Computer-Based Learning Environments and Problem Solving

Computer-Based Learning Environments and Problem Solving
Author: Erik De Corte
Publisher: Springer Science & Business Media
Total Pages: 492
Release: 2013-06-29
Genre: Psychology
ISBN: 3642772285

Most would agree that the acquisition of problem-solving ability is a primary goal of education. The emergence of the new information technologiesin the last ten years has raised high expectations with respect to the possibilities of the computer as an instructional tool for enhancing students' problem-solving skills. This volume is the first to assemble, review, and discuss the theoretical, methodological, and developmental knowledge relating to this topical issue in a multidisciplinary confrontation of highly recommended experts in cognitive science, computer science, educational technology, and instructional psychology. Contributors describe the most recent results and the most advanced methodological approaches relating to the application of the computer for encouraging knowledge construction, stimulating higher-order thinking and problem solving, and creating powerfullearning environments for pursuing those objectives. The computer applications relate to a variety of content domains and age levels.

Education and Educational Technology

Education and Educational Technology
Author: Yuanzhi Wang
Publisher: Springer Science & Business Media
Total Pages: 819
Release: 2011-10-07
Genre: Technology & Engineering
ISBN: 364224775X

This volume includes extended and revised versions of a set of selected papers from the 2011 2nd International Conference on Education and Educational Technology (EET 2011) held in Chengdu, China, October 1-2, 2011. The mission of EET 2011 Volume 1 is to provide a forum for researchers, educators, engineers, and government officials involved in the general areas of education and educational technology to disseminate their latest research results and exchange views on the future research directions of these fields. 130 related topic papers were selected into this volume. All the papers were reviewed by 2 program committee members and selected by the volume editor Prof. Yuanzhi Wang, from Intelligent Information Technology Application Research Association, Hong Kong. The conference will bring together leading researchers, engineers and scientists in the domain of interest. We hope every participant can have a good opportunity to exchange their research ideas and results and to discuss the state of the art in the areas of the education and educational technology.

Simulation-Based Experiential Learning

Simulation-Based Experiential Learning
Author: Douglas M. Towne
Publisher: Springer Science & Business Media
Total Pages: 285
Release: 2012-12-06
Genre: Computers
ISBN: 3642785395

In October of 1992 an assembly of researchers in simulation and computer models for instruction convened in Bonas, France, to learn from one another in a non-automated environment. The event was the Advanced Research Workshop entitled The Use of Computer Models for Explication, Analysis, and Experiential Learning. Sponsored by the Scientific Affairs Division of NATO, this workshop brought together 29 leading experts in the field loosely described as instruction and learning in simulation environments. The three-day workshop was organized in a manner to maximize exchange of knowledge, of beliefs, and of issues. The participants came from six countries with experiences to share, with opinions to voice, and with questions to explore. Starting some weeks prior to the workshop, the exchange included presentation of the scientific papers, discussions immediately following each presentation, and informal discussions outside the scheduled meeting times. Naturally, the character and content of the workshop was determined by the backgrounds and interests of the participants. One objective in drawing together these particular specialists was to achieve a congress with coherent diversity, i.e., we sought individuals who could view an emerging area from different perspectives yet had produced work of interest to many. Major topic areas included theories of instruction being developed or tested, use of multiple domain models to enhance understanding, experiential learning environments, modelling diagnostic environments, tools for authoring complex models, and case studies from industry.

Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations
Author: National Research Council
Publisher: National Academies Press
Total Pages: 174
Release: 2011-04-12
Genre: Education
ISBN: 0309212669

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.

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Publisher: IOS Press
Total Pages: 4947
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Goal-driven Learning

Goal-driven Learning
Author: Ashwin Ram
Publisher: MIT Press
Total Pages: 548
Release: 1995
Genre: Computers
ISBN: 9780262181655

Brings together a diversity of research on goal-driven learning to establish a broad, interdisciplinary framework that describes the goal-driven learning process. In cognitive science, artificial intelligence, psychology, and education, a growing body of research supports the view that the learning process is strongly influenced by the learner's goals. The fundamental tenet of goal-driven learning is that learning is largely an active and strategic process in which the learner, human or machine, attempts to identify and satisfy its information needs in the context of its tasks and goals, its prior knowledge, its capabilities, and environmental opportunities for learning. This book brings together a diversity of research on goal-driven learning to establish a broad, interdisciplinary framework that describes the goal-driven learning process. It collects and solidifies existing results on this important issue in machine and human learning and presents a theoretical framework for future investigations. The book opens with an an overview of goal-driven learning research and computational and cognitive models of the goal-driven learning process. This introduction is followed by a collection of fourteen recent research articles addressing fundamental issues of the field, including psychological and functional arguments for modeling learning as a deliberative, planful process; experimental evaluation of the benefits of utility-based analysis to guide decisions about what to learn; case studies of computational models in which learning is driven by reasoning about learning goals; psychological evidence for human goal-driven learning; and the ramifications of goal-driven learning in educational contexts. The second part of the book presents six position papers reflecting ongoing research and current issues in goal-driven learning. Issues discussed include methods for pursuing psychological studies of goal-driven learning, frameworks for the design of active and multistrategy learning systems, and methods for selecting and balancing the goals that drive learning. A Bradford Book

Computer Aided Learning and Instruction in Science and Engineering

Computer Aided Learning and Instruction in Science and Engineering
Author: Arantza Diaz de Ilarraza Sanchez
Publisher: Springer Science & Business Media
Total Pages: 498
Release: 1996-07-01
Genre: Education
ISBN: 9783540614913

This book constitutes the refereed proceedings of the Third International Conference on Computer Aided Learning and Instruction in Science and Engineering, CALICSE '96, held in San Sebastián, Spain in July 1996. The 42 revised full papers presented in the book were selected from a total of 134 submissions; also included are the abstracts of full papers of four invited talks and 17 poster presentations. The papers are organized in topical sections on learning environments: modelling and design, authoring and development tools and techniques, CAL in distance learning, multimedia and hypermedia in CAL, and applications in science and engineering.