You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
As our understanding of the human memory system broadens and develops, new opportunities arise for improving students’ long-term knowledge retention in the classroom. Written by two experts on the subject, this book explores how scientific models of memory and cognition can inform instructional practices. Six chapters guide readers through the information processing model of memory, working and long-term memory, and Cognitive Load Theory (CLT) before addressing instructional strategies. This accessible, up-to-date volume is designed for any educational psychology or general education course that includes memory in the curriculum and will be indispensable for student researchers and both pre- and in-service teachers alike.
Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.
The current movement toward more and better research experiences for undergraduates has spread across disciplines in the arts, humanities, science, mathematics, and engineering beyond the “research university” to the full range of post-secondary institutions of higher education. Along with this spread of practice is the need to take stock of the programs and make use of evaluation to inform program improvement and to communicate an understanding of the worth of the program to funders, institutional administrators, faculty/mentors, and students. The main aim of the book is to provide a practical guide for planning an evaluation of an undergraduate experience program. The intent is to enab...
Beyond I.Q.: A Triarchic Theory of Human Intelligence contends that the influence of certain psychological factors upon intelligence is strong enough to be considered highly significant in the evaluation of I.Q. The triarchic theory of human intelligence, accordingly, reaches "beyond I.Q".
The availability of practical applications, techniques, and case studies by international therapists is limited despite expansions to the fields of clinical psychology, rehabilitation, and counseling. As dialogues surrounding mental health grow, it is important to maintain therapeutic modalities that ensure the highest level of patient-centered rehabilitation and care are met across global networks. Research Anthology on Rehabilitation Practices and Therapy is a vital reference source that examines the latest scholarly material on trends and techniques in counseling and therapy and provides innovative insights into contemporary and future issues within the field. Highlighting a range of topics such as psychotherapy, anger management, and psychodynamics, this multi-volume book is ideally designed for mental health professionals, counselors, therapists, clinical psychologists, sociologists, social workers, researchers, students, and social science academicians seeking coverage on significant advances in rehabilitation and therapy.
As new technologies and professional profiles emerge, traditional education paradigms have to be adapted to new scenarios, creating favorable conditions for promoting transversal skills among students. Consequently, there is a growing demand for training in emergent skills to solve problems of different natures, distributive leadership competencies, empathy, ability to control emotions, etc. In this sense, one of the challenges that educators of all different educational levels and training contexts have to face is to foster these skills in their courses. To overcome these obstacles, innovative and disruptive methodologies, such as game-based learning activities like escape rooms, can be a g...
Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.
The study of older adults and internet use has emerged as a specific area of interest which covers a wide range of topics ranging from behaviors of senior adults in information search to attitude toward the internet, to the use of the internet for personal and health issues, and to cognitive constrains of seniors in Internet use. Engaging Older Adults with Modern Technology: Internet Use and Information Access Needs takes a structured approach to the research in aging and digital technology in which older adults use of internet and other forms of digital technologies is studied through the lenses of cognitive functioning, motivation, and affordances of new technology. This book identifies ...
The Oxford Handbook of School Psychology focuses on significant issues, new developments, and scientific findings that influence current research and practice in the ever-growing field of school psychology.
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy...