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Learning Science Through Computer Games and Simulations
Learning Science Through Computer Games and Simulations
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€41.99
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A01=and Education
A01=Board on Science Education
A01=Committee on Science Learning: Computer Games
A01=Division of Behavioral and Social Sciences and Education
A01=National Research Council
A01=Simulations
Age Group_Uncategorized
Age Group_Uncategorized
and Education
Author_and Education
Author_Board on Science Education
Author_Committee on Science Learning: Computer Games
Author_Division of Behavioral and Social Sciences and Education
Author_National Research Council
Author_Simulations
automatic-update
B01=Margaret A. Honey
B01=Margaret Hilton
B01=Margaret L. Hilton
Category1=Non-Fiction
Category=JN
Category=JNA
Category=JNV
COP=United States
Delivery_Delivery within 10-20 working days
eq_bestseller
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
Language_English
PA=Available
Price_€20 to €50
PS=Active
Simulations
softlaunch
Product details
- ISBN 9780309185233
- Dimensions: 152 x 229mm
- Publication Date: 12 Apr 2011
- Publisher: National Academies Press
- Publication City/Country: US
- Product Form: Paperback
- Language: English
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
€41.99
