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Weitersagen:


Herausgeber: 
  • Margaret L Hilton
  • Margaret A Honey
    Autor(en): 
  • Committee on Science Learning Computer Games Simul
  • National Research Council
  • Board on Science Education
  • Division of Behavioral and Social Sciences and Edu
  • Learning Science Through Computer Games and Simulations 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  Mai 2011  
    Genre:  Schulbücher 
     
    EDUCATION / Computers & Technology / EDUCATION / Elementary / EDUCATION / Research / Education / Teaching
    ISBN:  9780309185233 
    EAN-Code: 
    9780309185233 
    Verlag:  National Academies Press 
    Einband:  Kartoniert  
    Sprache:  English  
    Dimensionen:  H 231 mm / B 150 mm / D 33 mm 
    Gewicht:  794 gr 
    Seiten:  174 
    Bewertung: Titel bewerten / Meinung schreiben
    Inhalt:
    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 this book 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. It 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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