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- 2011004594 abstract "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.".
- 2011004594 contributor B12104768.
- 2011004594 contributor B12104769.
- 2011004594 contributor B12104770.
- 2011004594 created "c2011.".
- 2011004594 date "2011".
- 2011004594 date "c2011.".
- 2011004594 dateCopyrighted "c2011.".
- 2011004594 description "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.".
- 2011004594 description "Includes bibliographical references (p. 129-148).".
- 2011004594 extent "xi, 161 p. :".
- 2011004594 hasFormat "Also available in Open Book format via the National Academies Press home page.".
- 2011004594 identifier "0309185238 (hardcover : alk. paper)".
- 2011004594 identifier "0309185246 (pdf : alk. paper)".
- 2011004594 identifier "9780309185233 (hardcover : alk. paper)".
- 2011004594 identifier "9780309185240 (pdf : alk. paper)".
- 2011004594 identifier catalog.php?record_id=13078.
- 2011004594 isFormatOf "Also available in Open Book format via the National Academies Press home page.".
- 2011004594 issued "2011".
- 2011004594 issued "c2011.".
- 2011004594 language "eng".
- 2011004594 publisher "Washington, D.C. : National Academies Press,".
- 2011004594 relation "Also available in Open Book format via the National Academies Press home page.".
- 2011004594 subject "372.35/044 22".
- 2011004594 subject "Interactive multimedia.".
- 2011004594 subject "LB1585 .L357 2011".
- 2011004594 subject "Science Computer-assisted instruction.".
- 2011004594 subject "Science Study and teaching (Elementary)".
- 2011004594 subject "Science Study and teaching (Secondary)".
- 2011004594 title "Learning science through computer games and simulations / Committee on Science Learning: Computer Games, Simulations, and Education ; Margaret A. Honey and Margaret L. Hilton, editors ; Board on Science Education, Division of Behavioral and Social Sciences and Education, National Research Council of the National Academies.".
- 2011004594 type "text".