Learning How to Learn

Learning How to Learn
Author: Barbara Oakley, PhD
Publisher: Penguin
Total Pages: 258
Release: 2018-08-07
Genre: Juvenile Nonfiction
ISBN: 052550446X

A surprisingly simple way for students to master any subject--based on one of the world's most popular online courses and the bestselling book A Mind for Numbers A Mind for Numbers and its wildly popular online companion course "Learning How to Learn" have empowered more than two million learners of all ages from around the world to master subjects that they once struggled with. Fans often wish they'd discovered these learning strategies earlier and ask how they can help their kids master these skills as well. Now in this new book for kids and teens, the authors reveal how to make the most of time spent studying. We all have the tools to learn what might not seem to come naturally to us at first--the secret is to understand how the brain works so we can unlock its power. This book explains: Why sometimes letting your mind wander is an important part of the learning process How to avoid "rut think" in order to think outside the box Why having a poor memory can be a good thing The value of metaphors in developing understanding A simple, yet powerful, way to stop procrastinating Filled with illustrations, application questions, and exercises, this book makes learning easy and fun.

What Makes Learning Fun?

What Makes Learning Fun?
Author: Deborah L. Perry
Publisher: Rowman Altamira
Total Pages: 257
Release: 2012
Genre: Business & Economics
ISBN: 0759108854

What Makes Learning Fun? presents a set of tested principles and strategies for the design of museum exhibits, with concrete examples of design successes and failures drawn from the author's many years in the field.

Beyond Edutainment: Exploring the Educational Potential of Computer Games

Beyond Edutainment: Exploring the Educational Potential of Computer Games
Author: Simon Egenfeldt-Nielsen
Publisher: Lulu.com
Total Pages: 210
Release: 2011-01-25
Genre: Education
ISBN: 1446768651

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.

Mindstorms

Mindstorms
Author: Seymour A Papert
Publisher: Basic Books
Total Pages: 272
Release: 2020-10-06
Genre: Education
ISBN: 154167510X

In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.

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Publisher: IOS Press
Total Pages: 3525
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User-Centered Computer Aided Language Learning

User-Centered Computer Aided Language Learning
Author: Zaphiris, Panayiotis
Publisher: IGI Global
Total Pages: 335
Release: 2005-12-31
Genre: Computers
ISBN: 1591407524

"This book discusses the basis of a broad framework for the development and management of Computer Aided Language Learning (CALL) environments, covering domains as diverse as education, information systems, psychology, sociology, linguistics, artificial intelligence and e-learning"--Provided by publisher.

Games and Learning Alliance

Games and Learning Alliance
Author: João Dias
Publisher: Springer
Total Pages: 272
Release: 2017-11-28
Genre: Computers
ISBN: 3319719408

This book constitutes the refereed proceedings of the 6th International Conference on Games and Learning Alliance, GALA 2017, held in Lisbon, Portugal, in December 2017. The 16 revised regular papers presented together with 6 poster papers were carefully reviewed and selected from 45 submissions. The papers cover topics such as games in education and training; games for health and special children; augmented and virtual reality; methods and tools (for desing and development); and poster abstracts.

Handbook of Research on Instructional Systems and Technology

Handbook of Research on Instructional Systems and Technology
Author: Kidd, Terry T.
Publisher: IGI Global
Total Pages: 1110
Release: 2008-10-31
Genre: Computers
ISBN: 1599048663

"This book provides information on different styles of instructional design methodologies, tips, and strategies on how to use technology to facilitate active learning and techniques to help faculty and researchers develop online instructional and teaching materials. It enables libraries to provide a foundational reference for researchers, educators, administrators, and others in the context of instructional systems and technology"--Provided by publisher.

Gamification for Human Factors Integration: Social, Education, and Psychological Issues

Gamification for Human Factors Integration: Social, Education, and Psychological Issues
Author: Bishop, Jonathan
Publisher: IGI Global
Total Pages: 362
Release: 2014-01-31
Genre: Technology & Engineering
ISBN: 1466650729

With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.