and Work

Download or read book HCI and Usability for Education and Work written by Andreas Holzinger and published by Springer. This book was released on 2008-11-19 with total page 503 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Workgroup Human–Computer Interaction & Usability Engineering (HCI&UE) of the Austrian Computer Society (OCG) serves as a platform for interdisciplinary - change, research and development. While human–computer interaction (HCI) tra- tionally brings together psychologists and computer scientists, usability engineering (UE) is a software engineering discipline and ensures the appropriate implementation of applications. Our 2008 topic was Human–Computer Interaction for Education and Work (HCI4EDU), culminating in the 4th annual Usability Symposium USAB 2008 held during November 20–21, 2008 in Graz, Austria (http://usab-symposium.tugraz.at). As with the field of Human–Computer Interaction in Medicine and Health Care (HCI4MED), which was our annual topic in 2007, technological performance also increases exponentially in the area of education and work. Learners, teachers and knowledge workers are ubiquitously confronted with new technologies, which are available at constantly lower costs. However, it is obvious that within our e-Society the knowledge acquired at schools and universities – while being an absolutely necessary basis for learning – may prove insufficient to last a whole life time. Working and learning can be viewed as parallel processes, with the result that li- long learning (LLL) must be considered as more than just a catch phrase within our society, it is an undisputed necessity. Today, we are facing a tremendous increase in educational technologies of all kinds and, although the influence of these new te- nologies is enormous, we must never forget that learning is both a basic cognitive and a social process – and cannot be replaced by technology.

Book Class and Pedagogies

Download or read book Class and Pedagogies written by Basil Bernstein and published by . This book was released on 1975 with total page 48 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book ENC Focus

Download or read book ENC Focus written by and published by . This book was released on 1999 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Art and Science of Teaching

Download or read book The Art and Science of Teaching written by Robert J. Marzano and published by ASCD. This book was released on 2007 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a model for ensuring quality teaching that balances the necessity of research-based data with the equally vital need to understand the strengths and weaknesses of individual students.

Book Education for Life and Work

    Book Details:
  • Author : National Research Council
  • Publisher : National Academies Press
  • Release : 2013-01-18
  • ISBN : 0309256496
  • Pages : 203 pages

Download or read book Education for Life and Work written by National Research Council and published by National Academies Press. This book was released on 2013-01-18 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Americans have long recognized that investments in public education contribute to the common good, enhancing national prosperity and supporting stable families, neighborhoods, and communities. Education is even more critical today, in the face of economic, environmental, and social challenges. Today's children can meet future challenges if their schooling and informal learning activities prepare them for adult roles as citizens, employees, managers, parents, volunteers, and entrepreneurs. To achieve their full potential as adults, young people need to develop a range of skills and knowledge that facilitate mastery and application of English, mathematics, and other school subjects. At the same time, business and political leaders are increasingly asking schools to develop skills such as problem solving, critical thinking, communication, collaboration, and self-management - often referred to as "21st century skills." Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century describes this important set of key skills that increase deeper learning, college and career readiness, student-centered learning, and higher order thinking. These labels include both cognitive and non-cognitive skills- such as critical thinking, problem solving, collaboration, effective communication, motivation, persistence, and learning to learn. 21st century skills also include creativity, innovation, and ethics that are important to later success and may be developed in formal or informal learning environments. This report also describes how these skills relate to each other and to more traditional academic skills and content in the key disciplines of reading, mathematics, and science. Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century summarizes the findings of the research that investigates the importance of such skills to success in education, work, and other areas of adult responsibility and that demonstrates the importance of developing these skills in K-16 education. In this report, features related to learning these skills are identified, which include teacher professional development, curriculum, assessment, after-school and out-of-school programs, and informal learning centers such as exhibits and museums.

Book Trends in Teaching and Learning of Mathematical Modelling

Download or read book Trends in Teaching and Learning of Mathematical Modelling written by Gabriele Kaiser and published by Springer Science & Business Media. This book was released on 2011-06-23 with total page 711 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contains suggestions for and reflections on the teaching, learning and assessing of mathematical modelling and applications in a rapidly changing world, including teaching and learning environments. It addresses all levels of education from universities and technical colleges to secondary and primary schools. Sponsored by the International Community of Teachers of Mathematical Modelling and Applications (ICTMA), it reflects recent ideas and methods contributed by specialists from 30 countries in Africa, the Americas, Asia, Australia and Europe. Inspired by contributions to the Fourteenth Conference on the Teaching of Mathematical Modelling and Applications (ICTMA14) in Hamburg, 2009, the book describes the latest trends in the teaching and learning of mathematical modelling at school and university including teacher education. The broad and versatile range of topics will stress the international state-of-the-art on the following issues: Theoretical reflections on the teaching and learning of modelling Modelling competencies Cognitive perspectives on modelling Modelling examples for all educational levels Practice of modelling in school and at university level Practices in Engineering and Applications

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 Modelling and Applications in Mathematics Education

Download or read book Modelling and Applications in Mathematics Education written by Peter L. Galbraith and published by Springer Science & Business Media. This book was released on 2007-12-05 with total page 524 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book aims at showing the state-of-the-art in the field of modeling and applications in mathematics education. This is the first volume to do this. The book deals with the question of how key competencies of applications and modeling at the heart of mathematical literacy may be developed; with the roles that applications and modeling may play in mathematics teaching, making mathematics more relevant for students.

Book Video Kids

    Book Details:
  • Author : Jr. Eugene F. Provenzo
  • Publisher :
  • Release : 2013-10-01
  • ISBN : 9780674422476
  • Pages : 200 pages

Download or read book Video Kids written by Jr. Eugene F. Provenzo and published by . This book was released on 2013-10-01 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt:

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 Innovative Education Technologies for 21st Century Teaching and Learning

Download or read book Innovative Education Technologies for 21st Century Teaching and Learning written by Muhammad Mujtaba Asad and published by CRC Press. This book was released on 2021-11-04 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book highlights all aspects of innovative 21st-century education technologies and skills which can enhance the teaching and learning process on a broader spectrum, based on best practices around the globe. It offers case studies on real problems involving higher education, it includes policies that need to be adaptable to the new environments such as the role of accreditation, online learning, MOOCs, and mobile-based learning. The book covers all aspects of the digital competencies of teachers to fulfill the required needs of 21st-century classrooms and uses a new pedagogical approach suitable for educational policies. Innovative Education Technologies for 21st Teaching and Learning is the first book that addresses the teaching and learning challenges and how those challenges can be mitigated by technology which educational institutions are facing due to the COVID-19 pandemic. This book is suitable for teachers, students, instructional and course designers, policymakers, and anyone interested in 21st-century education.

Book Making School a Game Worth Playing

Download or read book Making School a Game Worth Playing written by Ryan Schaaf and published by Corwin Press. This book was released on 2014-06-05 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

Book Advances in the Contributions of Mathematics in the Field of Education and Psychology

Download or read book Advances in the Contributions of Mathematics in the Field of Education and Psychology written by Inmaculada Méndez and published by Frontiers Media SA. This book was released on 2024-03-07 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Assessment in Game Based Learning

Download or read book Assessment in Game Based Learning written by Dirk Ifenthaler and published by Springer Science & Business Media. This book was released on 2012-06-13 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt: The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.

Book Implementing Standards based Mathematics Instruction

Download or read book Implementing Standards based Mathematics Instruction written by Mary Kay Stein and published by Teachers College Press. This book was released on 2000 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents prevalent cases of maths instruction drawn from research of classroom lessons. The "Mathematical Tasks Framework", developed by the authors, offers teachers the means to evaluate instructional decisions, choice of materials and learning outcomes.

Book Stealth Assessment

    Book Details:
  • Author : Valerie Jean Shute
  • Publisher : MIT Press
  • Release : 2013
  • ISBN : 0262518813
  • Pages : 102 pages

Download or read book Stealth Assessment written by Valerie Jean Shute and published by MIT Press. This book was released on 2013 with total page 102 pages. Available in PDF, EPUB and Kindle. Book excerpt: An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning. Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.