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Presenting original studies and rich conceptual analyses, this
volume explores how cognitive and affective metrics can be used to
effectively assess, modify, and enhance learning and assessment
outcomes of simulations and games used in education and training.
The volume responds to the increasing use of computer-based
simulations and games across academic and professional sectors by
bringing together contributions from different research
communities, including K-12 and postsecondary education, medical,
and military contexts. Drawing on empirical results, the chapter
authors focus on the design and assessment of educational
simulations and games. They describe how quantitative and
qualitative metrics can be used effectively to evaluate and tailor
instructional resources to the cognitive and affective needs of the
individual learner. In doing so, the volume enhances understanding
of how games and simulations can intersect with the science of
learning to improve educational outcomes. Given its rigorous and
multidisciplinary approach, this book will prove an indispensable
resource for researchers and scholars in the fields of educational
assessment and evaluation, educational technology, military
psychology, and educational psychology.
Presenting original studies and rich conceptual analyses, this
volume reports on theoretical issues involved in the use of
simulations and games in educational assessment. Chapters consider
how technologies can be used to effectively assess, modify, and
enhance learning and assessment in education and training. By
highlighting theoretical issues arising from the use of games and
simulations as assessment tools for selection and classification,
training, and evaluation across educational and workplace contexts,
the volume offers both broad conceptual views on assessment, as
well as rich descriptions of various, context-specific
applications. Through a focus that includes both quantitative and
qualitative approaches, policy implications, meta-analysis, and
constructs, the volume highlights commonalities and divergence in
theoretical research being conducted in relation to K-12,
post-secondary, and military education and assessment. In doing so,
the collection enhances understanding of how games and simulations
can intersect with the science of learning to improve educational
outcomes. Given its rigorous and multidisciplinary approach, this
book will prove an indispensable resource for researchers and
scholars in the fields of educational assessment and evaluation,
educational technology, military psychology, and educational
psychology.
Presenting original studies and rich conceptual analyses, this
volume explores how cognitive and affective metrics can be used to
effectively assess, modify, and enhance learning and assessment
outcomes of simulations and games used in education and training.
The volume responds to the increasing use of computer-based
simulations and games across academic and professional sectors by
bringing together contributions from different research
communities, including K-12 and postsecondary education, medical,
and military contexts. Drawing on empirical results, the chapter
authors focus on the design and assessment of educational
simulations and games. They describe how quantitative and
qualitative metrics can be used effectively to evaluate and tailor
instructional resources to the cognitive and affective needs of the
individual learner. In doing so, the volume enhances understanding
of how games and simulations can intersect with the science of
learning to improve educational outcomes. Given its rigorous and
multidisciplinary approach, this book will prove an indispensable
resource for researchers and scholars in the fields of educational
assessment and evaluation, educational technology, military
psychology, and educational psychology.
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