Entrenamiento de competencias de investigación en estudiantes de educación media y superior.

Entrenamiento de competencias de investigación en estudiantes de educación media y superior. PDF Author: María Antonieta Padilla Vargas
Publisher: UDG
ISBN: 9702708435
Category :
Languages : es
Pages : 44

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International Bulletin of Bibliography on Education

International Bulletin of Bibliography on Education PDF Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 772

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Leaving College

Leaving College PDF Author: Vincent Tinto
Publisher: University of Chicago Press
ISBN: 0226922464
Category : Education
Languages : en
Pages : 314

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Book Description
In this 1994 classic work on student retention, Vincent Tinto synthesizes far-ranging research on student attrition and on actions institutions can and should take to reduce it. The key to effective retention, Tinto demonstrates, is in a strong commitment to quality education and the building of a strong sense of inclusive educational and social community on campus. He applies his theory of student departure to the experiences of minority, adult, and graduate students, and to the situation facing commuting institutions and two-year colleges. Especially critical to Tinto’s model is the central importance of the classroom experience and the role of multiple college communities.

From Digital Natives to Digital Wisdom

From Digital Natives to Digital Wisdom PDF Author: Marc R. Prensky
Publisher: Corwin Press
ISBN: 1452284199
Category : Education
Languages : en
Pages : 241

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Book Description
An expert perspective on 21st century education What can you learn on a cell phone? Almost anything! How does that concept fit with our traditional system of education? It doesn′t. Best-selling author and futurist Marc Prensky′s book of essays challenges educators to "reboot" and make the changes necessary to prepare students for 21st century careers. His "bottom-up" vision is based on interviews with young people and includes their ideas about what they need from teachers, schools, and education. Also featured are easy-to-do, high-impact classroom strategies that help what he calls "digital natives" acquire "digital wisdom." This thought-provoking text is organized into two sections that address: • Rethinking education • 21st century learning and technology in the classroom (including games, YouTube, and more) In addition to valuable knowledge, this compelling collection offers inspiration, new perspectives, and ideas that work. Our educational context has changed, and a new context demands new thinking. This book will broaden your mind, spark new insights regarding how and what you teach, and reshape your vision of 21st century education.

Computers As Cognitive Tools

Computers As Cognitive Tools PDF Author: Susanne P. Lajoie
Publisher: Routledge
ISBN: 1136475524
Category : Education
Languages : en
Pages : 414

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Book Description
Highlighting and illustrating several important and interesting theoretical trends that have emerged in the continuing development of instructional technology, this book's organizational framework is based on the notion of two opposing camps. One evolves out of the intelligent tutoring movement, which employs artificial-intelligence technologies in the service of student modeling and precision diagnosis, and the other emerges from a constructivist/developmental perspective that promotes exploration and social interaction, but tends to reject the methods and goals of the student modelers. While the notion of opposing camps tends to create an artificial rift between groups of researchers, it represents a conceptual distinction that is inherently more interesting and informative than the relatively meaningless divide often drawn between "intelligent" and "unintelligent" instructional systems. An evident trend is that researchers in both "camps" view their computer learning environments as "cognitive tools" that can enhance learning, performance, and understanding. Cognitive tools are objects provided by the instructional environment that allow students to incorporate new auxiliary methods or symbols into their social problem solving which otherwise would be unavailable. A final section of the book represents researchers who are assimilating and accommodating the wisdom and creativity of their neighbors from both camps, perhaps forming the look of technology for the future. When the idea of model tracing in a computer-based environment is combined with appreciation for creative mind-extension cognitive tools and for how a community of learners can facilitate learning, a camp is created where AI technologists and social constructivist learning theorists can feel equally at home.

Learning and Teaching in Higher Education

Learning and Teaching in Higher Education PDF Author: Greg Light
Publisher: SAGE Publications
ISBN: 1848600089
Category : Education
Languages : en
Pages : 361

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Book Description
Around the world, higher education services are challenged by increased numbers and diversity of students, tougher demands for professional accountability, increasing calls for educational relevance and thinning resources. Learning and Teaching in Higher Education: The Reflective Professional addresses key issues in the practice and theory of teaching and learning in the sector. The authors draw upon theory, practice and current research to provide a new way of thinking about the many aspects of learning and teaching in higher education, enabling the reader to critically reflect upon their teaching.

Serious Games

Serious Games PDF Author: Ute Ritterfeld
Publisher: Routledge
ISBN: 1135848904
Category : Education
Languages : en
Pages : 643

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Book Description
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.

Teaching Tech Together

Teaching Tech Together PDF Author: Greg Wilson
Publisher: CRC Press
ISBN: 1000728153
Category : Computers
Languages : en
Pages : 229

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Book Description
Hundreds of grassroots groups have sprung up around the world to teach programming, web design, robotics, and other skills outside traditional classrooms. These groups exist so that people don't have to learn these things on their own, but ironically, their founders and instructors are often teaching themselves how to teach. There's a better way. This book presents evidence-based practices that will help you create and deliver lessons that work and build a teaching community around them. Topics include the differences between different kinds of learners, diagnosing and correcting misunderstandings, teaching as a performance art, what motivates and demotivates adult learners, how to be a good ally, fostering a healthy community, getting the word out, and building alliances with like-minded groups. The book includes over a hundred exercises that can be done individually or in groups, over 350 references, and a glossary to help you navigate educational jargon.

Educating the Net Generation

Educating the Net Generation PDF Author: Diana Oblinger
Publisher: Educause
ISBN: 9780967285320
Category : Computers
Languages : en
Pages :

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Book Description
This e-book offers an insightful look into the way today's students think about and use technology in their academic and social lives. It will help institutional leaders help their students to become more successful and satisfied.

Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices

Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices PDF Author: Connolly, Thomas
Publisher: IGI Global
ISBN: 1605663611
Category : Education
Languages : en
Pages : 394

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Book Description
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.