Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations
Author: National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education
Publsiher: National Academies Press
Total Pages: 174
Release: 2011-04-12
ISBN: 0309212669
Category: Education
Language: EN, FR, DE, ES & NL

Learning Science Through Computer Games and Simulations Book Excerpt:

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
Author: National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education
Publsiher: National Academies Press
Total Pages: 174
Release: 2011-05-12
ISBN: 0309185238
Category: Education
Language: EN, FR, DE, ES & NL

Learning Science Through Computer Games and Simulations Book Excerpt:

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.

Theoretical Issues of Using Simulations and Games in Educational Assessment

Theoretical Issues of Using Simulations and Games in Educational Assessment
Author: Harold F. O'Neil,Eva L. Baker,Ray S. Perez,Stephen E. Watson
Publsiher: Routledge
Total Pages: 274
Release: 2021-08-27
ISBN: 1000427706
Category: Education
Language: EN, FR, DE, ES & NL

Theoretical Issues of Using Simulations and Games in Educational Assessment Book Excerpt:

Presenting original studies and rich conceptual analyses, this volume reports on theoretical issues involved in the use of simulations and games in educational assessment. Chapters consider how technologies can be used to effectively assess, modify, and enhance learning and assessment in education and training. By highlighting theoretical issues arising from the use of games and simulations as assessment tools for selection and classification, training, and evaluation across educational and workplace contexts, the volume offers both broad conceptual views on assessment, as well as rich descriptions of various, context-specific applications. Through a focus that includes both quantitative and qualitative approaches, policy implications, meta-analysis, and constructs, the volume highlights commonalities and divergence in theoretical research being conducted in relation to K-12, post-secondary, and military education and assessment. In doing so, the collection enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.

The Cambridge Handbook of the Learning Sciences

The Cambridge Handbook of the Learning Sciences
Author: R. Keith Sawyer
Publsiher: Cambridge University Press
Total Pages: 135
Release: 2014-11-17
ISBN: 1316123464
Category: Psychology
Language: EN, FR, DE, ES & NL

The Cambridge Handbook of the Learning Sciences Book Excerpt:

The interdisciplinary field of the learning sciences encompasses educational psychology, cognitive science, computer science, and anthropology, among other disciplines. The Cambridge Handbook of the Learning Sciences is the definitive introduction to this innovative approach to teaching, learning, and educational technology. This dramatically revised second edition incorporates the latest research in the field, includes twenty new chapters on emerging areas of interest, and features contributors who reflect the increasingly international nature of the learning sciences. The authors address the best ways to design educational software, prepare effective teachers, organize classrooms, and use the internet to enhance student learning. They illustrate the importance of creating productive learning environments both inside and outside school, including after-school clubs, libraries, museums, and online learning environments. Accessible and engaging, the Handbook has proven to be an essential resource for graduate students, researchers, teachers, administrators, consultants, educational technology designers, and policy makers on a global scale.

Computer Games for Learning

Computer Games for Learning
Author: Richard E. Mayer
Publsiher: MIT Press
Total Pages: 304
Release: 2014-07-18
ISBN: 0262324512
Category: Science
Language: EN, FR, DE, ES & NL

Computer Games for Learning Book Excerpt:

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.

Teaching Learning and Leading With Computer Simulations

Teaching  Learning  and Leading With Computer Simulations
Author: Qian, Yufeng
Publsiher: IGI Global
Total Pages: 337
Release: 2019-09-20
ISBN: 1799800067
Category: Computers
Language: EN, FR, DE, ES & NL

Teaching Learning and Leading With Computer Simulations Book Excerpt:

Computer simulation, a powerful technological tool and research-proven pedagogical technique, holds great potential to enhance and transform teaching and learning in education and is therefore a viable tool to engage students in deep learning and higher-order thinking. With the advancement of simulation technology (e.g., virtual reality, artificial intelligence, machine learning) and the expanded disciplines where computer simulation is being used (e.g., data science, cyber security), computer simulation is playing an increasingly significant role in leading the digital transformation in K-12 schools and higher education institutions, as well as training and professional development in corporations, government, and the military. Teaching, Learning, and Leading With Computer Simulations is an important compilation of research that examines the recent advancement of simulation technology and explores innovative ways to utilize advanced simulation programs for the enhancement of teaching and learning outcomes. Highlighting a range of topics such as pedagogy, immersive learning, and social sciences, this book is essential for educators, higher education institutions, deans, curriculum designers, school administrators, principals, IT specialists, academicians, researchers, policymakers, and students.

Simulation and Gaming

Simulation and Gaming
Author: Dragan Cvetković
Publsiher: BoD – Books on Demand
Total Pages: 232
Release: 2018-02-14
ISBN: 9535138030
Category: Computers
Language: EN, FR, DE, ES & NL

Simulation and Gaming Book Excerpt:

The book "Simulation and Gaming" discusses the following topics and research areas: game-based methods of problem solution and data processing, analysis, and information mining; educational games and game features, including game characteristics, story, mechanics, and methodology; development of integrated games tasked with helping students in interpreting, translating, and manipulating the field of kinematics through formal presentations; possibility of research integration through real and practical examples and games as well, in the field of physics; analysis of game engines from various aspects such as modularity, performance, and usability; virtual reality (VR) and interaction mechanisms used for three-dimensional (3D) game development; analysis, development, design, implementation, and evaluation of the simulation model in the field of engineering and metallurgy, according to ADDIE model; concept of computational thinking, with an accent on its inclusion in compulsory education; overview of the current prominence of AI simulation based in the gaming leisure industry, mainly for research purposes in the context of gambling and forecasting of online casino patron's churn behavior; innovative modeling and simulation approach using newly proposed advanced game-based mathematical framework, unified game-based acquisition framework, and a set of war-gaming engines to address the challenges for acquisition of future space systems; modification of simulation of a complex system and a physics model through programming, achieved with a block-based programming language.

Handbook of Distance Education

Handbook of Distance Education
Author: Michael G. Moore
Publsiher: Routledge
Total Pages: 729
Release: 2013
ISBN: 0415897645
Category: EDUCATION
Language: EN, FR, DE, ES & NL

Handbook of Distance Education Book Excerpt:

The third edition of this award-winning Handbook continues the mission of its predecessors: to provide a comprehensive compendium of research in all aspects of distance education, arguably the most significant development in education over the past three decades. While the book deals with education that uses technology, the focus is on teaching and learning and how its management can be facilitated through technology. Key features include: Comprehensive coverage that includes all aspects of distance education, including design, instruction, management, policy, and a section on different audiences. Chapter authors frame their topic in terms of empirical research (past and present) and discuss the nature of current practice in terms of that research. Future research needs are discussed in relation to both confirmed practice and recent changes in the field. Section one provides a unique review of the theories that support distance education pedagogy. Section six includes a unique review of distance education as a component of global culture. This book will be of interest to anyone engaged in distance education at any level. It is also appropriate for corporate and government trainers and for administrators and policy makers in all these environments. Recipient of the 2013 IAP Distance Education Book Award

Handbook of Research on Science Education

Handbook of Research on Science Education
Author: Norman G. Lederman,Sandra K. Abell
Publsiher: Routledge
Total Pages: 970
Release: 2014-07-11
ISBN: 1136221972
Category: Education
Language: EN, FR, DE, ES & NL

Handbook of Research on Science Education Book Excerpt:

Building on the foundation set in Volume I—a landmark synthesis of research in the field—Volume II is a comprehensive, state-of-the-art new volume highlighting new and emerging research perspectives. The contributors, all experts in their research areas, represent the international and gender diversity in the science education research community. The volume is organized around six themes: theory and methods of science education research; science learning; culture, gender, and society and science learning; science teaching; curriculum and assessment in science; science teacher education. Each chapter presents an integrative review of the research on the topic it addresses—pulling together the existing research, working to understand the historical trends and patterns in that body of scholarship, describing how the issue is conceptualized within the literature, how methods and theories have shaped the outcomes of the research, and where the strengths, weaknesses, and gaps are in the literature. Providing guidance to science education faculty and graduate students and leading to new insights and directions for future research, the Handbook of Research on Science Education, Volume II is an essential resource for the entire science education community.

Instructional Techniques to Facilitate Learning and Motivation of Serious Games

Instructional Techniques to Facilitate Learning and Motivation of Serious Games
Author: Pieter Wouters,Herre van Oostendorp
Publsiher: Springer
Total Pages: 218
Release: 2016-10-31
ISBN: 3319392980
Category: Education
Language: EN, FR, DE, ES & NL

Instructional Techniques to Facilitate Learning and Motivation of Serious Games Book Excerpt:

The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the respective technique into a particular game.

Assessment in Game Based Learning

Assessment in Game Based Learning
Author: Dirk Ifenthaler,Deniz Eseryel,Xun Ge
Publsiher: Springer Science & Business Media
Total Pages: 464
Release: 2012-06-13
ISBN: 1461435463
Category: Education
Language: EN, FR, DE, ES & NL

Assessment in Game Based Learning Book Excerpt:

The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.

Game based Learning Across the Disciplines

Game based Learning Across the Disciplines
Author: Carmela Aprea,Dirk Ifenthaler
Publsiher: Springer Nature
Total Pages: 415
Release: 2021-08-02
ISBN: 3030751422
Category: Education
Language: EN, FR, DE, ES & NL

Game based Learning Across the Disciplines Book Excerpt:

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Simulations as Scaffolds in Science Education

Simulations as Scaffolds in Science Education
Author: Maggie Renken,Melanie Peffer,Kathrin Otrel-Cass,Isabelle Girault,Augusto Chiocarriello
Publsiher: Springer
Total Pages: 39
Release: 2015-11-24
ISBN: 3319246151
Category: Education
Language: EN, FR, DE, ES & NL

Simulations as Scaffolds in Science Education Book Excerpt:

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.

The Wiley Handbook of Cognition and Assessment

The Wiley Handbook of Cognition and Assessment
Author: Andre A. Rupp,Jacqueline P. Leighton
Publsiher: John Wiley & Sons
Total Pages: 648
Release: 2016-11-21
ISBN: 1118956591
Category: Education
Language: EN, FR, DE, ES & NL

The Wiley Handbook of Cognition and Assessment Book Excerpt:

This state-of-the-art resource brings together the most innovative scholars and thinkers in the field of testing to capture the changing conceptual, methodological, and applied landscape of cognitively-grounded educational assessments. Offers a methodologically-rigorous review of cognitive and learning sciences models for testing purposes, as well as the latest statistical and technological know-how for designing, scoring, and interpreting results Written by an international team of contributors at the cutting-edge of cognitive psychology and educational measurement under the editorship of a research director at the Educational Testing Service and an esteemed professor of educational psychology at the University of Alberta as well as supported by an expert advisory board Covers conceptual frameworks, modern methodologies, and applied topics, in a style and at a level of technical detail that will appeal to a wide range of readers from both applied and scientific backgrounds Considers emerging topics in cognitively-grounded assessment, including applications of emerging socio-cognitive models, cognitive models for human and automated scoring, and various innovative virtual performance assessments

Smart Learning Environments

Smart Learning Environments
Author: Maiga Chang,Yanyan Li
Publsiher: Springer
Total Pages: 219
Release: 2014-09-05
ISBN: 366244447X
Category: Education
Language: EN, FR, DE, ES & NL

Smart Learning Environments Book Excerpt:

This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.

Integrating Multi User Virtual Environments in Modern Classrooms

Integrating Multi User Virtual Environments in Modern Classrooms
Author: Qian, Yufeng
Publsiher: IGI Global
Total Pages: 342
Release: 2018-01-26
ISBN: 1522537201
Category: Education
Language: EN, FR, DE, ES & NL

Integrating Multi User Virtual Environments in Modern Classrooms Book Excerpt:

As innovation advances and grows, classrooms are able utilize more advanced technology to educate students. Through virtual learning environments, students can experience real-life tasks and situations more directly, promoting active engagement in education. Integrating Multi-User Virtual Environments in Modern Classrooms provides emerging research on the development of multi-user virtual learning environments and their potential role in education. Highlighting a range of pertinent topics, such as project-based learning, social learning theory, and interactive media, this book is a vital resource for educational researchers, school teachers, college professors, and instructional designers seeking current research on the benefits and integration of multi-user virtual environments in modern education.

New Directions in Technological Pedagogical Content Knowledge Research

New Directions in Technological Pedagogical Content Knowledge Research
Author: Dr. Myint Swe Khine
Publsiher: IAP
Total Pages: 377
Release: 2015-05-01
ISBN: 1681231069
Category: Education
Language: EN, FR, DE, ES & NL

New Directions in Technological Pedagogical Content Knowledge Research Book Excerpt:

In the past decades wide-ranging research on effective integration of technology in instruction have been conducted by various educators and researchers with the hope that the affordances of technology might be leveraged to improve the teaching and learning process. However, in order to put the technology in optimum use, knowledge about how and in what way technology can enhance the instruction is also essential. A number of theories and models have been proposed in harnessing the technology in everyday lessons. Among these attempts Technological and Pedagogical Content Knowledge (TPACK) framework introduced by Mishra and Koehler has emerged as a representation of the complex relationships between technology, pedagogy and content knowledge. The TPACK framework extends the concept of Shulman's pedagogical content knowledge (PCK) which defines the need for knowledge about the content and pedagogical skills in teaching activities. Since then the framework has been embraced by the educational technology practitioners, instructional designers, and educators. TPACK research received increasing attention from education and training community covering diverse range of subjects and academic disciplines and significant progress has been made in recent years. This book attempts to bring the practitioners and researchers to present current directions, trends and approaches, convey experience and findings, and share reflection and vision to improve science teaching and learning with the use of TPACK framework. A wide array of topics will be covered in this book including applications in teacher training, designing courses, professional development and impact on learning, intervention strategies and other complex educational issues. Information contained in this book will provide knowledge growth and insights into effective educational strategies in integration of technology with the use of TPACK as a theoretical and developmental tool. The book will be of special interest to international readers including educators, teacher trainers, school administrators, curriculum designers, policy makers, and researchers and complement the existing literature and published works.

Creative Education Teaching and Learning

Creative Education  Teaching and Learning
Author: Gayle Brewer,Russell Hogarth
Publsiher: Springer
Total Pages: 360
Release: 2018-11-22
ISBN: 1137402148
Category: Education
Language: EN, FR, DE, ES & NL

Creative Education Teaching and Learning Book Excerpt:

Educators and education policy has increasingly acknowledged the value of creativity and creative approaches to education in particular. This book highlights a range of innovative teaching techniques successfully employed by teachers from a range of disciplines and education levels in order to share knowledge regarding creative education.

The Wiley International Handbook of Educational Foundations

The Wiley International Handbook of Educational Foundations
Author: Alan S. Canestrari,Bruce A. Marlowe
Publsiher: John Wiley & Sons
Total Pages: 488
Release: 2018-09-17
ISBN: 1118931823
Category: Education
Language: EN, FR, DE, ES & NL

The Wiley International Handbook of Educational Foundations Book Excerpt:

Promotes a model of critique for teachers, scholars, and policy makers to challenge established educational practice in a global context. The Wiley International Handbook of Educational Foundations features international scholars uniquely qualified to examine issues specific to their regions of the world. The Handbook provides readers with an alternative to the traditional texts in the foundations of education by taking aim at the status quo, and by offering frameworks from which teachers and scholars of education can critically evaluate schools and schooling. Throughout, the essays are grounded in a broad historical context and the authors use an international lens to examine current controversies in order to provoke the kinds of discussion crucial for developing a critical stance. The Handbook is presented in six parts, each beginning with an Introduction to the subject. The sections featured are: Part I. Challenging Foundational Histories and Narratives of Achievement; Part II. Challenging Notions of Normalcy and Dominion; Part III. Challenging the Profession; Part IV. Challenging the Curriculum; Part V. Challenging the Idea of Schooling; and Part VI. Challenging Injustice, Inequity, and Enmity. The Wiley International Handbook of Educational Foundations offers unique insight into subjects such as: Educational reform in India, Pakistan, and China The global implications of equity-driven education Teacher education and inclusionary practices The Global Educational Reform Movement (G.E.R.M.) Education and the arts Maria Montessori and Loris Malaguzzi Legal education in authoritarian Syria The Wiley International Handbook of Educational Foundations is an important book for current and aspiring educators, scholars, and policy makers.

Computer Science Education

Computer Science Education
Author: Sue Sentance,Erik Barendsen,Carsten Schulte
Publsiher: Bloomsbury Publishing
Total Pages: 264
Release: 2018-03-22
ISBN: 1350057126
Category: Education
Language: EN, FR, DE, ES & NL

Computer Science Education Book Excerpt:

Drawing together the most up-to-date research from experts all across the world, Computer Science Education provides full, current coverage of a teaching subject that's still developing. It offers the most up-to-date coverage available on this developing subject, ideal for building confidence of new PGCE students teaching a very new discipline, exploring key concepts, pedagogical approaches and assessment practices. Highlights include: - a comprehensive taxonomy of programming misconceptions from Juha Sorva - an up-to-date discussion of computational thinking by Shuchi Grover and Roy Pea - a detailed look at issues of equity in computer science education by Jill Denner and Shannon Campe - teachers' and pupils' attitudes are considered by Quintin Cutts and Peter Donaldson - Paul Curzon and colleagues explore a range of different strategies for teaching computer science concepts - Ira Diethelm and her colleagues highlight the difficulties presented by the language we use to talk about computer science. The book is structured to support the reader with chapter outlines, synopses and key points. Explanations of key concepts, real-life examples and reflective points keep the theory grounded in classroom practice.