How Computer Games Help Children Learn |
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Empfehlungen
A 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 15.02.2008Deep 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 15.02.2008Zusammenfassungen
So 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) In 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 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) Kapitel
- 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
Dieses Buch erwähnt ...
Dieses Buch erwähnt vermutlich nicht ...
Nicht erwähnte Begriffe | Bildung, Digitalisierung, Kinder, LehrerIn, Unterricht |
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Zeitleiste
8 Erwähnungen
- All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten (Mitchel Resnick) (2007)
- Children, Computer and Creativity - Usability Guidelines for Designing a Game Authoring Tool for Children (Maizatul Hayati Binti Mohamad Yatim) (2009)
- Rethinking Education in the Age of Technology - The Digital Revolution and Schooling in America (Allan Collins, Richard Halverson) (2009)
- Hanging Out, Messing Around, and Geeking Out - kids living and learning with new media (Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr-Stephenson, Heather Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martínez, C.J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, Lisa Tripp) (2010)
- Can Educational Research Be Both Rigorous and Relevant? (Thomas C. Reeves) (2011)
- Disruptive Fixation - School Reform And The Pitfalls Of Techno-Idealism (Christo Sims) (2017)
- Second Handbook of Information Technology in Primary and Secondary Education (Joke Voogt, Gerald Knezek, Rhonda Christensen, Kwok-Wing Lai) (2018)
- 59. Guiding Questions for Game-Based Learning (Karen Schrier)
- Lesen im digitalen Zeitalter (Gerhard Lauer) (2020)
Co-zitierte Bücher
Flow
Das Geheimnis des Glücks
Flow
The Psychology of Optimal Experience
(Mihaly Csikszentmihalyi) (1990)Violent Video Game Effects on Children and Adolescents
Theory, Research, and Public Policy
(Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley) (2007)Confronting the Challenges of Participatory Culture
Media Education for the 21st Century
(Henry Jenkins, Katie Clinton, Ravi Purushotma, Alice J. Robison, Margaret Weigel) (2006)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)Media in the Lives of 8- to 18-Year-Olds
(Victoria J. Rideout, Ulla G. Foehr, Donald F. Roberts) (2010)Volltext dieses Dokuments
Standorte
Bibliographisches
Beat 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).