Author: Jeffrey Weld
Publisher: Allyn & Bacon
ISBN:
Category : Education
Languages : en
Pages : 422
Book Description
An accessible and authoritative approach to effective science teaching, this text is the work of 16 contributors who each employ a single metaphor that will resonate with readers --that science education can and should be considered an exciting game. With "Windows Into the Classroom" personal accounts and "The Game in Action" vignettes students are provided with practical applications throughout the book. Many contributors to this book were involved in the development and draft review of the National Science Education Standards, and therefore fully appreciate the importance of overtly linking research-based commentary and recommendations to the Standards. As a result, the entire work is steeped in a current research foundation tied closely to the National Science Education Standards. Features of this new text: "Windows into the classroom" personal accounts and "The Game in Action" vignettes provide practical applications throughout the book. Written in accessible first person accounts, each contributor takes a conversational approach that will appeal to a broad audience of readers. Introductions establishes the game metaphor that sustains the chapter and weaves throughout the book. Conclusions leaves the reader with upbeat and practical suggestions for effective science teaching. Author Biographies highligh the distinguished record of achievement of each contributor. Additional Resources at the end of each chapter provide suggestions of useful readings, websites, and other instructional instruments. Reflection questions intended to provoke the reader to apply the ideas and concepts unearthed in the chapter to his or her own unique vantage or condition as an educator. "The research base of this proposal is a 10 on a scale of 1-10 ...I'm impressed with the style and theme of the essays ...my students would learn a great deal regarding the practical application of science education." Professor David R. Wetzel, "Bloomsburg University" "I very much like the use of the analogy of a "Game" used by the authors. 'The text is VERY readable." Professor Molly Weinburgh "Georgia State University" "The writing style and use of the game metaphor will undoubtedly grab undergraduate, alternate entry, and graduate student interest." Professor Warren J. DiBiase, EdD "University of North Carolina, Charlotte" Author Bio A decorated veteran of high school science teaching, Jeff now researches effective science teaching and learning, testing innovations on his students at Northern Iowa. He also develops curriculum, consults at local and national levels, and serves science education organizations. He has published research and philosophy in Educational Leadership, Phi Delta Kappa, The Science Teacher, The American Biology Teacher, Education Week, the Journal of College Science Teaching, the Journal of Science Teacher Education, the International Journal of Science Education, and Teacher magazine. Page 1 of 2
The Game of Science Education
Author: Jeffrey Weld
Publisher: Allyn & Bacon
ISBN:
Category : Education
Languages : en
Pages : 422
Book Description
An accessible and authoritative approach to effective science teaching, this text is the work of 16 contributors who each employ a single metaphor that will resonate with readers --that science education can and should be considered an exciting game. With "Windows Into the Classroom" personal accounts and "The Game in Action" vignettes students are provided with practical applications throughout the book. Many contributors to this book were involved in the development and draft review of the National Science Education Standards, and therefore fully appreciate the importance of overtly linking research-based commentary and recommendations to the Standards. As a result, the entire work is steeped in a current research foundation tied closely to the National Science Education Standards. Features of this new text: "Windows into the classroom" personal accounts and "The Game in Action" vignettes provide practical applications throughout the book. Written in accessible first person accounts, each contributor takes a conversational approach that will appeal to a broad audience of readers. Introductions establishes the game metaphor that sustains the chapter and weaves throughout the book. Conclusions leaves the reader with upbeat and practical suggestions for effective science teaching. Author Biographies highligh the distinguished record of achievement of each contributor. Additional Resources at the end of each chapter provide suggestions of useful readings, websites, and other instructional instruments. Reflection questions intended to provoke the reader to apply the ideas and concepts unearthed in the chapter to his or her own unique vantage or condition as an educator. "The research base of this proposal is a 10 on a scale of 1-10 ...I'm impressed with the style and theme of the essays ...my students would learn a great deal regarding the practical application of science education." Professor David R. Wetzel, "Bloomsburg University" "I very much like the use of the analogy of a "Game" used by the authors. 'The text is VERY readable." Professor Molly Weinburgh "Georgia State University" "The writing style and use of the game metaphor will undoubtedly grab undergraduate, alternate entry, and graduate student interest." Professor Warren J. DiBiase, EdD "University of North Carolina, Charlotte" Author Bio A decorated veteran of high school science teaching, Jeff now researches effective science teaching and learning, testing innovations on his students at Northern Iowa. He also develops curriculum, consults at local and national levels, and serves science education organizations. He has published research and philosophy in Educational Leadership, Phi Delta Kappa, The Science Teacher, The American Biology Teacher, Education Week, the Journal of College Science Teaching, the Journal of Science Teacher Education, the International Journal of Science Education, and Teacher magazine. Page 1 of 2
Publisher: Allyn & Bacon
ISBN:
Category : Education
Languages : en
Pages : 422
Book Description
An accessible and authoritative approach to effective science teaching, this text is the work of 16 contributors who each employ a single metaphor that will resonate with readers --that science education can and should be considered an exciting game. With "Windows Into the Classroom" personal accounts and "The Game in Action" vignettes students are provided with practical applications throughout the book. Many contributors to this book were involved in the development and draft review of the National Science Education Standards, and therefore fully appreciate the importance of overtly linking research-based commentary and recommendations to the Standards. As a result, the entire work is steeped in a current research foundation tied closely to the National Science Education Standards. Features of this new text: "Windows into the classroom" personal accounts and "The Game in Action" vignettes provide practical applications throughout the book. Written in accessible first person accounts, each contributor takes a conversational approach that will appeal to a broad audience of readers. Introductions establishes the game metaphor that sustains the chapter and weaves throughout the book. Conclusions leaves the reader with upbeat and practical suggestions for effective science teaching. Author Biographies highligh the distinguished record of achievement of each contributor. Additional Resources at the end of each chapter provide suggestions of useful readings, websites, and other instructional instruments. Reflection questions intended to provoke the reader to apply the ideas and concepts unearthed in the chapter to his or her own unique vantage or condition as an educator. "The research base of this proposal is a 10 on a scale of 1-10 ...I'm impressed with the style and theme of the essays ...my students would learn a great deal regarding the practical application of science education." Professor David R. Wetzel, "Bloomsburg University" "I very much like the use of the analogy of a "Game" used by the authors. 'The text is VERY readable." Professor Molly Weinburgh "Georgia State University" "The writing style and use of the game metaphor will undoubtedly grab undergraduate, alternate entry, and graduate student interest." Professor Warren J. DiBiase, EdD "University of North Carolina, Charlotte" Author Bio A decorated veteran of high school science teaching, Jeff now researches effective science teaching and learning, testing innovations on his students at Northern Iowa. He also develops curriculum, consults at local and national levels, and serves science education organizations. He has published research and philosophy in Educational Leadership, Phi Delta Kappa, The Science Teacher, The American Biology Teacher, Education Week, the Journal of College Science Teaching, the Journal of Science Teacher Education, the International Journal of Science Education, and Teacher magazine. Page 1 of 2
The Game of Science
Author: Garvin McCain
Publisher:
ISBN:
Category : Science
Languages : en
Pages : 222
Book Description
Publisher:
ISBN:
Category : Science
Languages : en
Pages : 222
Book Description
Learning Science Through Computer Games and Simulations
Author: National Research Council
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174
Book Description
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.
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174
Book Description
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.
Game Science in Hybrid Learning Spaces
Author: Sylvester Arnab
Publisher: Routledge
ISBN: 9781138239760
Category : Blended learning
Languages : en
Pages : 220
Book Description
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
Publisher: Routledge
ISBN: 9781138239760
Category : Blended learning
Languages : en
Pages : 220
Book Description
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
Serious Educational Games
Author:
Publisher: BRILL
ISBN: 9087903812
Category : Education
Languages : en
Pages : 95
Book Description
Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.
Publisher: BRILL
ISBN: 9087903812
Category : Education
Languages : en
Pages : 95
Book Description
Serious Educational Games: From Theory to Practice focuses on experiences and lessons learned through the design, creation and research in the Serious Education Games Movement. Serious Games is a term coined for the movement that started in 2003 for using commercial video game technology for teaching and learning purposes.
Science Education
Author: Eleanor Duckworth
Publisher: Routledge
ISBN:
Category : Education
Languages : en
Pages : 208
Book Description
Grade level: 1, 2, 3, 4, 5, 6, 7, p, e, i, t.
Publisher: Routledge
ISBN:
Category : Education
Languages : en
Pages : 208
Book Description
Grade level: 1, 2, 3, 4, 5, 6, 7, p, e, i, t.
Challenges in Science Education
Author: Gregory P. Thomas
Publisher: Springer Nature
ISBN: 3031180925
Category : Science
Languages : en
Pages : 319
Book Description
This edited volume focuses on challenges facing science education across three areas: curriculum, teacher education, and pedagogy. Integrating a diverse range of perspectives from both emerging and established scholars in the field, chapters consider the need for measured responses to issues in society that have become pronounced in recent years, including lessons from the Covid-19 pandemic, the environment, and persisting challenges in STEM teaching and learning. In doing so, the editors and their authors chart a potential course for existing and future possibilities and probabilities for science education.
Publisher: Springer Nature
ISBN: 3031180925
Category : Science
Languages : en
Pages : 319
Book Description
This edited volume focuses on challenges facing science education across three areas: curriculum, teacher education, and pedagogy. Integrating a diverse range of perspectives from both emerging and established scholars in the field, chapters consider the need for measured responses to issues in society that have become pronounced in recent years, including lessons from the Covid-19 pandemic, the environment, and persisting challenges in STEM teaching and learning. In doing so, the editors and their authors chart a potential course for existing and future possibilities and probabilities for science education.
The World of Science Education
Author:
Publisher: BRILL
ISBN: 9460910742
Category : Education
Languages : en
Pages : 446
Book Description
Each volume in the 7-volume series The World of Science Education reviews research in a key region of the world. These regions include North America, South and Latin America, Asia, Australia and New Zealand, Europe and Israel, Arab States, and Sub-Saharan Africa. The focus of this Handbook is on science education in Asia and the scholarship that most closely supports this program.
Publisher: BRILL
ISBN: 9460910742
Category : Education
Languages : en
Pages : 446
Book Description
Each volume in the 7-volume series The World of Science Education reviews research in a key region of the world. These regions include North America, South and Latin America, Asia, Australia and New Zealand, Europe and Israel, Arab States, and Sub-Saharan Africa. The focus of this Handbook is on science education in Asia and the scholarship that most closely supports this program.
Science Education as a Pathway to Teaching Language Literacy
Author:
Publisher: BRILL
ISBN: 9460911315
Category : Education
Languages : en
Pages : 223
Book Description
In this era of mandated high stakes and standardized testing, teachers and schools officials find themselves struggling to meet the demands for improved student achievement. At the same time, they are also expected to teach all subjects as required by national and state curriculum standards.
Publisher: BRILL
ISBN: 9460911315
Category : Education
Languages : en
Pages : 223
Book Description
In this era of mandated high stakes and standardized testing, teachers and schools officials find themselves struggling to meet the demands for improved student achievement. At the same time, they are also expected to teach all subjects as required by national and state curriculum standards.
Learning Science Through Computer Games and Simulations
Author: National Research Council
Publisher: National Academies Press
ISBN: 0309185238
Category : Education
Languages : en
Pages : 174
Book Description
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.
Publisher: National Academies Press
ISBN: 0309185238
Category : Education
Languages : en
Pages : 174
Book Description
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.