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Learning Science Through Computer Games and Simulations (Paperback)
Loot Price: R1,071
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Learning Science Through Computer Games and Simulations (Paperback)
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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.
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