Digital Simulations For Improving Education Learning Through Artificial Teaching Environments

Digital Simulations For Improving Education Learning Through Artificial Teaching Environments Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Digital Simulations For Improving Education Learning Through Artificial Teaching Environments book. This book definitely worth reading, it is an incredibly well-written.

Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments

Author : Gibson, David,Baek, Young Kyun
Publisher : IGI Global
Page : 540 pages
File Size : 55,9 Mb
Release : 2009-04-30
Category : Business & Economics
ISBN : 9781605663234

Get Book

Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments by Gibson, David,Baek, Young Kyun Pdf

Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.

Virtual Decisions

Author : Steve Cohen,Kent E. Portney,Dean Rehberger,Carolyn Thorsen
Publisher : Routledge
Page : 260 pages
File Size : 53,6 Mb
Release : 2006-08-15
Category : Education
ISBN : 9781135611880

Get Book

Virtual Decisions by Steve Cohen,Kent E. Portney,Dean Rehberger,Carolyn Thorsen Pdf

Developments in digital technologies--and in understandings of how best to use them--have altered teaching and learning environments, and stand to do so even more rapidly in the future. Virtual Decisions: Digital Simulations for Teaching Reasoning in the Social Sciences and Humanities focuses on the special issues related to the use of digital technologies in teaching the complex nature of social decisions, with particular attention to the use of digital role-play simulations as a means to accomplish this. With the advent of new technologies for delivering multimedia simulations to students, and advanced graphics capabilities to create life-like decision environments, digital role-play simulations are increasingly available for K-12 and higher education teachers to use in the classroom. This book helps both users and developers make intelligent choices about the value added by using simulations, technology, and media to teach reasoning in social sciences and humanities classrooms. The book relies on a four-part framework for developing a digital multimedia-based simulation approach, which represents: a cross-disciplinary method to describing simulations; the students who are using them; the educational setting in which they are used; and a rubric for assessing learning. The volume is divided into two parts. The first part presents a review of the theory and research detailing why didactic approaches do not or cannot address specific learning goals, as well as a description of the theoretical framework for using and developing simulations. The second part includes chapters on specific digital simulations and how they fit with the theoretical framework. Virtual Decisions fills a significant gap in the existing literature of instructional technology and is of interest to instructors, primarily in the social sciences and humanities, who are potential users of the simulations. It is also a resource for graduate students and pre-service teachers studying simulation design.

Learning Simulations in Education

Author : Brian P. Zoellner
Publisher : Routledge
Page : 143 pages
File Size : 47,9 Mb
Release : 2019-11-26
Category : Education
ISBN : 9780429614637

Get Book

Learning Simulations in Education by Brian P. Zoellner Pdf

Technology-enabled simulations are increasingly used for students in K-12 education and have the potential to improve teaching and learning across domains. Across five chapters, this book explores the psychological foundation of simulation use in instruction, guiding readers through individual differences among learners and contexts while addressing theory, pedagogy, cognitive processes, and more. This concise volume is designed for any education course that includes simulations in the curriculum and will be indispensable for student researchers and both pre- and in-service teachers alike.

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

Author : L.A. Annetta,Stephen Bronack
Publisher : Springer Science & Business Media
Page : 281 pages
File Size : 40,9 Mb
Release : 2011-07-22
Category : Education
ISBN : 9789460913297

Get Book

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds by L.A. Annetta,Stephen Bronack Pdf

In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds

Author : Ferdig, Richard E.
Publisher : IGI Global
Page : 361 pages
File Size : 50,9 Mb
Release : 2013-05-31
Category : Education
ISBN : 9781466640191

Get Book

Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds by Ferdig, Richard E. Pdf

Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.

Teaching, Learning, and Leading With Computer Simulations

Author : Qian, Yufeng
Publisher : IGI Global
Page : 337 pages
File Size : 55,6 Mb
Release : 2019-09-20
Category : Computers
ISBN : 9781799800064

Get Book

Teaching, Learning, and Leading With Computer Simulations by Qian, Yufeng Pdf

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.

E-Learning Systems, Environments and Approaches

Author : Pedro Isaías,J. Michael Spector,Dirk Ifenthaler,Demetrios G. Sampson
Publisher : Springer
Page : 329 pages
File Size : 41,9 Mb
Release : 2015-03-12
Category : Education
ISBN : 9783319058252

Get Book

E-Learning Systems, Environments and Approaches by Pedro Isaías,J. Michael Spector,Dirk Ifenthaler,Demetrios G. Sampson Pdf

The volume consists of twenty-five chapters selected from among peer-reviewed papers presented at the CELDA (Cognition and Exploratory Learning in the Digital Age) 2013 Conference held in Fort Worth, Texas, USA, in October 2013 and also from world class scholars in e-learning systems, environments and approaches. The following sub-topics are included: Exploratory Learning Technologies (Part I), e-Learning social web design (Part II), Learner communities through e-Learning implementations (Part III), Collaborative and student-centered e-Learning design (Part IV). E-Learning has been, since its initial stages, a synonym for flexibility. While this dynamic nature has mainly been associated with time and space it is safe to argue that currently it embraces other aspects such as the learners’ profile, the scope of subjects that can be taught electronically and the technology it employs. New technologies also widen the range of activities and skills developed in e-Learning. Electronic learning environments have evolved past the exclusive delivery of knowledge. Technology has endowed e-Learning with the possibility of remotely fomenting problem solving skills, critical thinking and team work, by investing in information exchange, collaboration, personalisation and community building.

Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom

Author : Vincenti, Giovanni,Braman, James
Publisher : IGI Global
Page : 588 pages
File Size : 41,5 Mb
Release : 2010-08-31
Category : Education
ISBN : 9781616928230

Get Book

Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom by Vincenti, Giovanni,Braman, James Pdf

Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom highlights the work of educators daring enough to teach in these new frontiers of education. This timely publication is a must-read for all educators and practitioners, of any subject and at any level, who wish to incorporate a dynamic online element to their classroom. It is also meant for researchers of education, computer science, and instructional technologies. Teaching through Multi-User Virtual Environments: Applying Dynamic Elements to the Modern Classroom is a one-stop resource for practices, as well as research activities, within the domain on Multi-User Virtual Environments.

Learning to Diagnose with Simulations

Author : Frank Fischer,Ansgar Opitz
Publisher : Springer Nature
Page : 156 pages
File Size : 40,6 Mb
Release : 2022
Category : Diagnosis
ISBN : 9783030891473

Get Book

Learning to Diagnose with Simulations by Frank Fischer,Ansgar Opitz Pdf

This open access book presents 8 novel approaches to measure and improve diagnostic competences with simulation. The book compares the effects of interventions on these diagnostic competences in both teacher and medical education. It includes analyses showing that important aspects of diagnostic competences and effects of instructional interventions aiming to facilitate them are comparable for teachers and doctors. Through closely analyzing projects from medical education, mathematics education, biology education, and psychology, the reader is presented with multiple options for interventions that may be used in each of the subject areas and the improvements in diagnostic skills that could be expected from each simulation. The book concludes with an outline of promising future research on the use of simulations to facilitate professional competences in higher education in general, and for the advancement of diagnostic competencies in particular. This is an open access book.

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments

Author : Yang, Harrison Hao
Publisher : IGI Global
Page : 404 pages
File Size : 49,7 Mb
Release : 2011-07-31
Category : Computers
ISBN : 9781609607630

Get Book

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments by Yang, Harrison Hao Pdf

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.

Evaluating the Impact of Technology on Learning, Teaching, and Designing Curriculum: Emerging Trends

Author : Ng, Eugenia M. W.
Publisher : IGI Global
Page : 311 pages
File Size : 49,7 Mb
Release : 2012-01-31
Category : Education
ISBN : 9781466600331

Get Book

Evaluating the Impact of Technology on Learning, Teaching, and Designing Curriculum: Emerging Trends by Ng, Eugenia M. W. Pdf

"This book provides a forum for researchers and practitioners to discuss the current and potential impact of online learning and training and to formulate methodologies for the creation of effective learning systems"--Provided by publisher.

Ethics and Game Design: Teaching Values through Play

Author : Schrier, Karen,Gibson, David
Publisher : IGI Global
Page : 396 pages
File Size : 53,9 Mb
Release : 2010-02-28
Category : Education
ISBN : 9781615208463

Get Book

Ethics and Game Design: Teaching Values through Play by Schrier, Karen,Gibson, David Pdf

"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

Author : Baek, Young Kyun
Publisher : IGI Global
Page : 358 pages
File Size : 53,7 Mb
Release : 2010-05-31
Category : Computers
ISBN : 9781615207145

Get Book

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study by Baek, Young Kyun Pdf

As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Designing Games for Ethics: Models, Techniques and Frameworks

Author : Schrier, Karen,Gibson, David
Publisher : IGI Global
Page : 406 pages
File Size : 42,6 Mb
Release : 2010-12-31
Category : Games & Activities
ISBN : 9781609601225

Get Book

Designing Games for Ethics: Models, Techniques and Frameworks by Schrier, Karen,Gibson, David Pdf

"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.

Assessment in Game-Based Learning

Author : Dirk Ifenthaler,Deniz Eseryel,Xun Ge
Publisher : Springer Science & Business Media
Page : 476 pages
File Size : 44,6 Mb
Release : 2012-06-13
Category : Education
ISBN : 9781461435464

Get Book

Assessment in Game-Based Learning by Dirk Ifenthaler,Deniz Eseryel,Xun Ge Pdf

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.