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020 _a9780309185233 (hardcover : alk. paper)
020 _a0309185238 (hardcover : alk. paper)
020 _a9780309185240 (pdf : alk. paper)
020 _a0309185246 (pdf : alk. paper)
040 _cBT-SaRUSC
082 0 0 _a372.35/044
_222
_bNAT
110 2 _aNational Research Council (U.S.).
_bCommittee on Science Learning: Computer Games, Simulations, and Education.
245 1 0 _aLearning science through computer games and simulations /
_cNational Research Council of the National Academies.
260 _aWashington, D.C. :
_bNational Academies Press,
_cc2011.
300 _axi, 161 p. :
_bill. ;
_c23 cm.
504 _aIncludes bibliographical references (p. 129-148).
520 _aAt 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 this book 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. It 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.
530 _aAlso available in Open Book format via the National Academies Press home page.
541 _a(DSB Enterprises (Bill no. 2398)=23811-A17260) (Received from Trinkets and Bookworld= 25184-A19422, 25185-A19423, 25186-A19424) Purchased from Unique books -25573-A20064
_d(23811-A17260 =19.06.2018) (25184-A19422, 25185-A19423, 25186-A19424=4/2/2022) (25573-A20064 - 27.04.2023)
_e23811-A17260 25184-A19422, 25185-A19423, 25186-A19424 25573-A20064
_h(23811-A17260 =Nu.10803) 25184-A19422, 25185-A19423, 25186-A19424=Nu.4545 25573-A20064 ( Nu.5950/-)
650 0 _aScience
_xStudy and teaching (Elementary)
650 0 _aScience
_xStudy and teaching (Secondary)
650 0 _aScience
_xComputer-assisted instruction.
650 0 _aInteractive multimedia.
700 1 _aHoney, Margaret.
700 1 _aHilton, Margaret L.
710 2 _aNational Academies Press (U.S.)
942 _2ddc
_cBK
999 _c18752
_d18752