Computer-Based Instruction in Military Environments

Computer-Based Instruction in Military Environments
Author: Robert J. Seidel
Publisher: Springer Science & Business Media
Total Pages: 348
Release: 2012-12-06
Genre: Computers
ISBN: 1461309158

This collection of papers is the result of a symposium sponsored by NATO's Defense Research Group Panel VIII in the Spring of 1985. The symposium came into being when it became obvious to the NATO countries that research, development and utilization of advanced technologies for training was the best means of increasing both training effectiveness and efficiency. This symposium was the second in a series of three devoted to training. The series was structured to cover all aspects of training. The first series addressed the value of training, the second one dealt with the application of training technologies and the third and last of the series focused on academic issues concerned with the effect of prior learning on subsequent learning. The fact that a major American publisher has determined that computer based instruction is the technology of greatest interest to the NATO community is not surprising. Advances in microprocessor technology have revolutionized both how and where we train. During this symposium there were a limited number of carefully chosen exhibits to demonstrate the various applications of computer based training techniques. In the following papers you will find both a practical and scientific basis for the way current and future training and training systems should be designed, applied and utilized. We know that training must be done faster and more effectively.

Designing Computer-Based Learning Materials

Designing Computer-Based Learning Materials
Author: Alan Clarke
Publisher: Routledge
Total Pages: 226
Release: 2018-10-26
Genre: Business & Economics
ISBN: 0429815727

First published in 2001, this volume demonstrates how computer-based learning has the potential to provide a highly motivating learning experience, that it also has the potential to achieve exactly the opposite, and that the difference between these two extremes is the quality of the learning design. The challenge for the learning designer isn’t a simple one. You are being asked to prepare interactive learning for someone you can’t see and with whom the only interaction you are likely to have is via limited written communication. Fortunately help is at hand in Alan Clarke’s Designing Computer-Based Learning Materials. Dr. Clarke offers a definitive guide to each of the many elements involved in good design. This book explores the principles of adult learning, and relates to the potential, features and impact of computer-based learning. This is not a ‘how to...’ book, but rather one seeking to help you understand the different elements which go into computer-based learning. If you are commissioning material, it will help you to understand the contractors’ constraints. If you are designing materials yourself, it will allow you to avoid many of the errors it is all too easy to make when developing them. Computer-based learning materials are not all the same: their range reflects the variety of learners that use them and purposes they are used for; the different learning environments that are available to people; the different subjects that they wish to learn and the level to which they wish to take them. In the face of such a complex task, involving so many factors and variables, it is essential that the learning designer understands what is involved and uses a rigorous process for envisioning, planning, designing, implementing and testing their solution. This is a book about learning design and not about software production and, as such, it provides any aspiring designers with the fundamentals of producing the highly motivating learning experience, which should be their objective.

StarBriefs 2001

StarBriefs 2001
Author:
Publisher: Springer Science & Business Media
Total Pages: 805
Release: 2012-12-06
Genre: Science
ISBN: 940114351X

This compilation probably looks like one of the craziest things a human being could spend his or her time on. Yet nobody would wonder at someone taking a short walk every day - after twenty five years that person would have covered a surprisingly long distance. This is exactly the story behind this list, which appeared first as a few pages within the directory StarGuides (or whatever name it had at that time) and as a distinct sister publication since 1990. The idea behind this dictionary is to offer astronomers and related space scientists practical assistance in decoding the numerous abbreviations, acronyms, contractions and symbols which they might encounter in all aspects of the vast range of their professional activities, including traveling. Perhaps it is a bit paradoxical, but if scientists quickly grasp the meaning of an acronym solely in their own specific discipline, they will probably encounter more difficulties when dealing with adjacent fields. It is for this purpose that this dictionary might be most often used. Scientists might also refer to this compilation in order to avoid identifying a project by an acronym which already has too many meanings or confused definitions.

Web-Based Instructional Learning

Web-Based Instructional Learning
Author: Khosrow-Pour, D.B.A., Mehdi
Publisher: IGI Global
Total Pages: 323
Release: 2001-07-01
Genre: Education
ISBN: 1931777225

Advances in technology are making Web-Based Education (WBE) a reality, but there are still many questions that need to be answered. These questions and more are addressed in Web-Based Instructional Learning.

Computer Games for Learning

Computer Games for Learning
Author: Richard E. Mayer
Publisher: MIT Press
Total Pages: 303
Release: 2014-07-11
Genre: Education
ISBN: 0262027577

A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.