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  • MPI Ethno. Forsch.  (3)
  • Weltkulturen Museum
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  • 2010-2014  (3)
  • 2000-2004
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  • MPI Ethno. Forsch.  (3)
  • Weltkulturen Museum
  • IVB
  • Bayreuth UB
  • MFK München
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  • Online-Ressource  (3)
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  • 2010-2014  (3)
  • 2000-2004
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  • 1
    Online-Ressource
    Online-Ressource
    New York, NY : Springer New York
    ISBN: 9781461419549
    Sprache: Englisch
    Seiten: Online-Ressource (XVII, 235 p. 73 illus., 28 illus. in color, digital)
    Serie: SpringerLink
    Serie: Bücher
    Paralleltitel: Buchausg. u.d.T. Landriscina, Franco Simulation and learning
    RVK:
    RVK:
    Schlagwort(e): Computer simulation ; Consciousness ; Education ; Education ; Computer simulation ; Consciousness ; Learning ; Educational technology ; Computer simulation ; Lernpsychologie ; Simulation
    Kurzfassung: The main idea of this book is that to comprehend the instructional potential of simulation and to design effective simulation-based learning environments, one has to consider both what happens inside the computer and inside the students' minds. The framework adopted to do this is model-centered learning, in which simulation is seen as particularly effective when learning requires a restructuring of the individual mental models of the students, as in conceptual change. Mental models are by themeselves simulations, and thus simulation models can extend our biological capacity to carry out simulative reasoning. For this reason, recent approaches in cognitive science like embodied cognition and the extended mind hypothesis are also considered in the book.. A conceptual model called the "epistemic simulation cycle is proposed as a blueprint for the comprehension of the cognitive activies involved in simulation-based learning and for instructional design.
    Beschreibung / Inhaltsverzeichnis: Foreword; Preface; Acknowledgments; Contents; 1 An Introduction to Simulation for Learning; 1.1…The Simulation Paradox; 1.2…The Epistemic Status of Simulation; 1.3…Not All Simulations are Created Equal; 1.4…Differences Between Simulation and Games; 1.5…What is Simulation?; 1.6…The Need for a Multidisciplinary Approach; 1.6.1 Simulation Paradigm; 1.6.2 Learning Goals; 1.6.3 Curricular Development; 1.6.4 Cognitive Processes; 1.6.5 Epistemic Beliefs; 1.6.6 Activities and Outputs; 1.6.7 Instructional Strategies; 2 Simulation and Cognition; 2.1…Mental Models; 2.2…Mental Models as Simulations
    Beschreibung / Inhaltsverzeichnis: 2.3…Simulating Other Minds2.4…Grounding Cognition in Simulation; 2.5…Simulation and Metaphor; 3 Models Everywhere; 3.1…A Concept at the Crossroads of Different Disciplines; 3.2…From Logic to Representation; 3.3…Models and Problem Solving; 3.4…Types of Models; 3.5…The Pragmatic Perspective; 3.6…The Cybernetic Perspective; 3.7…A General Theory of Models; 4 Simulation Modeling; 4.1…From Models to Simulation; 4.2…Computational Models; 4.3…The Modeling and Simulation Process; 4.3.1 Project Description; 4.3.2 Conceptual Model; 4.3.3 Computational Model; 4.3.4 Simulation Program
    Beschreibung / Inhaltsverzeichnis: 4.4…Modeling and Simulation Paradigms4.5…Dynamical Systems Modeling; 4.6…From Mechanics to Everything Else; 4.7…Continuum Physics Modeling; 4.8…Molecular Dynamics; 4.9…Compartmental Models; 4.10…Agent-Based Modeling; 4.11…System Dynamics; 4.12…Cellular Modeling and Simulation; 4.13…Comparing Paradigms; 5 Simulation-Based Learning; 5.1…Simulation-Building Versus Simulation-Using; 5.2…The Cognitive Processes Involved in Simulation-Based Learning; 5.3…Simulative Reasoning in Science; 5.4…Model-Based Learning and Teaching; 5.5…Learning by System Modeling; 5.5.1 Computational Model Layer
    Beschreibung / Inhaltsverzeichnis: 5.5.2 User Interface Layer5.5.3 Instructional Support; 5.5.4 Complementary Activities; 5.6…A Cognitive Load Perspective; 5.6.1 Pre-Training; 5.6.2 Segmentation; 5.6.3 Sequencing; 5.6.4 Pacing; 5.7…Choosing the Right Mix; 6 Simulations for Thinking; 6.1…Cognitive Partnering; 6.2…Thinking (and Computing) Analogically; 6.3…Simulation and Language; 7 Simulation-Based Instruction; 7.1…Content and Process; 7.2…Crosscutting Concepts; 7.2.1 Patterns; 7.2.2 Cause and Effect: Mechanism and Explanation; 7.2.3 Scale, Proportion, and Quantity; 7.2.4 Systems and System Models
    Beschreibung / Inhaltsverzeichnis: 7.2.5 Energy and Matter: Flows, Cycles, and Conservation7.2.6 Structure and Function; 7.2.7 Stability and Change; 7.3…A Grounded Cognition Perspective on Simulation; 7.4…The Epistemic Cycle; AppendixSimulation Resources; References; Index
    Anmerkung: Includes bibliographical references and index
    URL: Cover
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  • 2
    Online-Ressource
    Online-Ressource
    New York, NY : Springer New York
    ISBN: 9781461462743
    Sprache: Englisch
    Seiten: Online-Ressource (XIV, 88 p. 18 illus., 17 illus. in color, digital)
    Serie: SpringerBriefs in Education
    Serie: SpringerLink
    Serie: Bücher
    Paralleltitel: Buchausg. u.d.T.
    RVK:
    RVK:
    Schlagwort(e): Adult education ; Education ; Education ; Adult education
    Kurzfassung: Over the last years, increasing attention has been paid to Personal Learning Environments (PLEs) as an effective framework for lifelong learners, and to the need for a smooth integration of formal and informal learning. A wider and wider range of open source and free learning applications on the web are offering lifelong learners powerful tools to construct and characterise their own PLEs. Technologically speaking, this change of perspective manifests in a learning web where information is distributed across sites. However, knowledge management becomes an issue, and personalisation requires the support of semantics applied to social components. This work focuses on the characterisation of adult lifelong learners' PLEs by implicit and explicit tools of personalisation. The synergy of formal and informal learning in the dynamic construction of a lifelong learner's PLE has been explored. The SSW4LL (Social Semantic Web for Lifelong Learners) format has been devised, and the SSW4LL system, built on Moodle 2.0 integrated with an adaptive mechanism (conditional activities) and some tools of Social Semantic Web (Semantic MediaWiki, Diigo and Google+), has been designed, implemented and successfully validated as a device suitable to provide a dynamically personalised learning environment to the lifelong learner. Specifically, this volume thoroughly illustrates the implementation of the whole SSW4LL format in its validation course SSW4LL 2011, and discusses the results of a comprehensive literature review and the outcomes obtained from SSW4LL 2011. The integration of social software into formal learning environments can make a qualitative difference to giving adult lifelong learners a sense of ownership and control over their own learning and career planning, and can aid them to be effectively self-directed and self-regulated
    Kurzfassung: This work focuses on the characterization of adult lifelong learners Personal Learning Environments (PLEs) by implicit and explicit tools of personalization. It aims aims toward creating a system for the development of a learning path for the characterisation of PLE for adult life learners. The synergy of formal and informal learning in the dynamic construction of a lifelong learners PLE is fully explored, with the recognition that the majority of learning, especially for life long learners, occurs outside traditional learning formats.Specifically, this volume discusses the design, implementation, and validation of the SSW4LL (Social Semantic Web for Lifelong Learners) format, and the the SSW4LL system, built on Moodle 2.0 integrated with an adaptive mechanism (conditional activities) and some tools of Social Semantic Web (Semantic MediaWiki, Diigo and Google+). With thoroughly grounded cases studies, this volume makes the case that these systems are suitable to provide a dynamically personalized learning environment to the lifelong learner. All of these environments are fully discussed and cases made for each as a tool for constructing adult learners' PLEs.?
    Beschreibung / Inhaltsverzeichnis: 1. From Formal to Informal Learning: Scenario, Conditioning Elements and Evolutionary Steps -- 1.1. Lifelong Learning: Definitions and Main Policies in Europe -- 1.1.1. Lifelong Learning: Definitions and European Union Benchmarks -- 1.1.2. European Policy Progress and Future Prospects -- 1.2. The Lifelong Learner: Characteristics, Needs Analysis and Expectations -- 1.2.1. Lifelong Learners' Features -- 1.2.2. Lifelong Learners' Needs Analysis and Expectations -- 1.3. Personalising Lifelong Learning: Approaches, Methodologies and Tools -- 1.3.1. Personalising Learning: A Common Understanding -- 1.3.2. PLE and Related Concepts -- 1.3.3. The Shift from Organisation-Centred to Learner-Centred Learning Environments. A Learning Theory for Adult Lifelong Learners -- 1.3.4. Implicit and Explicit Personalisation of Learning: Adaptive Mechanisms and Social Semantic Web -- 1.3.5. From the Social Web to the Social Semantic Web -- 1.4. Summary -- 2. The SSW4LL Format -- 2.1. Overview -- 2.2. Needs Analysis -- 2.3. Learning Paradigm and Strategies -- 2.3.1. Learning Strategies -- 2.3.2. Evaluation and Assessment -- 2.4. Technological Architecture: The SSW4LL System -- 2.4.1. Formal Learning Environment: Moodle 2.0 -- 2.5. Organisation -- 2.5.1. Technical Competences Required -- 2.5.2. Devices -- 2.5.3. Recommendations for an Optimal Implementation of the Format -- 2.5.4. Workflow and Procedures -- 2.5.5. Use Case Scenario -- 2.6. SWOT Analysis -- 2.7. Summary -- 3. Case Study: SSW4LL 2011 -- 3.1. Design -- 3.2. Implementation -- 3.2.1. Implementation of the SSW4LL System -- 3.2.2. Implementation of the Course SSW4LL 2011 -- 3.3. Evaluation and Discussion -- 3.4. Summary -- 4. Concluding Remarks -- 4.1. Conclusions -- 4.2. Future Directions -- Appendix: Glossary.
    Anmerkung: Includes bibliographical references
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  • 3
    Online-Ressource
    Online-Ressource
    New York, NY : Springer New York
    ISBN: 9781461435464
    Sprache: Englisch
    Seiten: Online-Ressource (XXVII, 461 p. 78 illus, digital)
    Serie: SpringerLink
    Serie: Bücher
    Paralleltitel: Buchausg. u.d.T.
    RVK:
    RVK:
    RVK:
    Schlagwort(e): Developmental psychology ; Education ; Education ; Developmental psychology ; Lerntechnik ; Schulleistungsmessung ; Aufsatzsammlung
    Kurzfassung: The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.
    Beschreibung / Inhaltsverzeichnis: Assessment in Game-Based Learning; Preface; Contents; About the Authors; Reviewers; Chapter 1: Assessment for Game-Based Learning; 1.1 Games: A Historical Synopsis; 1.2 Games and Learning; 1.3 Implementation of Assessment into Games; References; Part I: Foundations of Game-Based Assessment; Chapter 2: Are All Games the Same?; 2.1 Introduction; 2.2 Paradigms of Serious Games Research; 2.2.1 Games as Interventions; 2.2.2 Games as Interactive Tools; 2.2.3 Immersive Games; 2.3 Assessing Learning from Brainage 2; 2.4 Assessing Learning with Spore; 2.5 Assessing Learning in the World of Warcraft
    Beschreibung / Inhaltsverzeichnis: 2.6 Discussion and ConclusionReferences; Chapter 3: The Role of Construct De fi nition in the Creation of Formative Assessments in Game-Based Learning; 3.1 Introduction; 3.2 Formative Assessment; 3.2.1 The Role of Feedback in Formative Assessment; 3.2.2 The Role of Student Mindfulness; 3.3 Existing Work on Formative Assessment in Games; 3.4 Speci fi cation of Learning Goals; 3.4.1 The Role of Constructs; 3.4.2 Construct Validity; 3.4.2.1 Threats to Construct Validity; 3.4.2.2 Sources of Evidence for Construct Validity; 3.4.3 Reliability; 3.5 The Process of Construct De fi nition
    Beschreibung / Inhaltsverzeichnis: 3.5.1 Theory Speci fi cation3.5.2 Construct Generation; 3.5.3 Develop Test Items; 3.5.4 Construct Re fi nement; 3.6 The Role of Norming in the Avoidance of Arbitrariness of Scale; 3.7 Conclusion and Future Directions; 3.7.1 Format of Formative Assessments; 3.7.2 Student Response to Feedback; References; Chapter 4: Games, Learning, and Assessment; 4.1 Introduction; 4.2 Games; 4.2.1 Core Elements of Good Games; 4.2.2 Good Games as Transformative Learning Tools; 4.3 Evidence of Learning from Games; 4.3.1 Deep Learning in Civilization; 4.3.2 Gamestar Mechanic and Systems Thinking
    Beschreibung / Inhaltsverzeichnis: 4.3.3 Epistemic Games4.3.4 Taiga Park and Science Content Learning; 4.4 Assessment in Games; 4.4.1 Evidence-Centered Design; 4.4.2 Stealth Assessment; 4.5 Conclusion; References; Chapter 5: Three Things Game Designers Need to Know About Assessment; 5.1 Introduction; 5.2 Assessment Design Is Compatible with Game Design; 5.2.1 Principles of Learning; 5.2.2 Interaction Cycles; 5.2.3 The Bottom Line; 5.3 Assessment Is Not Really About Numbers; It Is About the Structure of Reasoning; 5.3.1 Evidence-Centered Assessment Design; 5.3.2 Reliability and Validity
    Beschreibung / Inhaltsverzeichnis: 5.3.3 Implications of Assessment Principles for Design5.3.4 The Bottom Line; 5.4 Address Key Assessment Constraints from the Beginning; 5.4.1 The Site Design Study; 5.4.2 Implications for the Design Process; 5.4.3 The Bottom Line; 5.5 Discussion; References; Part II: Technological and Methodological Innovations for Assessing Game-Based Learning; Chapter 6: Patterns of Game Playing Behavior as Indicators of Mastery; 6.1 There Is No Digital Games Science; 6.2 The Serious Games Confusion; 6.3 The Art of Context; 6.4 Patterns of Experience Exempli fi ed; 6.5 Patterns of Game Playing Experience
    Beschreibung / Inhaltsverzeichnis: 6.6 Fundamentals of a Playing Science
    Anmerkung: Description based upon print version of record , pt. 1.Foundations of game-based assessment.Are All Games the Same? , The Role of Construct Definition in the Creation of Formative Assessments in Game-Based Learning , Games, Learning, and Assessment , Three Things Game Designers Need to Know About Assessment , Assessment for Game-Based Learning , pt. 2.Technological and methodological innovations for assessing game-based learning.Patterns of Game Playing Behavior as Indicators of Mastery , Taking Activity-Goal Alignment into Open-Ended Environments: Assessment and Automation in Game-Based Learning , Information Trails: In-Process Assessment of Game-Based Learning , Timed Report Measures Learning: Game-Based Embedded Assessment , Driving Assessment of Students' Explanations in Game Dialog Using Computer-Adaptive Testing and Hidden Markov Modeling , Assessing Learning Games for School Content: The TPACK-PCaRD Framework and Methodology , Implementing Game-Based Learning: The MAPLET Framework as a Guide to Learner-Centred Design and Assessment , Innovative Assessment Technologies in Educational Games Designed for Young Students , pt. 3.Realizing Assessment in Game-Based Learning.Interactivity3 Design and Assessment Framework for Educational Games to Promote Motivation and Complex Problem-Solving Skills , Measurement Principles for Gaming , Using Institutional Data to Evaluate Game-Based Instructional Designs: Challenges and Recommendations , Examining Students' Cultural Identity and Player Styles Through Avatar Drawings in a Game-Based Classroom , Measurement and Analysis of Learner's Motivation in Game-Based E-Learning , Assessment of Student's Emotions in Game-Based Learning , Designing for Participation in Educational Video Games , Computer Games as Preparation for Future Learning
    URL: Volltext  (lizenzpflichtig)
    URL: Cover
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