Computer Simulation In Learning
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Teaching, Learning, and Leading With Computer Simulations
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.
Computer Simulation in Learning
Computer simulations are increasingly recognized as educational tools that facilitate students' learning in a safe environment. However, the way in which the simulations are used can have considerable impact on learning outcomes. Some have argued that exploratory learning is an effective strategy for lear-ning new materials; but others have expressed concern that allowing free ex-ploration may result in less efficient, or even inaccurate, learning and there-fore encourage more guided exploration. The purpose of this work is to com-pare learning outcomes of students using an interactive computer simulation designed to teach fundamentals of oxygenation management under two ex-ploratory learning methods (free versus guided exploration). This book is ad-dressed to health professionals such as nurses and doctors who are planning to use computer simulation in clinical as well as educators using interactive simulations as part of their educational process.
Learning Science Through Computer Games and Simulations
Author: National Research Council
language: en
Publisher: National Academies Press
Release Date: 2011-05-12
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.