Computer Games and Instruction


Book Description

There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.




Handbook of Research on Software for Gifted and Talented School Activities in K-12 Classrooms


Book Description

As technology continues to play a pivotal role in society, education is a field that has become heavily influenced by these advancements. New learning methods are rapidly emerging and being implemented into classrooms across the world using software that is low cost and easy to handle. These tools are crucial in creating skillful learning techniques in classrooms, yet there is a lack of information and research on the subject. The Handbook of Research on Software for Gifted and Talented School Activities in K-12 Classrooms is an essential reference source that discusses newly developed but easy-to-handle and less costly software and tools and their implementation in real 21st-century classrooms worldwide. The book also helps and supports teachers to conduct gifted and talented school activities in K-12 classrooms. Featuring research on topics such as educational philosophy and skillful learning techniques, this book is ideally designed for software developers, educators, researchers, psychologists, instructional designers, curriculum developers, principals, academicians, and students seeking coverage on the emerging role that newly developed software plays in early education.




Handbook of Research on Developing Engaging Online Courses


Book Description

Online instruction is rapidly expanding the way professors think about and plan instruction. In addition, online instructional practices are expanding and changing as new tools and strategies are adopted. It is imperative that programs and institutions of higher education explore increased online options that align with best practices to develop effective and engaging online courses. The Handbook of Research on Developing Engaging Online Courses is an essential research publication that provides multiple perspectives on improving student engagement and success in online courses. This book includes topics focused on the online learner, online course content, and effective online instruction. The content contained within the title is ideal for curriculum developers, instructional designers, IT consultants, deans, chairs, teachers, administrators, academicians, researchers, and students.




How People Learn


Book Description

First released in the Spring of 1999, How People Learn has been expanded to show how the theories and insights from the original book can translate into actions and practice, now making a real connection between classroom activities and learning behavior. This edition includes far-reaching suggestions for research that could increase the impact that classroom teaching has on actual learning. Like the original edition, this book offers exciting new research about the mind and the brain that provides answers to a number of compelling questions. When do infants begin to learn? How do experts learn and how is this different from non-experts? What can teachers and schools do-with curricula, classroom settings, and teaching methodsâ€"to help children learn most effectively? New evidence from many branches of science has significantly added to our understanding of what it means to know, from the neural processes that occur during learning to the influence of culture on what people see and absorb. How People Learn examines these findings and their implications for what we teach, how we teach it, and how we assess what our children learn. The book uses exemplary teaching to illustrate how approaches based on what we now know result in in-depth learning. This new knowledge calls into question concepts and practices firmly entrenched in our current education system. Topics include: How learning actually changes the physical structure of the brain. How existing knowledge affects what people notice and how they learn. What the thought processes of experts tell us about how to teach. The amazing learning potential of infants. The relationship of classroom learning and everyday settings of community and workplace. Learning needs and opportunities for teachers. A realistic look at the role of technology in education.




Computer-based Instruction


Book Description




Computer-assisted Instruction


Book Description

This volume presents a theoretical framework and background for designing computer-assisted instruction (CAI). Its goal is to synthesize theoretical and applied research in CAI-relevant fields including theories of learning and instruction, systems for instructional design, and experience with CAI. Building on this knowledge, the book shows how computer technology interacts with instruction to influence the design of effective lessons. Designers, practitioners, and students of CAI and computer-based training (CBT) should find this text very helpful in developing a better understanding of the potential and limitations of computers as tutors.




Designing Effective Instruction


Book Description

This book includes many new, enhanced features and content. Overall, the text integrates two success stories of practicing instructional designers with a focus on the process of instructional design. The text includes stories of a relatively new designer and another with eight to ten years of experience, weaving their scenarios into the chapter narrative. Throughout the book, there are updated citations, content, and information, as well as more discussions on learning styles, examples of cognitive procedure, and explanations on sequencing from cognitive load theory.




Computers and Effective Instruction


Book Description

Grade level: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, p, e, i, s, t.




ICT-Based Assessment, Methods, and Programs in Tertiary Education


Book Description

The use of information and communication technologies (ICTs) in education has revolutionized learning. Shifting beyond traditional mode of education, the integration of ICTs has become an advantage for students at tertiary education when used for the right purpose to enhance learning. The use of technology brings forth a flexible and accessible mode of education and bridges the gap of learning across borders. This enables students at tertiary level to have access to other universities and academic resource materials globally, thereby expanding their knowledge. Thus, it is crucial to consider the development of technology in education as part of a comprehensive pedagogical framework and take into account new developments in ICTs. ICT-Based Assessment, Methods, and Programs in Tertiary Education is an essential research publication that provides relevant theoretical frameworks and recent empirical research findings on integrating ICTs in tertiary education to enhance learning and allow students to take more control of their learning. Highlighting topics such as assessment, language learning, and e-learning, this book is ideal for teachers, professionals, academicians, researchers, administrators, curriculum designers, instructional designers, and students.