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Learning Science Through Computer Games And Simulations


Learning Science Through Computer Games And Simulations
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Learning Science Through Computer Games And Simulations


Learning Science Through Computer Games And Simulations
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Author : National Research Council
language : en
Publisher: National Academies Press
Release Date : 2011-05-12

Learning Science Through Computer Games And Simulations written by National Research Council and has been published by National Academies Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-05-12 with Education categories.


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.



Learning Science Through Computer Games And Simulations


Learning Science Through Computer Games And Simulations
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Author : Committee on Science Learning Computer Games Simulations and Education
language : en
Publisher:
Release Date : 2011-04-12

Learning Science Through Computer Games And Simulations written by Committee on Science Learning Computer Games Simulations and Education and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-04-12 with categories.


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.



Games And Simulations In Online Learning Research And Development Frameworks


Games And Simulations In Online Learning Research And Development Frameworks
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Author : Gibson, David
language : en
Publisher: IGI Global
Release Date : 2006-09-30

Games And Simulations In Online Learning Research And Development Frameworks written by Gibson, David and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-09-30 with Education categories.


"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.



Using Games And Simulations For Teaching And Assessment


Using Games And Simulations For Teaching And Assessment
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Author : Harold F. O'Neil
language : en
Publisher: Routledge
Release Date : 2016-03-31

Using Games And Simulations For Teaching And Assessment written by Harold F. O'Neil and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-03-31 with Computers categories.


Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.



Learning Online With Games Simulations And Virtual Worlds


Learning Online With Games Simulations And Virtual Worlds
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Author : Clark Aldrich
language : en
Publisher: John Wiley & Sons
Release Date : 2009-09-22

Learning Online With Games Simulations And Virtual Worlds written by Clark Aldrich and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-09-22 with Education categories.


Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds "Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book." Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University "At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences." Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary "I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools." Rick Van Sant, professor of learning and technology, Ferris State University



The Design And Use Of Simulation Computer Games In Education


The Design And Use Of Simulation Computer Games In Education
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Author :
language : en
Publisher: BRILL
Release Date : 2007-01-01

The Design And Use Of Simulation Computer Games In Education written by and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-01-01 with Education categories.


"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University "Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education—one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games." - M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor, Florida State University "This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals. . . that may not always agree, but lays all the cards on the table. It’s very useful to get all these perspectives in one place. The authors further substantiate that research into this emerging area is one of promise and one that yields important results—providing impact across industry and academia." - Clark Aldrich, Author of Simulations and the Future of Learning and Learning by Doing



Simulations As Scaffolds In Science Education


Simulations As Scaffolds In Science Education
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Author : Maggie Renken
language : en
Publisher: Springer
Release Date : 2015-11-24

Simulations As Scaffolds In Science Education written by Maggie Renken and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-11-24 with Education categories.


This book outlines key issues for addressing the grand challenges posed to educators, developers, and researchers interested in the intersection of simulations and science education. To achieve this, the authors explore the use of computer simulations as instructional scaffolds that provide strategies and support when students are faced with the need to acquire new skills or knowledge. The monograph aims to provide insight into what research has reported on navigating the complex process of inquiry- and problem-based science education and whether computer simulations as instructional scaffolds support specific aims of such pedagogical approaches for students.



Digital Simulations For Improving Education Learning Through Artificial Teaching Environments


Digital Simulations For Improving Education Learning Through Artificial Teaching Environments
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Author : Gibson, David
language : en
Publisher: IGI Global
Release Date : 2009-04-30

Digital Simulations For Improving Education Learning Through Artificial Teaching Environments written by Gibson, David and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-04-30 with Business & Economics categories.


Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.



Non Formal And Informal Science Learning In The Ict Era


Non Formal And Informal Science Learning In The Ict Era
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Author : Michail Giannakos
language : en
Publisher: Springer Nature
Release Date : 2020-09-14

Non Formal And Informal Science Learning In The Ict Era written by Michail Giannakos and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-09-14 with Education categories.


This book introduces the reader to evidence-based non-formal and informal science learning considerations (including technological and pedagogical innovations) that have emerged in and empowered the information and communications technology (ICT) era. The contributions come from diverse countries and contexts (such as hackerspaces, museums, makerspaces, after-school activities) to support a wide range of educators, practitioners, and researchers (such as K-12 teachers, learning scientists, museum curators, librarians, parents, hobbyists). The documented considerations, lessons learned, and concepts have been extracted using diverse methods, ranging from experience reports and conceptual methods to quantitative studies and field observation using qualitative methods. This volume attempts to support the preparation, set-up, implementation, but also evaluation of informal learning activities to enhance science education.



Learning Simulations In Education


Learning Simulations In Education
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Author : Brian P. Zoellner
language : en
Publisher: Routledge
Release Date : 2019-11-26

Learning Simulations In Education written by Brian P. Zoellner and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-26 with Education categories.


Technology-enabled simulations are increasingly used for students in K-12 education and have the potential to improve teaching and learning across domains. Across five chapters, this book explores the psychological foundation of simulation use in instruction, guiding readers through individual differences among learners and contexts while addressing theory, pedagogy, cognitive processes, and more. This concise volume is designed for any education course that includes simulations in the curriculum and will be indispensable for student researchers and both pre- and in-service teachers alike.