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The Effect Of Simulation Games Environment On Students Achievement In And Attitudes To Mathematics In Secondary Schools
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Book Synopsis The Effect of Simulation-Games Environment on Students Achievement in and Attitudes to Mathematics in Secondary Schools by : M. K. Akinsola
Download or read book The Effect of Simulation-Games Environment on Students Achievement in and Attitudes to Mathematics in Secondary Schools written by M. K. Akinsola and published by . This book was released on 2007 with total page 7 pages. Available in PDF, EPUB and Kindle. Book excerpt: This study sought to determine the effect of simulation-games environment on students' achievement in attitudes to mathematics in secondary school. Data was collected from a sample of 147 students in senior secondary school in Osun-State, Nigeria. t-test and analysis of variance was used to analyze the data collected for the study. The finding reveals that students' poor academic achievement in mathematics is partly due to the method of teaching used. Also, the findings revealed that, the use of simulation-games environment led to improve achievement and positive attitude towards mathematics. The study conclude that teachers' use of stimulating teaching methods would go a long way in sustaining and motivating students interest in learning mathematics. (Contains 5 tables.).
Book Synopsis Entertainment Computing – ICEC 2021 by : Jannicke Baalsrud Hauge
Download or read book Entertainment Computing – ICEC 2021 written by Jannicke Baalsrud Hauge and published by Springer Nature. This book was released on 2021-10-31 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.
Book Synopsis Mathematical Problem Solving by : Berinderjeet Kaur
Download or read book Mathematical Problem Solving written by Berinderjeet Kaur and published by World Scientific. This book was released on 2009 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Developing Technology Mediation in Learning Environments by : Soares, Filomena
Download or read book Developing Technology Mediation in Learning Environments written by Soares, Filomena and published by IGI Global. This book was released on 2019-12-27 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most technologies have been harnessed to enable educators to conduct their business remotely. However, the social context of technology as a mediating factor needs to be examined to address the perceptions of barriers to learning due to the lack of social interaction between a teacher and a learner in such a setting. Developing Technology Mediation in Learning Environments is an essential reference source that widens the scene of STEM education with an all-encompassing approach to technology-mediated learning, establishing a context for technology as a mediating factor in education. Featuring research on topics such as distance education, digital storytelling, and mobile learning, this book is ideally designed for teachers, IT consultants, educational software developers, researchers, administrators, and professionals seeking coverage on developing digital skills and professional knowledge using technology.
Book Synopsis Educational Research and Innovation Innovating Education and Educating for Innovation The Power of Digital Technologies and Skills by : OECD
Download or read book Educational Research and Innovation Innovating Education and Educating for Innovation The Power of Digital Technologies and Skills written by OECD and published by OECD Publishing. This book was released on 2016-09-26 with total page 154 pages. Available in PDF, EPUB and Kindle. Book excerpt: OECD’s Innovation Strategy calls upon all sectors in the economy and society to innovate in order to foster productivity, growth and well-being. Education systems are critically important for innovation through the development of skills that nurture new ideas and technologies.
Book Synopsis The Role of Technology in Education by : Fahriye Altınay
Download or read book The Role of Technology in Education written by Fahriye Altınay and published by BoD – Books on Demand. This book was released on 2020-03-11 with total page 118 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book has three sections on the role of technology in education. The first section covers the merits of online learning and environment. The second section of the book gives insight on new technologies in learning and teaching. The third section of the book underlines the importance of new tendencies for the technology in education. I have a firm belief that readers can find great insights on the role of technology in education from different reflections and research.
Book Synopsis Effects of Non-simulation Games on Attitude and Achievement in Mathematics by : Mary Paula T. Cerio
Download or read book Effects of Non-simulation Games on Attitude and Achievement in Mathematics written by Mary Paula T. Cerio and published by . This book was released on 1981 with total page 78 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Research in Education written by and published by . This book was released on 1974 with total page 974 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Navigating through Technology in Modern Education by : Abdul-Mumin Khalid
Download or read book Navigating through Technology in Modern Education written by Abdul-Mumin Khalid and published by Bentham Science Publishers. This book was released on 2024-05-02 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: Navigating through Technology in Modern Education explores the transformative impact of digital innovation in education. From introducing digital transformation to discussing the benefits and challenges, this book covers crucial topics like e-learning, artificial intelligence, big data, and the Internet of Things in education. With insights into factors for adopting technology and tailored learning experiences, this book equips readers with the knowledge to navigate the evolving landscape of modern education. Whether you're a seasoned educator or a newcomer, this book offers valuable insights into leveraging technology for enhanced learning experiences.
Book Synopsis Dissertation Abstracts International by :
Download or read book Dissertation Abstracts International written by and published by . This book was released on 1983 with total page 572 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Simulation Games in Learning by : Sarane Spence Boocock
Download or read book Simulation Games in Learning written by Sarane Spence Boocock and published by SAGE Publications, Incorporated. This book was released on 1968 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Resources in Education written by and published by . This book was released on 1998 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Virtual and Augmented Reality, Simulation and Serious Games for Education by : Yiyu Cai
Download or read book Virtual and Augmented Reality, Simulation and Serious Games for Education written by Yiyu Cai and published by Springer Nature. This book was released on 2021-08-13 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.
Book Synopsis Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies by : Piu, Angela
Download or read book Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies written by Piu, Angela and published by IGI Global. This book was released on 2010-08-31 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Simulation and Gaming for Mathematical Education: Epistemology and Teaching Strategies provides leading research on ways for various learning environments to be created referring to math didactics through redefinition and reassessment of teaching experiences.
Book Synopsis The Impact of Simulations on Achievement and Attitudes in Mathematics Classrooms by :
Download or read book The Impact of Simulations on Achievement and Attitudes in Mathematics Classrooms written by and published by . This book was released on 2017 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: A change in the national focus of education has led to a curriculum more focused on the student developing his or her own knowledge. The Common Core State Standards (CCSS) have been developed to place a greater focus on the learner and less focus on rudimentary mathematics. Teachers are faced with a daunting task to not only implement the CCSS but also use alternative teaching practices and tools in the classroom that teachers are not familiar with. Computerized simulations provide teachers with a possible tool in which students can expand on mathematical principles and further their knowledge of mathematical theory. This study focuses on the use of computerized simulations in a Common Core mathematics classroom versus classes not using simulations. This study examines the use of computerized simulations and changes in mathematical attitudes (i.e., enjoyment, value, and motivation) compared to students not using simulations. Finally, this study examines the use of computerized simulations and changes in the technological attitudes (i.e., confidence with technology and attitude to learning mathematics with technology) compared to students not using simulations.
Book Synopsis Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds by : Ferdig, Richard E.
Download or read book Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds written by Ferdig, Richard E. and published by IGI Global. This book was released on 2013-05-31 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.
Book Synopsis Selected Effects of a Computer Game on Achievement, Attitude and Graphing Ability in Secondary School Algebra by : James Frank Marty
Download or read book Selected Effects of a Computer Game on Achievement, Attitude and Graphing Ability in Secondary School Algebra written by James Frank Marty and published by . This book was released on 1985 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: The hypotheses of this study stated the following: Interaction with the computer game will significantly increase the class means in: (1) mathematical achievement, (2) attitudes toward mathematics, and (3) graphing ability in high school advanced algebra. ALGEBRA ARCADE is a computerized simulation game played on a coordinate grid. One can play against one's self or another player. Greater knowledge of graphing functions results in a higher score. The game closely resembles commercially marketed videogames. Eleven teachers, at seven high schools, each taught a control and an experimental class. Four hundred twenty-three students took both attitude tests and four hundred twenty-five students took both achievement tests. Students were pretested and posttested with selected scales from the Fennema-Sherman Mathematics attitudes Scales and equivalent forms of the Intermediate Algebra portion of the Descriptive Tests of Mathematics Skills (College Board) to measure mathematical achievement. Graphing ability was measured by the score on the Coordinate Plane and Graphing part of the Intermediate Algebra test. The experiment lasted four weeks and centered around the Quadratic Functions unit. The experimental group played ALGEBRA ARCADE in lieu of the in-class assignment during the 15-20 minutes at the end of class. The out-of-class assignment was the same. Analysis revealed: (1) a significant difference, at the .08 level, in- change of class means on mathematical achievement favoring use of the computer game, (2) very little difference (p=.38) in the change of class means on attitudes toward mathematics, and (3) a significant difference, at the .005 level, in change of class means on graphing ability favoring the use of the computer game. Analysis of the other parts of the Intermediate Algebra test and the specific attitude scales revealed no significant differences; however, a negative trend was noted in the areas of Solving Equations and Inequalities and Effectance Motivation in Mathematics.