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A Journey in Mathematics Education Research
  • Language: en
  • Pages: 248

A Journey in Mathematics Education Research

Our objective is to publish a book that lays out the theoretical constructs and research methodologies within mathematics education that have been developed by Paul Cobb and explains the process of their development. We propose to do so by including papers in which Cobb introduced new theoretical perspectives and methodologies into the literature, each preceded by a substantive accompanying introductory paper that explains the motivation/rationale for developing the new perspectives and/or methodologies and the processes through which they were developed, and Cobb’s own retrospective comments. In this way the book provides the reader with heretofore unpublished material that lays out in co...

Script Changers
  • Language: en
  • Pages: 351

Script Changers

  • Type: Book
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  • Published: 2014-10-17
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  • Publisher: MIT Press

Helping students create interactive and animated stories about positive change in their communities. Script Changers shows the ways that stories offer a lens for seeing the world as a series of systems. It provides opportunities for students to create interactive and animated stories about creating positive change in their communities. These projects utilize the Scratch visual programming environment.

Gaming the System
  • Language: en
  • Pages: 303

Gaming the System

  • Type: Book
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  • Published: 2014-10-10
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  • Publisher: MIT Press

Understanding games as systems, with complex interactions of game elements and rules. Gaming the System demonstrates the nature of games as systems, how game designers need to think in terms of complex interactions of game elements and rules, and how to identify systems concepts in the design process. The activities use Gamestar Mechanic, an online game design environment with a systems thinking focus.

Soft Circuits
  • Language: en
  • Pages: 407

Soft Circuits

  • Type: Book
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  • Published: 2014-10-17
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  • Publisher: MIT Press

Introducing students to the world of wearable technology. Soft Circuits introduces students to the world of wearable technology. Using Modkit, an accessible DIY electronics toolkit, students learn to create e-textile cuffs, “electrici-tee” shirts, and solar-powered backpacks. Students also learn the importance of one component to the whole—how, for example, changing the structure of LED connections immediately affects the number of LEDs that light up.

Short Circuits
  • Language: en
  • Pages: 387

Short Circuits

  • Type: Book
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  • Published: 2014-10-10
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  • Publisher: MIT Press

Tools and methods for creating electronic puppets.

Script Changers
  • Language: en
  • Pages: 351

Script Changers

  • Type: Book
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  • Published: 2014-10-10
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  • Publisher: MIT Press

Helping students create interactive and animated stories about positive change in their communities.

Identity Construction and Science Education Research
  • Language: en
  • Pages: 196

Identity Construction and Science Education Research

In this edited volume, science education scholars engage with the constructs of identity and identity construction of learners, teachers, and practitioners of science. Reports on empirical studies and commentaries serve to extend theoretical understandings related to identity and identity development vis-à-vis science education, link them to empirical evidence derived from a range of participants, educational settings, and analytic foci, examine methodological issues in identity studies, and project fruitful directions for research in this area. Using anthropological, sociological, and socio-cultural perspectives, chapter authors depict and discuss the complexity, messiness, but also potent...

Exploding the Castle
  • Language: en
  • Pages: 287

Exploding the Castle

  • Type: Book
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  • Published: 2017-07-01
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  • Publisher: IAP

Lacking a digital crystal ball, we cannot predict the future of education or the precise instructional role games will have going forward. Yet we can safely say that games will play some role in the future of K?12 and higher education, and members of the games community will have to choose between being passive observers or active, progressive contributors to the complex and often political process of weaving together pedagogy, technology, and culture. This will involve agreeing that games—or, more specifically, game mechanics and the engagement in joyful learning that they engender—are not only critical for shaping online and classroom instruction but also the evolution of schooling as ...

Soft Circuits
  • Language: en
  • Pages: 407

Soft Circuits

  • Type: Book
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  • Published: 2014-10-10
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  • Publisher: MIT Press

Introducing students to the world of wearable technology. Soft Circuits introduces students to the world of wearable technology. Using Modkit, an accessible DIY electronics toolkit, students learn to create e-textile cuffs, “electrici-tee” shirts, and solar-powered backpacks. Students also learn the importance of one component to the whole—how, for example, changing the structure of LED connections immediately affects the number of LEDs that light up.

Design Research on Learning and Thinking in Educational Settings
  • Language: en
  • Pages: 307

Design Research on Learning and Thinking in Educational Settings

  • Type: Book
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  • Published: 2012-04-23
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  • Publisher: Routledge

The key question this book addresses is how to identify and create optimal conditions for the kind of learning and development that is especially important for effectively functioning in the 21st century. Taking a new approach to this long-debated issue, it looks at how a design research-based science of learning (with its practical models and related design research) can provide insights and integrated models of how human beings actually function and grow in the social dynamics of educational settings with all their affordances and constraints. More specifically: How can specific domains or subject matters be taught for broad intellectual development? How can technology be integrated in enhancing human functioning? How can the social organization of classroom learning be optimized to create social norms for promoting deep intellectual engagement and personal growth? Part I is concerned with broad conceptual and technical issues regarding cultivating intellectual potential, with a focus on how design research might fill in an important a niche in addressing these issues. Part II presents specific design work in terms of design principles, models, and prototypes.