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Developments in digital technologies--and in understandings of how
best to use them--have altered teaching and learning environments,
and stand to do so even more rapidly in the future. Virtual
Decisions: Digital Simulations for Teaching Reasoning in the Social
Sciences and Humanities focuses on the special issues related to
the use of digital technologies in teaching the complex nature of
social decisions, with particular attention to the use of digital
role-play simulations as a means to accomplish this. With the
advent of new technologies for delivering multimedia simulations to
students, and advanced graphics capabilities to create life-like
decision environments, digital role-play simulations are
increasingly available for K-12 and higher education teachers to
use in the classroom. This book helps both users and developers
make intelligent choices about the value added by using
simulations, technology, and media to teach reasoning in social
sciences and humanities classrooms. The book relies on a four-part
framework for developing a digital multimedia-based simulation
approach, which represents: a cross-disciplinary method to
describing simulations; the students who are using them; the
educational setting in which they are used; and a rubric for
assessing learning. The volume is divided into two parts. The first
part presents a review of the theory and research detailing why
didactic approaches do not or cannot address specific learning
goals, as well as a description of the theoretical framework for
using and developing simulations. The second part includes chapters
on specific digital simulations and how they fit with the
theoretical framework. Virtual Decisions fills a significant gap in
the existing literature of instructional technology and is of
interest to instructors, primarily in the social sciences and
humanities, who are potential users of the simulations. It is also
a resource for graduate students and pre-service teachers studying
simulation design.
Developments in digital technologies - and in understandings of how
best to use them - have altered teaching and learning environments,
and stand to do so even more rapidly in the future. Virtual
Decisions: Digital Simulations for Teaching Reasoning in the Social
Sciences and Humanities focuses on the special issues related to
the use of digital technologies in teaching the complex nature of
social decisions, with particular attention to the use of digital
role-play simulations as a means to accomplish this. With the
advent of new technologies for delivering multimedia simulations to
students, and advanced graphics capabilities to create life-like
decision environments, digital role-play simulations are
increasingly available for K-12 and higher education teachers to
use in the classroom. This book helps both users and developers
make intelligent choices about the value added by using
simulations, technology, and media to teach reasoning in social
sciences and humanities classrooms. multimedia-based simulation
approach, which represents: a cross-disciplinary method to
describing simulations; the students who are using them; the
educational setting in which they are used; and a rubric for
assessing learning. The volume is divided into two parts. The first
part presents a review of the theory and research detailing why
didactic approaches do not or cannot address specific learning
goals, as well as a description of the theoretical framework for
using and developing simulations. The second part includes chapters
on specific digital simulations and how they fit with the
theoretical framework. All the simulations, either in the entirety
or in preview, are available on the web at http:
//decisionsim.atech.tufts.edu. Virtual Decisions fills a
significant gap in the existing literature of instructional
technology and is of interest to instructors, primarily in the
social sciences and humanities, who are potential users of the
simulations. It is also a resource for graduate students and
pre-service teachers studying simulation design
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