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Learning by Playing
  • Language: en
  • Pages: 386

Learning by Playing

There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and cont...

Cognitive Development in Digital Contexts
  • Language: en
  • Pages: 372

Cognitive Development in Digital Contexts

Cognitive Development in Digital Contexts investigates the impact of screen media on key aspects of children and adolescents' cognitive development. Highlighting how screen media impact cognitive development, the book addresses a topic often neglected amid societal concerns about pathological media use and vulnerability to media effects, such as aggression, cyber-bullying and Internet addiction. It addresses children and adolescents' cognitive development involving their interactions with parents, early language development, imaginary play, attention, memory, and executive control, literacy and academic performance. - Covers the impact of digital from both theoretical and practical perspecti...

The Design of Instruction and Evaluation
  • Language: en
  • Pages: 232

The Design of Instruction and Evaluation

  • Type: Book
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  • Published: 2004-09-22
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  • Publisher: Routledge

This book is about empirically tested knowledge and principles that inform the design of instructional and evaluation systems, and the use and promise of media and technology within such systems. Historically, psychology has informed the design of instructional and evaluation systems in different ways. A behavioral perspective emphasizes the role of the environment in determining behavior--a factor external to the learner. A cognitive perspective focuses on the role of cognitive processing and constraints in determining learning--factors that are internal to the learner. This volume presents the affordances approach--which addresses how the environment and the affordances within it interact ...

Serious Games
  • Language: en
  • Pages: 643

Serious Games

  • Type: Book
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  • Published: 2009-09-10
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  • Publisher: Routledge

Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. Th...

Digital Games: A Context for Cognitive Development
  • Language: en
  • Pages: 119

Digital Games: A Context for Cognitive Development

In the United States and in many other countries around the world, digital games have become an integral part of children’s lives. Discussions of research on youth and digital games often focus solely on negative effects (e.g., of violent video games), but this is far from the whole story. As natural problem-solving activities, digital games provide a rich context for applied cognition. This volume explores topics such as: The benefits of digital games for children and adolescents’ cognitive skills The nature of their learning from educational media The influence of developmental factors on their interactions with digital games The use of developmental research and established educational practice to create effective educational games that they will play. This is the 139th volume in this series. Its mission is to provide scientific and scholarly presentations on cutting edge issues and concepts in child and adolescent development. Each volume focuses on a specific new direction or research topic and is edited by experts on that topic.

Special and Gifted Education: Concepts, Methodologies, Tools, and Applications
  • Language: en
  • Pages: 2473

Special and Gifted Education: Concepts, Methodologies, Tools, and Applications

  • Type: Book
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  • Published: 2016-04-25
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  • Publisher: IGI Global

Diverse learners with exceptional needs require a specialized curriculum that will help them to develop socially and intellectually in a way that traditional pedagogical practice is unable to fulfill. As educational technologies and theoretical approaches to learning continue to advance, so do the opportunities for exceptional children. Special and Gifted Education: Concepts, Methodologies, Tools, and Applications is an exhaustive compilation of emerging research, theoretical concepts, and real-world examples of the ways in which the education of special needs and exceptional children is evolving. Emphasizing pedagogical innovation and new ways of looking at contemporary educational practice, this multi-volume reference work is ideal for inclusion in academic libraries for use by pre-service and in-service teachers, graduate-level students, researchers, and educational software designers and developers.

Education, Development and Intervention
  • Language: en
  • Pages: 253

Education, Development and Intervention

This book explores integrated education and learning, with a focus on new approaches such as artificial intelligence and ChatGPT. It provides insight into educational techniques that promote critical thinking and enhance learning skills. It covers various mechanisms that influence this link, including meta-cognitive capacity, memory, cognitive style, conceptual approaches, digitization, teaching approaches, echoing, and questioning. This discussion spans all levels, from early childhood to higher education. Additionally, it provides pedagogical tips on creating a learning environment that encourages pupils' creativity and critical thinking, both online and in the classroom. It demonstrates how an integrated approach to education can create high-quality minds and promote modern values to meet current and future challenges. Undergraduate and postgraduate students, early childhood teachers and educators, as well as academic faculty can benefit from its contents as it presents valuable perspectives, both practical and theoretical, that enrich the current STEM, robotics, and mobile apps education agenda.

Handbook of Counseling Women
  • Language: en
  • Pages: 664

Handbook of Counseling Women

  • Type: Book
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  • Published: 2003
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  • Publisher: SAGE

This volume of Handbook of Counseling Women brings together in one place the historical context and current theories of, research on, and the issues involved in the practice of counselling women. Topics covered include the development during adulthood, balancing work and family, pregnancy, childbirth and postpartum and women in intimate relationships.

The Oxford Handbook of Media Psychology
  • Language: en
  • Pages: 578

The Oxford Handbook of Media Psychology

The Oxford Handbook of Media Psychology explores facets of human behaviour, thoughts, and feelings experienced in the context of media use and creation.

Advances in Web Based Learning - ICWL 2008
  • Language: en
  • Pages: 565

Advances in Web Based Learning - ICWL 2008

This book constitutes the refereed proceedings of the 7th International Conference on Web-Based Learning, ICWL 2008, held in Jinhua, China, in August 2008. The 52 revised full papers presented together with 1 invited paper were carefully reviewed and selected from 170 submissions. The papers are organized in topical sections on adaptation of e-learning technologies and policies, learning resource management, e-learning experiences, assessment and its supporting systems, tools and experiences for learning C programming language, game-based learning, frameworks and platforms for e-learning, multimedia technologies for learning, on-line discussion forum and community, collaborative learning, semantics and ontology, interfaces for learning activity designs, as well as mobile and network technologies for learning.