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How Computer Games Help Children Learn

David Williamson Shaffer ,  local 
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Seymour PapertA must read for anyone who cares about learning. Garne designers depend on having millions of people voluntarily learn more than anyone would dare put into a school curriculum. So studying games — how they are designed and how they are played — is one of the best sources of insight about learning, and Shaffer is an excellent guide to making the most of it.
Von Seymour Papert, erfasst im Biblionetz am 15.02.2008
Deep learning, technical learning, learning that leads to the ability to innovate: diese are the most important natural resources in our global high-tech world. Will our children be able to compete with kids in China and India? Shaffer shows us how to mine the potential of video game technologies to transform learning at home, in communities, and in schools.
Von J. P. Gee, erfasst im Biblionetz am 15.02.2008

iconZusammenfassungen

How Computer Games Help Children LearnSo this is a book about Computers, and about games, and about the challenge of preparmg students for life in an economy of global competition. But really it is a Book about thinking. And more than that, about learning, and about how we can — how we must — use Computers to make it possible for all of our children to learn in ways that are deeply authentic and fiilfilling and powerfiil and motivating and, most of all, relevant. It is about using Computer games to help students learn important ideas in ways that will be meaningful and useful in a changing world.
Von David Williamson Shaffer im Buch How Computer Games Help Children Learn (2006)
How Computer Games Help Children LearnIn this groundbreaking look at the future of education, game scientist David Williamson Shaffer offers a new and powerful way of looking at school, technology, and even thinking itself: a new model of education for a high-tech, digital world of global competition. How Computer Games Help Children Learn looks at how particular video and computer games can help teach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they need to succeed in a changing world.
Von Klappentext im Buch How Computer Games Help Children Learn (2006)
How Computer Games Help Children LearnHow can we make sure that our kids are learning to be creative thinkers in a world of global competition--and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach kids to build successful futures--but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
Von Klappentext im Buch How Computer Games Help Children Learn (2006)

iconKapitel  Unter den anklickbaren Kapiteln finden Sie Informationen über einzelne Teile des gewählten Werks.

  • 1. Epistemology - The Debating Game
  • 2. Knowledge - Digital Zoo
  • 3. Skills - Escher's World
  • 4. Values - The Pandora Project
  • 5. Identity - science.net
  • 6. The future - Urban Science

iconDieses Buch erwähnt ...


Personen
KB IB clear
Albert Bandura , John Seely Brown , Jerome S. Bruner , Mihaly Csikszentmihalyi , Larry Cuban , Thomas H. Davenport , John Dewey , Hubert L. Dreyfus , S. Dreyfus , Michel Foucault , Thomas Friedman , J. P. Gee , Idit Harel , Thomas S. Kuhn , Jean Lave , Marshall McLuhan , Donald A. Norman , Seymour Papert , Jean Piaget , Neil Postman , Jeremy Rifkin , Donald A. Schön , Sherry Turkle , David Tyack , Lew Semjonowitsch Vygotsky , Etienne Wenger

Fragen
KB IB clear
Welche Ausbildung wird in der Informationsgesellschaft benötigt?

Aussagen
KB IB clear
Computer (Informatik) ermöglicht Simulation
Computerspiele fördern Lernen

Begriffe
KB IB clear
Computercomputer , Computerspielecomputer game , Denkenthinking , design thinking , Epistemologie (Erkenntnistheorie)epistemology , Fehlererror , Formal-operatives Denkenformal operational stage , Geschichte , Globalisierungglobalization , grammar of schooling , Industrielle Revolutionindustrial revolution , Ingenieur , Innovationinnovation , Konkrete Operationen concrete operational stage , Kreativitätcreativity , Lernenlearning , microworldmicroworld , Outsourcingoutsourcing , Physikphysics , Präoperationales Stadiumpreoperational stage , Rollerole , Schuleschool , Sensumotorisches Stadium , Simulation , Spielgame , Stadien der kindlichen Entwicklung nach PiagetPiaget's theory of cognitive development , The Sims , USA , World of Warcraft , Zone of Proximal Development
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Bücher
Jahr  Umschlag Titel Abrufe IBOBKBLB
Experience And Education (John Dewey) 35 0 0 0
Kunst als Erfahrung (John Dewey) 4 0 0 0
1910 Wie wir denken (John Dewey) 5, 6, 2, 2, 6, 8, 3, 9, 2, 6, 3, 3 15 5 3 1457
1916 local  Demokratie und Erziehung (John Dewey) 5, 5, 3, 6, 9, 2, 2, 12, 3, 5, 6, 6 46 6 6 1922
1930 local  Mind in Society (Lew Semjonowitsch Vygotsky) 180, 197, 131, 5, 3, 5, 9, 17, 6, 10, 12, 9 186 39 9 2739
1962 Die Gutenberg-Galaxis (Marshall McLuhan) 8, 3, 7, 14, 4, 1, 4, 6, 2, 8, 7, 4 52 1 4 3873
1962  local  Die Struktur wissenschaftlicher Revolutionen (Thomas S. Kuhn) 4, 5, 6, 9, 2, 1, 2, 16, 3, 9, 9, 16 161 18 16 10020
1966 local  Understanding Media (Marshall McLuhan) 3, 8, 19, 3, 1, 1, 2, 9, 3, 8, 5, 4 151 31 4 3025
1969 Archäologie des Wissens (Michel Foucault) 30 0 0 0
1979 local  What Computers Can't Do (Hubert L. Dreyfus) 2, 5, 2, 10, 3, 5, 1, 14, 1, 10, 7, 6 40 15 6 3356
1982 local web  Mindstorms (Seymour Papert) 8, 11, 19, 6, 5, 4, 7, 19, 8, 13, 12, 5 342 47 5 5912
1983 local  The Reflective Practitioner (Donald A. Schön) 5, 5, 4, 9, 12, 5, 2, 10, 4, 6, 4, 2 55 8 2 914
1986 Educating the Reflective Practitioner (Donald A. Schön) 1, 7, 5, 4, 10, 10, 3, 7, 6, 3, 5, 4 27 1 4 637
1986  local  Mind over Machine (Hubert L. Dreyfus, S. Dreyfus) 7, 5, 6, 13, 2, 1, 5, 18, 5, 11, 12, 10 63 150 10 7653
1986 Teachers and Machines (Larry Cuban) 2, 7, 5, 4, 5, 4, 1, 9, 5, 4, 2, 5 50 3 5 1122
1990 Constructionism (Idit Harel, Seymour Papert) 4, 8, 13, 2, 2, 2, 2, 10, 1, 10, 5, 4 128 47 4 1578
1991 Situated Learning (Jean Lave, Etienne Wenger) 1, 7, 7, 19, 4, 1, 3, 14, 2, 6, 9, 10 185 2 10 1599
1992 local  Technopoly (Neil Postman) 8, 4, 6, 10, 1, 2, 1, 13, 2, 10, 8, 5 46 91 5 3666
1994  local  Things That Make Us Smart (Donald A. Norman) 2, 4, 5, 4, 8, 14, 2, 7, 4, 6, 4, 7 45 43 7 3567
1995  local  Leben im Netz (Sherry Turkle) 13, 4, 9, 17, 2, 2, 2, 22, 6, 10, 13, 11 104 190 11 16575
1995 local  Tinkering Towards Utopia (David Tyack, Larry Cuban) 2, 5, 4, 3, 5, 9, 2, 8, 2, 7, 7, 1 11 42 1 537
1996 local  Kreativität (Mihaly Csikszentmihalyi) 5, 8, 5, 3, 7, 11, 3, 5, 3, 4, 7, 3 14 4 3 1417
1996 The Culture of Education (Jerome S. Bruner) 18 0 0 0
1998 Self-efficacy (Albert Bandura) 66 0 0 0
2000  local  Access (Jeremy Rifkin) 5, 6, 5, 16, 11, 4, 3, 11, 3, 7, 12, 3 26 75 3 2932
2000 local  The Social Life of Information (J. S. Brown) 3, 5, 8, 8, 5, 1, 1, 4, 2, 3, 5, 7 26 9 7 105
2001 local  Oversold and Underused (Larry Cuban) 2, 5, 9, 8, 5, 1, 4, 11, 2, 7, 5, 3 81 7 3 1804
2003  local  What Video Games Have to Teach Us About Learning and Literacy (J. P. Gee) 7, 3, 4, 16, 2, 2, 3, 6, 4, 1, 8, 3 47 13 3 1083
2005 local web  The World Is Flat (Thomas Friedman) 3, 7, 11, 4, 1, 1, 3, 13, 3, 11, 6, 3 79 71 3 1744
2005   Thinking for a Living (Thomas H. Davenport) 6, 3, 5, 6, 5, 2, 3, 6, 4, 4, 4, 5 6 50 5 1004

iconDieses Buch erwähnt vermutlich nicht ... Eine statistisch erstelle Liste von nicht erwähnten (oder zumindest nicht erfassten) Begriffen, die aufgrund der erwähnten Begriffe eine hohe Wahrscheinlichkeit aufweisen, erwähnt zu werden.

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Nicht erwähnte Begriffe
Bildung, Digitalisierung, Kinder, LehrerIn, Unterricht

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iconErwähnungen  Dies ist eine nach Erscheinungsjahr geordnete Liste aller im Biblionetz vorhandenen Werke, die das ausgewählte Thema behandeln.

iconCo-zitierte Bücher

Buchcover

Teachers and Machines

The Classroom Use of Technology Since 1920

(Larry Cuban) (1986)
Buchcover

Flow

Das Geheimnis des Glücks

Flow

The Psychology of Optimal Experience

(Mihaly Csikszentmihalyi) (1990) local 
Buchcover

The Wealth of Networks

How Social Production Transforms Markets and Freedom

(Yochai Benkler) (2006) local web 
Buchcover

Violent Video Game Effects on Children and Adolescents

Theory, Research, and Public Policy

(Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley) (2007)
Buchcover

Minds in Play

Computer Game Design As A Context for Children's Learning

(Yasmin B. Kafai) (1995) local web 
Buchcover

Here Comes Everybody

The Power of Organizing Without Organizations

(Clay Shirky) (2008) local 
Buchcover

Convergence Culture

Where Old and New Media Collide

(Henry Jenkins) (2006) local 
Buchcover

Confronting the Challenges of Participatory Culture

Media Education for the 21st Century

(Henry Jenkins, Katie Clinton, Ravi Purushotma, Alice J. Robison, Margaret Weigel) (2006)  local web 
Buchcover

Living and Learning with New Media

Summary of Findings from the Digital Youth Project

(Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, Laura Robinson) (2008) local web 
Buchcover

Reality Is Broken

Why Games Make Us Better and How They Can Change the World

(Jane McGonigal) (2011) local 
Buchcover

The Network Society

A Cross-Cultural Perspective

(Manuel Castells) (2004) local 
Buchcover

Generation M2

Media in the Lives of 8- to 18-Year-Olds

(Victoria J. Rideout, Ulla G. Foehr, Donald F. Roberts) (2010) local web 

iconVolltext dieses Dokuments

How Computer Games Help Children Learn: Gesamtes Buch als Volltext (lokal: PDF, 1328 kByte)

iconStandorte  Eine Liste von Orten, wo das Objekt physisch vorhanden ist.

BeatFalsch ( 15.02.2008), PHZHFalsch (DW 4400 S296 ), NinaFalsch, DominikFalsch, NandoFalsch

iconBibliographisches Hier finden Sie Angaben um das gewählte Werk zu kaufen oder in einer Bibliothek auszuleihen.

Titel   Format Bez. Aufl. Jahr ISBN          
How Computer Games Help Children Learn E - - 1 2006 1403975051 Swissbib Worldcat Bestellen bei Amazon.de Buy it now!

iconBeat und dieses Buch

Beat war Co-Leiter des ICT-Kompetenzzentrums TOP während er dieses Buch ins Biblionetz aufgenommen hat. Die bisher letzte Bearbeitung erfolgte während seiner Zeit am Institut für Medien und Schule. Beat besitzt ein physisches und ein digitales Exemplar. (das er aber aus Urheberrechtsgründen nicht einfach weitergeben darf).

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