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9780309185233: Learning Science Through Computer Games and Simulations

Synopsis

At a time when scientific and technological competence is vital, the weak performance of 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 Through Computer Games and Simulations 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 report also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science Through Computer Games and Simulations 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.

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Présentation de l'éditeur

At a time when scientific and technological competence is vital, the weak performance of 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 Through Computer Games and Simulations 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 report also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science Through Computer Games and Simulations 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.

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9780309185196: Learning Science Through Computer Games and Simulations

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ISBN 10 :  030918519X ISBN 13 :  9780309185196
Editeur : National Academies Press, 2011
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National Research Council; Division of Behavioral and Social Scienc; Board on Science Education
Edité par National Academies Press, 2011
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National Research Council; Division of Behavioral and Social Sciences and Education; Board on Science Education; Committee on Science Learning: Computer Games, Simulations, and Education; Hilton, Margaret L.; Honey, Margaret A.
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Division of Behavioral and Social Sciences and Education Sta, Board on Science Education Staff, National Research Council
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Division of Behavioral and Social Sciences and Education Sta, Board on Science Education Staff, National Research Council
Edité par National Academies Press, 2011
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National Research Council, Division Of Behavioral And Social Scienc, Board On Science Education
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National Research Council; Division of Behavioral and Social Sciences and Education; Board on Science Education; Committee on Science Learning: Computer Games, Simulations, and Education
Edité par National Academies Press, 2011
ISBN 10 : 0309185238 ISBN 13 : 9780309185233
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