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.

Learning from Dynamic Visualization

Learning from Dynamic Visualization
Author: Richard Lowe
Publisher: Springer
Total Pages: 392
Release: 2017-05-18
Genre: Education
ISBN: 3319562045

This volume tackles issues arising from today’s high reliance on learning from visualizations in general and dynamic visualizations in particular at all levels of education. It reflects recent changes in educational practice through which text no longer occupies its traditionally dominant role as the prime means of presenting to-be-learned information to learners. Specifically, the book targets the dynamic visual components of multimedia educational resources and singles out how they can influence learning in their own right. It aims to help bridge the increasing gap between pervasive adoption of dynamic visualizations in educational practice and our limited understanding of the role that these representations can play in learning. The volume has recruited international leaders in the field to provide diverse perspectives on the dynamic visualizations and learning. It is the first comprehensive book on the topic that brings together contributions from both renowned researchers and expert practitioners. Rather than aiming to present a broad general overview of the field, it focuses on innovative work that is at the cutting edge. As well as further developing and complementing existing approaches, the contributions emphasize fresh ideas that may challenge existing orthodoxies and point towards future directions for the field. They seek to stimulate further new developments in the design and use of dynamic visualizations for learning as well as the rigorous, systematic investigation of their educational effectiveness.the volume="" sheds="" light="" on="" the="" complex="" and="" highly="" demanding="" processes="" of="" conceptualizing,="" developing="" implementing="" dynamic="" visualizations="" in="" practice="" as="" well="" challenges="" relating="" research="" application="" perspectives.

Practical Principles of Instructional Design, Media Selection, and Interface Design with a Focus on Computer-based Training / Educational Software

Practical Principles of Instructional Design, Media Selection, and Interface Design with a Focus on Computer-based Training / Educational Software
Author: Peter Fenrich
Publisher: Informing Science
Total Pages: 372
Release: 2014-03-21
Genre: Business & Economics
ISBN: 193288680X

This book is intended for students, instructional designers, professors, instructors, teachers, trainers, software developers, and development team leaders who: • are taking a course on creating computer-based training/educational software applications • are or will be working on a computer-based training/educational software development team • need to expand their skills into the multimedia technology field • are excited about the possibilities of teaching with multimedia • have worked on their own and unsuccessfully tried to do it all • may have created mediocre computer-based training/educational software • want to do it right the first time • need a practical reference • need practical guidelines for creating computer-managed presentations This book focuses on the practical principles of creating computer-based training/educational software applications and computer-managed presentations. In computer-based training/educational software applications, the computer assumes the teaching role. In computer-managed presentations, you maintain the responsibility for teaching the learners and use what is contained in the presentation as a resource. In a sense, computer-managed presentations are a subset of computer-based training/educational software applications. Their differences will be highlighted throughout this book. This book will not make you an expert in designing computer-based training/educational software applications. Expertise comes through years of experience and continual learning. However, this book will provide you with the foundations for creating professional, instructionally-effective products. To gain support for your computer-based training/educational software applications and computer-managed presentations and to silence the critics, it is important to create excellent products. People will notice quality much more than quantity. This is especially true for your first project. This book, with its numerous practical hints, will help you do it right from your first project onward.

Fostering Learning in the Networked World

Fostering Learning in the Networked World
Author: Christine L. Borgman
Publisher: DIANE Publishing
Total Pages: 64
Release: 2011-05
Genre: Computers
ISBN: 1437925804

Provides a 21st Century Agenda for the Nat. Science Found. (NSF). Contents: (1) Intro.: Why Cyberlearning and Why Now?; (2) Background: How We Got Here and Why Now; (3) Strategies for Building a Cyberlearning Infrastructure; (4) Opportunities for Action; (5) Recommendations: NSF NSDL and ITEST Programs: Cyberlearning and the Evolving National STEM Digital Library (NSDL); Cyberlearning and the Evolving ITEST Program; (6) Summary Recommendations; Help Build a Vibrant Cyberlearning Field by Promoting Cross-Disciplinary Communities of Cyberlearning Researchers and Practitioner; Adopt Programs and Policies to Promote Open Educational Resources. Charts and tables. This is a print on demand report.

Visualization: Theory and Practice in Science Education

Visualization: Theory and Practice in Science Education
Author: John K. Gilbert
Publisher: Springer Science & Business Media
Total Pages: 326
Release: 2007-12-05
Genre: Education
ISBN: 1402052677

External representations (pictures, diagrams, graphs, concrete models) have always been valuable tools for the science teacher. This book brings together the insights of practicing scientists, science education researchers, computer specialists, and cognitive scientists, to produce a coherent overview. It links presentations about cognitive theory, its implications for science curriculum design, and for learning and teaching in classrooms and laboratories.

Visualization in Science Education

Visualization in Science Education
Author: John K. Gilbert
Publisher: Springer Science & Business Media
Total Pages: 375
Release: 2006-03-30
Genre: Science
ISBN: 1402036132

This book addresses key issues concerning visualization in the teaching and learning of science at any level in educational systems. It is the first book specifically on visualization in science education. The book draws on the insights from cognitive psychology, science, and education, by experts from five countries. It unites these with the practice of science education, particularly the ever-increasing use of computer-managed modelling packages.

Science Teachers’ Use of Visual Representations

Science Teachers’ Use of Visual Representations
Author: Billie Eilam
Publisher: Springer
Total Pages: 335
Release: 2014-07-11
Genre: Science
ISBN: 3319065262

This book examines the diverse use of visual representations by teachers in the science classroom. It contains unique pedagogies related to the use of visualization, presents original curriculum materials as well as explores future possibilities. The book begins by looking at the significance of visual representations in the teaching of science. It then goes on to detail two recent innovations in the field: simulations and slowmation, a process of explicit visualization. It also evaluates the way teachers have used different diagrams to illustrate concepts in biology and chemistry. Next, the book explores the use of visual representations in culturally diverse classrooms, including the implication of culture for teachers’ use of representations, the crucial importance of language in the design and use of visualizations and visualizations in popular books about chemistry. It also shows the place of visualizations in the growing use of informal, self-directed science education. Overall, the book concludes that if the potential of visualizations in science education is to be realized in the future, the subject must be included in both pre-service and in-service teacher education. It explores ways to develop science teachers’ representational competence and details the impact that this will have on their teaching. The worldwide trend towards providing science education for all, coupled with the increased availability of color printing, access to personal computers and projection facilities, has lead to a more extensive and diverse use of visual representations in the classroom. This book offers unique insights into the relationship between visual representations and science education, making it an ideal resource for educators as well as researchers in science education, visualization and pedagogy.

Learning from Computers: Mathematics Education and Technology

Learning from Computers: Mathematics Education and Technology
Author: Christine Keitel-Kreidt
Publisher: Springer
Total Pages: 332
Release: 1993-11-30
Genre: Education
ISBN: 9783540572770

The NATO Advanced Research Workshop on Mathematics Education and Technology was held in Villard-de-Lans, France, between May 6 and 11, 1993. Organised on the initiative of the BaCoMET (Basic Components of Mathematics Education for Teachers) group (Christiansen, Howson and Otte 1986; Bishop, Mellin-Olsen and van Dormolen 1991), the workshop formed part of a larger NATO programme on Advanced Educational Technology. Some workshop members had already participated in earlier events in this series and were able to contribute insights from them: similarly some members were to take part in later events. The problematic for the workshop drew attention to important speculative developments in the applications of advanced information technology in mathematics education over the last decade, notably intelligent tutoring, geometric construction, symbolic algebra and statistical analysis. Over the same period, more elementary forms of information technology had started to have a significant influence on teaching approaches and curriculum content: notably arithmetic and graphic calculators; standard computer tools, such as spreadsheets and databases; and computer-assisted learning packages and computer microworlds specially designed for educational purposes.