Learn Better


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Learn Better


Learn Better

Author: Ulrich Boser

language: en

Publisher: Rodale Books

Release Date: 2017-03-07


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For centuries, experts have argued that learning was about memorizing information: You're supposed to study facts, dates, and details; burn them into your memory; and then apply that knowledge at opportune times. But this approach to learning isn’t nearly enough for the world that we live in today, and in Learn Better journalist and education researcher Ulrich Boser demonstrates that how we learn can matter just as much as what we learn. In this brilliantly researched book, Boser maps out the new science of learning, showing how simple techniques like comprehension check-ins and making material personally relatable can help people gain expertise in dramatically better ways. He covers six key steps to help you “learn how to learn,” all illuminated with fascinating stories like how Jackson Pollock developed his unique painting style and why an ancient Japanese counting device allows kids to do math at superhuman speeds. Boser’s witty, engaging writing makes this book feel like a guilty pleasure, not homework. Learn Better will revolutionize the way students and society alike approach learning and makes the case that being smart is not an innate ability—learning is a skill everyone can master. With Boser as your guide, you will be able to fully capitalize on your brain’s remarkable ability to gain new skills and open up a whole new world of possibilities.

Computer Games for Learning


Computer Games for Learning

Author: Richard E. Mayer

language: en

Publisher: MIT Press

Release Date: 2014-07-18


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A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Multimedia Learning Theory


Multimedia Learning Theory

Author: Patrick M. Jenlink

language: en

Publisher: Bloomsbury Publishing USA

Release Date: 2019-05-17


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This book offers a primary focus on the meaning and importance of multimedia learning theory and is application in educator preparation. Integrating multimedia learning theory into preparing the next generation of educators for their role in the education of the next generation of students is presented as an important consideration for the future of our educational systems and society. As the use of digital technologies and Web 2.0 becomes more prevalent and the world becomes more infused with multimedia, it is important to ask to what extent, if at all, such developments change the forms and nature of knowledge. Teaching and learning in this digital, multimedia environment is increasingly challenged as the neomillennial generation enters schools and colleges having grown up with digital technologies defining their culture and shaping their cognitive and social interactions. Multimedia, for the neomillennial generation, is deeply embedded in their sensory and cognitive patterns; the neomillennials see and understand media in more sophisticated ways than their parents and the generations of society that preceded them.