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NASA's Science Activation Program - Achievements and Opportunities (Paperback): National Academies of Sciences,... NASA's Science Activation Program - Achievements and Opportunities (Paperback)
National Academies of Sciences, Engineering, and Medicine, Division of Behavioral and Social Sciences and Education, Board on Science Education, Committee to Assess Science Activation; Edited by Tiffany E. Taylor, …
R1,547 Discovery Miles 15 470 Ships in 12 - 17 working days

The National Aeronautics and Space Administration (NASA) is one of the United States' leading federal science, technology, engineering, and mathematics (STEM) agencies and plays an important role in the landscape of STEM education. In 2015, NASA's Science Mission Directorate (SMD) created the Science Activation (SciAct) program to increase the overall coherence of SMD's education efforts, to support more effective, sustainable, and efficient use of SMD science discoveries for education, and to enable NASA scientists and engineers to engage more effectively and efficiently in the STEM learning environment with learners of all ages. SciAct is now transitioning into its second round of funding, and it is beneficial to review the program's portfolio and identify opportunities for improvement. NASA's Science Activation Program: Achievements and Opportunities assesses SciAct's efforts towards meeting its goals. The key objectives of SciAct are to enable STEM education, improve U.S. scientific literacy, advance national education goals, and leverage efforts through partnerships. This report describes and assesses the history, current status, and vision of the program and its projects. It also provides recommendations to enhance NASA's efforts through the SciAct program. Table of Contents Front Matter Summary 1 Introduction 2 Vision and Objectives 3 Characterizing the Current Portfolio 4 Assessing the Science Activation Portfolio: STEM Learning and Leveraging NASA Assets 5 Assessing the Science Activation Portfolio: Broadening Participation and Networks 6 Recommendations for Science Activation References Appendix A: Science Activation Portfolio Appendix B: Biographical Sketches of Committee Members and Staff Appendix C: Kristen Erickson's Presentation to the Committee

Learning Science Through Computer Games and Simulations (Paperback): Committee on Science Learning Computer Games Simulations... Learning Science Through Computer Games and Simulations (Paperback)
Committee on Science Learning Computer Games Simulations and Education, Board on Science Education, Division of Behavioral and Social Sciences and Education, National Research Council; Edited by Margaret L Hilton, …
R1,071 Discovery Miles 10 710 Ships in 12 - 17 working days

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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