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Equally grounded in the research and the practical applications developed by the authors over a number of years, this book shows how virtual learning environments could represent the future of higher education. As academics begin to use environments such as Second Life to reach a broader student audience, this volume offers the distance-learning community (administrators, faculty, and students) a different, yet successful, approach to delivering content over the Internet through 3D virtual learning environments that have the potential to transform higher education. Covering a broad spectrum of frameworks, from commercial multiplayer video games to online learning, the book shows just how pow...
Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.
The four sections in this Third International Handbook are concerned with: (a) social, political and cultural dimensions in mathematics education; (b) mathematics education as a field of study; (c) technology in the mathematics curriculum; and (d) international perspectives on mathematics education. These themes are taken up by 84 internationally-recognized scholars, based in 26 different nations. Each of section is structured on the basis of past, present and future aspects. The first chapter in a section provides historical perspectives (“How did we get to where we are now?”); the middle chapters in a section analyze present-day key issues and themes (“Where are we now, and what recent events have been especially significant?”); and the final chapter in a section reflects on policy matters (“Where are we going, and what should we do?”). Readership: Teachers, mathematics educators, ed.policy makers, mathematicians, graduate students, undergraduate students. Large set of authoritative, international authors.
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 ...
Una serie de investigadores punteros de varias universidades mundiales han recibido el encargo de analizar la última vanguardia en comunicación. Así, se han podido recopilar sus investigaciones y reflexiones en torno a los nuevos contenidos (in)formativos a partir de las reformas que ha supuesto el Espacio Europeo de Enseñanza Superior (EEES o Plan Bolonia) como reto innovador en las aulas en tanto en cuanto contenidos y fórmulas. Esta aportación intelectual a las nuevas corrientes docentes se ha plasmado en un trabajo, multidisciplinar y variado, que se presenta en formato de libro, patrocinado por el Fórum Internacional de Comunicación y Relaciones Públicas (Fórum XXI), la Socied...
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
From the bestselling author of Flow and one of the pioneers of the scientific study of happiness, an indispensable guide to living your best life. What makes a good life? Is it money? An important job? Leisure time? Mihaly Csikszentmihalyi believes our obsessive focus on such measures has led us astray. Work fills our days with anxiety and pressure, so that during our free time, we tend to live in boredom, absorbed by our screens. What are we missing? To answer this question, Csikszentmihalyi studied thousands of people, and he found the key. People are happiest when they challenge themselves with tasks that demand a high degree of skill and commitment, and which are undertaken for their own sake. Instead of scrolling on your phone, play the piano. Take a routine chore and figure out how to do it better, faster, more efficiently. In short, learn the hidden power of complete engagement, a psychological state the author calls flow. Though they appear simple, the lessons in Finding Flow are life-changing.
Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes. This book presents a collection of work that bridges the theory behind Serious Educational games and cutting edge research coming from many aspects in the field. The authors all have experienced Serious Games in education in their research and/or through personal game play. While the literature base for educational games is growing at alarming rates, a theoretical framework by which future research will be conducted and practical examples of established work and work that continues to is the crux of this volume. This book is not all encompassing of the work being done with educational games but rather it provides lessons from the field in tangible projects. This book takes the reader through why Serious Games need to be used in K-12 education, the theory underlying why games work for teaching and learning, and how Serious Games are being used and researched.