Improving Reading Comprehension Through Prior Knowledge Acquisition Via Digital Game Based Learning

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ISBN 13 :
Total Pages : pages
Book Rating : 4.:/5 (958 download)

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Book Synopsis Improving Reading Comprehension Through Prior Knowledge Acquisition Via Digital Game Based Learning by : Julie Hooker Forbess

Download or read book Improving Reading Comprehension Through Prior Knowledge Acquisition Via Digital Game Based Learning written by Julie Hooker Forbess and published by . This book was released on 2010 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: As a result of the Tennessee Diploma Project, Tennessee students must meet ACT standards in order to achieve high school graduation. However, the reading level of the ACT is beyond that of many average students enrolled in high school. The reading section of the ACT in fact, utilizes many excerpts from classic literature. Classic literature is also included on the reading lists of most school systems across Tennessee as well as the entire country. Many students are unable to connect to the characters and contexts of classic literature because they lack the necessary prior knowledge to make this type of literature meaningful. This study was designed to look at whether prior knowledge could be provided through classroom experiences in order to aid in the reading process. Research about the reading process reveals that it is an information processing cycle wherein information about new text is matched to what the learner already knows and then is processed and stored. In fact, readers with poorly organized prior knowledge may make invalid connections between prior knowledge and new material. Therefore, to supply prior knowledge to participants, they played a commercial off-the-shelf video game to gain familiarity with the genre of detective fiction and more specifically, with the characters and typical plot and settings of Victorian era detective stories. Game play was used in conjunction with meta-cognitive activities to promote transfer from playing the game to reading the literary selection. It was theorized that this prior knowledge took the form of temporary models or scaffolds and provided a temporary model of the genre and the literary elements of a particular type of literature. Since the transfer of the prior knowledge was critical, near and far transfer of the information from the video game to the literature was also examined. Although all results were non-significant, questions were raised about instructional strategies that address prior knowledge and transfer.

Developing Reading Comprehension

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Publisher : John Wiley & Sons
ISBN 13 : 1118606744
Total Pages : 226 pages
Book Rating : 4.1/5 (186 download)

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Book Synopsis Developing Reading Comprehension by : Paula J. Clarke

Download or read book Developing Reading Comprehension written by Paula J. Clarke and published by John Wiley & Sons. This book was released on 2013-09-24 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developing Reading Comprehension “In recent years the debate about teaching young children to read has tended to focus upon equipping them with the crucially important knowledge and skills they need to read words accurately in and out of context, that is to say, teaching them how the alphabet works for reading and spelling. While such knowledge and skills are essential, more is required for children to become literate, fluent readers who understand what they read. In short, the goal of reading is comprehension. This book scrupulously examines the obstacles to reading comprehension and exemplifies what can be done to help children overcome them. It is an important and timely contribution to securing high-quality teaching of the range of attributes children need to become fully-fledged readers.” Sir Jim Rose, CBE “The studies by Professors Charles Hulme and Maggie Snowling and their team over two decades based around the Reading Intervention Programme are the most sustained, comprehensive and rigorous research series on reading yet conducted in the UK. Their increasing focus on children who experience the most difficulty in reading is exactly where attention should be directed. This volume summarises the team’s achievements to date, and is most eagerly awaited.” Greg Brooks, Emeritus Professor of Education, University of Sheffield, Member of European High Level Group of Experts on Literacy “Developing Reading Comprehension presents a landmark study from the top research team in the UK on how to improve reading comprehension. It’s an exemplary masters-level textbook written with undergraduate-level lucidity and approachability.” Colin Harrison, Emeritus Professor of Literacy Studies in Education, University of Nottingham A significant minority of children aged 7–11, despite being able to read fluently and accurately, have difficulty extracting meaning from text. This detailed guide offers three evidence-based intervention programmes, drawn from the cutting edge of educational psychology, for improving the reading skills of children in this group. It includes a definitive introduction to the characteristics of the ‘poor comprehender profile’, and explains how to monitor and assess students’ experiences and learning outcomes. With invaluable strategies for teachers, psychologists and special educational needs coordinators, the book will help professionals to support learners in their efforts to explore the full richness of language and to read with real understanding.

Digital Game-Based Learning

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Publisher : Paragon House
ISBN 13 : 9781557788634
Total Pages : 464 pages
Book Rating : 4.7/5 (886 download)

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Book Synopsis Digital Game-Based Learning by : Marc Prensky

Download or read book Digital Game-Based Learning written by Marc Prensky and published by Paragon House. This book was released on 2007-03-01 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

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Publisher : Information Science Reference
ISBN 13 : 9781799872719
Total Pages : pages
Book Rating : 4.8/5 (727 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by : Carol-Ann Lane

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning written by Carol-Ann Lane and published by Information Science Reference. This book was released on 2022-01-07 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

How Learning Works

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Publisher : John Wiley & Sons
ISBN 13 : 0470617608
Total Pages : 336 pages
Book Rating : 4.4/5 (76 download)

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Book Synopsis How Learning Works by : Susan A. Ambrose

Download or read book How Learning Works written by Susan A. Ambrose and published by John Wiley & Sons. This book was released on 2010-04-16 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Praise for How Learning Works "How Learning Works is the perfect title for this excellent book. Drawing upon new research in psychology, education, and cognitive science, the authors have demystified a complex topic into clear explanations of seven powerful learning principles. Full of great ideas and practical suggestions, all based on solid research evidence, this book is essential reading for instructors at all levels who wish to improve their students' learning." —Barbara Gross Davis, assistant vice chancellor for educational development, University of California, Berkeley, and author, Tools for Teaching "This book is a must-read for every instructor, new or experienced. Although I have been teaching for almost thirty years, as I read this book I found myself resonating with many of its ideas, and I discovered new ways of thinking about teaching." —Eugenia T. Paulus, professor of chemistry, North Hennepin Community College, and 2008 U.S. Community Colleges Professor of the Year from The Carnegie Foundation for the Advancement of Teaching and the Council for Advancement and Support of Education "Thank you Carnegie Mellon for making accessible what has previously been inaccessible to those of us who are not learning scientists. Your focus on the essence of learning combined with concrete examples of the daily challenges of teaching and clear tactical strategies for faculty to consider is a welcome work. I will recommend this book to all my colleagues." —Catherine M. Casserly, senior partner, The Carnegie Foundation for the Advancement of Teaching "As you read about each of the seven basic learning principles in this book, you will find advice that is grounded in learning theory, based on research evidence, relevant to college teaching, and easy to understand. The authors have extensive knowledge and experience in applying the science of learning to college teaching, and they graciously share it with you in this organized and readable book." —From the Foreword by Richard E. Mayer, professor of psychology, University of California, Santa Barbara; coauthor, e-Learning and the Science of Instruction; and author, Multimedia Learning

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

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Publisher : IGI Global
ISBN 13 : 1615207147
Total Pages : 358 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study by : Baek, Young Kyun

Download or read book Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study written by Baek, Young Kyun and published by IGI Global. This book was released on 2010-05-31 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Smart Learning Environments

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Publisher : Springer
ISBN 13 : 366244447X
Total Pages : 224 pages
Book Rating : 4.6/5 (624 download)

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Book Synopsis Smart Learning Environments by : Maiga Chang

Download or read book Smart Learning Environments written by Maiga Chang and published by Springer. This book was released on 2014-09-05 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.

Computer Games for Learning

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Publisher : MIT Press
ISBN 13 : 0262027577
Total Pages : 303 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Computer Games for Learning by : Richard E. Mayer

Download or read book Computer Games for Learning written by Richard E. Mayer and published by MIT Press. This book was released on 2014-07-11 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Acquiring 21st Century Literacy Skills Through Game-based Learning

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Publisher :
ISBN 13 : 9781799872726
Total Pages : pages
Book Rating : 4.8/5 (727 download)

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Book Synopsis Acquiring 21st Century Literacy Skills Through Game-based Learning by : Carol-Ann Lane

Download or read book Acquiring 21st Century Literacy Skills Through Game-based Learning written by Carol-Ann Lane and published by . This book was released on 2022 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book offers findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century, highlighting research in discovering new pedagogical boundaries by focusing on ways that youth learn from digital sources such as video games"--

How People Learn II

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Publisher : National Academies Press
ISBN 13 : 0309459672
Total Pages : 347 pages
Book Rating : 4.3/5 (94 download)

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Book Synopsis How People Learn II by : National Academies of Sciences, Engineering, and Medicine

Download or read book How People Learn II written by National Academies of Sciences, Engineering, and Medicine and published by National Academies Press. This book was released on 2018-09-27 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: There are many reasons to be curious about the way people learn, and the past several decades have seen an explosion of research that has important implications for individual learning, schooling, workforce training, and policy. In 2000, How People Learn: Brain, Mind, Experience, and School: Expanded Edition was published and its influence has been wide and deep. The report summarized insights on the nature of learning in school-aged children; described principles for the design of effective learning environments; and provided examples of how that could be implemented in the classroom. Since then, researchers have continued to investigate the nature of learning and have generated new findings related to the neurological processes involved in learning, individual and cultural variability related to learning, and educational technologies. In addition to expanding scientific understanding of the mechanisms of learning and how the brain adapts throughout the lifespan, there have been important discoveries about influences on learning, particularly sociocultural factors and the structure of learning environments. How People Learn II: Learners, Contexts, and Cultures provides a much-needed update incorporating insights gained from this research over the past decade. The book expands on the foundation laid out in the 2000 report and takes an in-depth look at the constellation of influences that affect individual learning. How People Learn II will become an indispensable resource to understand learning throughout the lifespan for educators of students and adults.

The Knowledge Gap

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Publisher : Penguin
ISBN 13 : 0735213569
Total Pages : 354 pages
Book Rating : 4.7/5 (352 download)

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Book Synopsis The Knowledge Gap by : Natalie Wexler

Download or read book The Knowledge Gap written by Natalie Wexler and published by Penguin. This book was released on 2020-08-04 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: The untold story of the root cause of America's education crisis--and the seemingly endless cycle of multigenerational poverty. It was only after years within the education reform movement that Natalie Wexler stumbled across a hidden explanation for our country's frustrating lack of progress when it comes to providing every child with a quality education. The problem wasn't one of the usual scapegoats: lazy teachers, shoddy facilities, lack of accountability. It was something no one was talking about: the elementary school curriculum's intense focus on decontextualized reading comprehension "skills" at the expense of actual knowledge. In the tradition of Dale Russakoff's The Prize and Dana Goldstein's The Teacher Wars, Wexler brings together history, research, and compelling characters to pull back the curtain on this fundamental flaw in our education system--one that fellow reformers, journalists, and policymakers have long overlooked, and of which the general public, including many parents, remains unaware. But The Knowledge Gap isn't just a story of what schools have gotten so wrong--it also follows innovative educators who are in the process of shedding their deeply ingrained habits, and describes the rewards that have come along: students who are not only excited to learn but are also acquiring the knowledge and vocabulary that will enable them to succeed. If we truly want to fix our education system and unlock the potential of our neediest children, we have no choice but to pay attention.

ICEL2016-Proceedings of the 11th International Conference on e- Learning

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 1910810916
Total Pages : 311 pages
Book Rating : 4.9/5 (18 download)

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Book Synopsis ICEL2016-Proceedings of the 11th International Conference on e- Learning by : Prof. Dr. Rozhan M. Idrus and Dr Nurkhamimi Zainuddin

Download or read book ICEL2016-Proceedings of the 11th International Conference on e- Learning written by Prof. Dr. Rozhan M. Idrus and Dr Nurkhamimi Zainuddin and published by Academic Conferences and publishing limited. This book was released on 2016 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Game-Based Learning

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Publisher : MIT Press
ISBN 13 : 0262356546
Total Pages : 601 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Handbook of Game-Based Learning by : Jan L. Plass

Download or read book Handbook of Game-Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Handbook of Research on Student Engagement

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Publisher : Springer Science & Business Media
ISBN 13 : 1461420172
Total Pages : 839 pages
Book Rating : 4.4/5 (614 download)

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Book Synopsis Handbook of Research on Student Engagement by : Sandra L. Christenson

Download or read book Handbook of Research on Student Engagement written by Sandra L. Christenson and published by Springer Science & Business Media. This book was released on 2012-02-23 with total page 839 pages. Available in PDF, EPUB and Kindle. Book excerpt: For more than two decades, the concept of student engagement has grown from simple attention in class to a construct comprised of cognitive, emotional, and behavioral components that embody and further develop motivation for learning. Similarly, the goals of student engagement have evolved from dropout prevention to improved outcomes for lifelong learning. This robust expansion has led to numerous lines of research across disciplines and are brought together clearly and comprehensively in the Handbook of Research on Student Engagement. The Handbook guides readers through the field’s rich history, sorts out its component constructs, and identifies knowledge gaps to be filled by future research. Grounding data in real-world learning situations, contributors analyze indicators and facilitators of student engagement, link engagement to motivation, and gauge the impact of family, peers, and teachers on engagement in elementary and secondary grades. Findings on the effectiveness of classroom interventions are discussed in detail. And because assessing engagement is still a relatively new endeavor, chapters on measurement methods and issues round out this important resource. Topical areas addressed in the Handbook include: Engagement across developmental stages. Self-efficacy in the engaged learner. Parental and social influences on engagement and achievement motivation. The engaging nature of teaching for competency development. The relationship between engagement and high-risk behavior in adolescents. Comparing methods for measuring student engagement. An essential guide to the expanding knowledge base, the Handbook of Research on Student Engagement serves as a valuable resource for researchers, scientist-practitioners, and graduate students in such varied fields as clinical child and school psychology, educational psychology, public health, teaching and teacher education, social work, and educational policy.

Stand Tall, Molly Lou Melon

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Publisher : Penguin
ISBN 13 : 1101653876
Total Pages : 36 pages
Book Rating : 4.1/5 (16 download)

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Book Synopsis Stand Tall, Molly Lou Melon by : Patty Lovell

Download or read book Stand Tall, Molly Lou Melon written by Patty Lovell and published by Penguin. This book was released on 2011-06-29 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: Be yourself like Molly Lou Melon no matter what a bully may do. Molly Lou Melon is short and clumsy, has buck teeth, and has a voice that sounds like a bullfrog being squeezed by a boa constrictor. She doesn't mind. Her grandmother has always told her to walk proud, smile big, and sing loud, and she takes that advice to heart. But then Molly Lou has to start in a new school. A horrible bully picks on her on the very first day, but Molly Lou Melon knows just what to do about that.

Serious Games

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Publisher : Routledge
ISBN 13 : 1135848904
Total Pages : 643 pages
Book Rating : 4.1/5 (358 download)

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Book Synopsis Serious Games by : Ute Ritterfeld

Download or read book Serious Games written by Ute Ritterfeld and published by Routledge. This book was released on 2009-09-10 with total page 643 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments

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Publisher : IGI Global
ISBN 13 : 1605663239
Total Pages : 540 pages
Book Rating : 4.6/5 (56 download)

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Book Synopsis Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments by : Gibson, David

Download or read book Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments written by Gibson, David and published by IGI Global. This book was released on 2009-04-30 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.