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Simulation And Gaming For Mathematical Education
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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 Simulation and Gaming for Mathematical Education by : Angela Piu
Download or read book Simulation and Gaming for Mathematical Education written by Angela Piu and published by IGI Global. This book was released on 2010-04-30 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book proposes simulation games supported by the most recent discoveries and advances in theories of learning research, and gears operational decisions toward the development of an integrated system for the teaching of mathematics in primary schools"--Provided by publisher.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1609601963 Total Pages :2084 pages Book Rating :4.6/5 (96 download)
Book Synopsis Gaming and Simulations: Concepts, Methodologies, Tools and Applications by : Management Association, Information Resources
Download or read book Gaming and Simulations: Concepts, Methodologies, Tools and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2010-11-30 with total page 2084 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Book Synopsis Simulation and Gaming for Social Design by : Toshiyuki Kaneda
Download or read book Simulation and Gaming for Social Design written by Toshiyuki Kaneda and published by Springer Nature. This book was released on 2022-01-03 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a collection of research articles that deal with three aspects of simulation and gaming for social design: (1) Theory and methodology, including game system theory and agent-based modeling; (2) Sustainability, including global warming and the energy–food nexus);; and (3) Social entrepreneurship, including business, ethnic, and ethical understanding. The latter two especially form two major areas of clinical knowledge in contemporary life. Simulation and gaming, with its participatory approach, provides participants with a seamless integration of problem solving and education. It has been known as a tool for interdisciplinary communication since the 1960s, and now it is being developed to contribute to global society in the twenty-first century. This is the first book on simulation and gaming for social design that covers all aspects from the methodological foundations to practical examples in the fields of sustainability and social entrepreneurship. Regardless of the size of the problematics, societal system design involves (1) The visioning and conception aspects due to the long-term, overall nature of the goal; (2) Interdisciplinary thinking and communication for the exploration of new states of accommodation with technological systems; and (3) The “human dimension” aspect including education that must be dealt with, thus academic developments of simulation and gaming for social design as system thinking and practice methodologies are anticipated. Simulation and gaming has great potential for development as a tool to facilitate the transfer between theoretical and clinical knowledge.
Book Synopsis Learning Science Through Computer Games and Simulations by : National Research Council
Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-04-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Book Synopsis Essential Mathematics for Games and Interactive Applications by : James M. Van Verth
Download or read book Essential Mathematics for Games and Interactive Applications written by James M. Van Verth and published by CRC Press. This book was released on 2008-05-19 with total page 706 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.
Book Synopsis Proceedings Of The 14th International Congress On Mathematical Education (In 2 Volumes) by : Jianpan Wang
Download or read book Proceedings Of The 14th International Congress On Mathematical Education (In 2 Volumes) written by Jianpan Wang and published by World Scientific. This book was released on 2024-06-07 with total page 1609 pages. Available in PDF, EPUB and Kindle. Book excerpt: The International Congress on Mathematical Education (ICME) is the largest international conference on mathematics education in the world. This quadrennial event is organized under the auspices of the International Commission on Mathematical Instruction (ICMI). This book, the Proceedings of ICME-14, presents the latest trends in mathematics education research and mathematics teaching practices at all levels. Each chapter covers an extensive range of topics in mathematics education.Volume I consists of 4 Plenary Lectures, 3 Plenary Panels, 5 Lectures of Awardees, 4 Survey Teams, 62 Topic Study Groups, 13 Discussion Groups, 20 Workshops, a Thematic Afternoon, and an Early Career Researcher Day. Plenary Lectures recognize substantial and continuing contributions to the growth of the field of Mathematics Education. Plenary Panels address three major challenges currently facing mathematics educators across the globe. The Survey Teams have a particular emphasis on identifying and characterizing important new knowledge, recent developments, new perspectives, and emergent issues. The Topic Study Groups provides a coverage of important topics in mathematics education.Volume II consists of 50 invited lectures which present the work and reflections of both established and emerging researchers from around the world. These lectures cover a wide spectrum of topics, themes and issues that reflect the latest challenges and development in the field of mathematics education.
Book Synopsis The International Simulation & Gaming Research Yearbook by : Danny Saunders
Download or read book The International Simulation & Gaming Research Yearbook written by Danny Saunders and published by Routledge. This book was released on 2012-10-12 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.
Book Synopsis Digital Games and Mathematics Learning by : Tom Lowrie
Download or read book Digital Games and Mathematics Learning written by Tom Lowrie and published by Springer. This book was released on 2015-10-05 with total page 318 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.
Book Synopsis Games and Simulations in Online Learning by : David Gibson
Download or read book Games and Simulations in Online Learning written by David Gibson and published by IGI Global. This book was released on 2007 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It explores how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources"--Provided by publisher.
Book Synopsis Enhancing Mathematics Understanding through Visualization: The Role of Dynamical Software by : Habre, Samer
Download or read book Enhancing Mathematics Understanding through Visualization: The Role of Dynamical Software written by Habre, Samer and published by IGI Global. This book was released on 2013-05-31 with total page 298 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mathematics is, by its very nature, an abstract discipline. However, many students learn best by thinking in terms of tangible constructs. Enhancing Mathematics Understanding through Visualization: The Role of Dynamical Software brings these conflicting viewpoints together by offering visual representations as a method of mathematics instruction. The book explores the role of technology in providing access to multiple representations of concepts, using software applications to create a rich environment in which a students understanding of mathematical concepts can flourish. Both students and instructors of mathematics at the university level will use this book to implement various novel techniques for the delivery of mathematical concepts in their classrooms. This book is part of the Research Essential collection.
Book Synopsis Gaming, Simulations and Society by : R. Shiratori
Download or read book Gaming, Simulations and Society written by R. Shiratori and published by Springer Science & Business Media. This book was released on 2006-03-20 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Japan Association of Simulation & Gaming (JASAG) and the Science Council of Japan (SCJ) hosted ISAGA 2003, the 34th annual conference of the International Simulation and Gaming Association (ISAGA), at Kazusa Akademia Park in Kisarazu, Japan,August 25–29, 2003. About 450 participants and guests attended,with 330 from Japan and 101 from 34 other countries. The number of submitted papers and reports exceeded 210, and in addition, many poster presentations and experiential sessions were held. This book is made up of 30 papers submitted to ISAGA 2003 and provides a good example of the diverse scope and standard of research achieved in simu- tion and gaming today.The theme of ISAGA 2003 was “Social Contributions and Responsibilities of Simulation and Gaming.” Looking back over the history of simulation and gaming research in Japan,in 1991 JASAG hosted ISAGA 1991 in Kyoto. However,even though there were only 12 years between ISAGA 1991 and ISAGA 2003,and both conferences were held in the same country,Japan,for Japanese researchers,the meaning of hosting these two international conferences of simulation and gaming research was very different.
Book Synopsis Simulation and Gaming in the Network Society by : Toshiyuki Kaneda
Download or read book Simulation and Gaming in the Network Society written by Toshiyuki Kaneda and published by Springer. This book was released on 2016-08-02 with total page 466 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.
Book Synopsis 3D Math Primer for Graphics and Game Development, 2nd Edition by : Fletcher Dunn
Download or read book 3D Math Primer for Graphics and Game Development, 2nd Edition written by Fletcher Dunn and published by CRC Press. This book was released on 2011-11-02 with total page 848 pages. Available in PDF, EPUB and Kindle. Book excerpt: This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1668437112 Total Pages :1971 pages Book Rating :4.6/5 (684 download)
Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources
Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Book Synopsis Teaching, Learning, and Leading With Computer Simulations by : Qian, Yufeng
Download or read book Teaching, Learning, and Leading With Computer Simulations written by Qian, Yufeng and published by IGI Global. This book was released on 2019-09-20 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer simulation, a powerful technological tool and research-proven pedagogical technique, holds great potential to enhance and transform teaching and learning in education and is therefore a viable tool to engage students in deep learning and higher-order thinking. With the advancement of simulation technology (e.g., virtual reality, artificial intelligence, machine learning) and the expanded disciplines where computer simulation is being used (e.g., data science, cyber security), computer simulation is playing an increasingly significant role in leading the digital transformation in K-12 schools and higher education institutions, as well as training and professional development in corporations, government, and the military. Teaching, Learning, and Leading With Computer Simulations is an important compilation of research that examines the recent advancement of simulation technology and explores innovative ways to utilize advanced simulation programs for the enhancement of teaching and learning outcomes. Highlighting a range of topics such as pedagogy, immersive learning, and social sciences, this book is essential for educators, higher education institutions, deans, curriculum designers, school administrators, principals, IT specialists, academicians, researchers, policymakers, and students.
Book Synopsis Frontiers in Gaming Simulation by : Sebastiaan A. Meijer
Download or read book Frontiers in Gaming Simulation written by Sebastiaan A. Meijer and published by Springer. This book was released on 2014-01-28 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed post-conference proceedings of the 44th International Simulation and Gaming Association Conference, ISAGA 2013, and the IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, held in Stockholm, Sweden, in June 2013 The 30 revised full papers were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on frontiers in gaming simulation for education; frontiers in gaming simulation for design and experimentation; frontiers in gaming simulation for transportation and logistics; and professionalism and business in gaming simulation.