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  • MPI Ethno. Forsch.  (8)
  • Ifenthaler, Dirk  (8)
  • Education  (8)
  • Engineering
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  • 1
    ISBN: 9783319022642
    Language: English
    Pages: Online-Ressource (XIV, 347 p. 62 illus, online resource)
    Series Statement: SpringerLink
    Series Statement: Bücher
    Parallel Title: Druckausg. Digital systems for open access to formal and informal learning
    RVK:
    Keywords: Education ; Education ; Education ; Aufsatzsammlung ; Open Access ; Wissensvermittlung ; Lernen ; Open Access ; Digitales System ; Lernen
    Abstract: Today, Digital Systems and Services for Technology Supported Learning and Education are recognized as the key drivers to transform the way that individuals, groups and organizations “learn” and the way to “assess learning” in 21st Century. These transformations influence: Objectives - moving from acquiring new “knowledge” to developing new and relevant “competences”; Methods - moving from “classroom” based teaching to “context-aware” personalized learning; and Assessment - moving from “life-long” degrees and certifications to “on-demand” and “in-context” accreditation of qualifications. Within this context, promoting Open Access to Formal and Informal Learning, is currently a key issue in the public discourse and the global dialogue on Education, including Massive Open Online Courses (MOOCs) and Flipped School Classrooms. This volume on Digital Systems for Open Access to Formal and Informal Learning contributes to the international dialogue between researchers, technologists, practitioners and policy makers in Technology Supported Education and Learning. It addresses emerging issues related with both theory and practice, as well as, methods and technologies that can support Open Access to Formal and Informal Learning. In the twenty chapters contributed by international experts who are actively shaping the future of Educational Technology around the world, topics such as: - The evolution of University Open Courses in Transforming Learning - Supporting Open Access to Teaching and Learning of People with Disabilities - Assessing Student Learning in Online Courses - Digital Game-based Learning for School Education - Open Access to Virtual and Remote Labs for STEM Education - Teachers’ and Schools’ ICT Competence Profiling - Web-Based Education and Innovative Leadership in a K-12 International School Setting are presented. An in-depth blueprint of the promise, potential, and imminent future of the field, Digital Systems for Open Access to Formal and Informal Learning is necessary reading for researchers and practitioners, as well as, undergraduate and postgraduate students, in educational technology
    Description / Table of Contents: Digital Systems for Open Access to Formal and Informal LearningI. Open Access to Formal and Informal Learning: Theory and Practice -- The Opem Discover Space Portal: A Socially-Powered and Open Ferderated Infrastructure -- The Evolution of University Open Courses in Transforming Learning: Experiences from Mainland China -- Massive Open Online Courses (MOOCs) and Massive Multiplayer Online Games (MMOGs): Synergies and Lessons to be Learned -- Supporting Open Access to Teaching and Learning of People with Disabilities -- Development of Visualization of Learning Outcomes Using Curriculum Mapping -- Assessing Student Learning Online -- Theorizing Why in Digital Learning -- II. Open Access to Formal and Informal Learning: Methods and Technologies -- Mobile Language Learners as Social Networkers -- A Mobile Location-Based SItuation Learning Frameworkf for Supporting Critical Thinking: A Requirements Analysis Study -- Developing Technological and Pedagogical Affordances to Support Collaborative Inquiry Science Processes -- Learning in or with Games? -- Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games -- Stimulating Learning via Tutoring and Collaborative Simulator Games -- A Methodology for Oraganizing Virtual and Remote Labs -- Creative Collaboration in a 3D Virtual World -- Active Creation of Digital Games as Learning Tools -- Augmented Reality and Learning in Science Museums -- From Teachers' to Schools' ICT Competence Profiles -- I2Flex: The Meeting Point of Web-Based Education and Innovative Leardership in a K-12 International School Setting.
    Note: Description based upon print version of record
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  • 2
    ISBN: 9781461431787
    Language: English
    Pages: Online-Ressource (XXV, 405 p. 96 illus., 43 illus. in color, online resource)
    Series Statement: SpringerLink
    Series Statement: Bücher
    Parallel Title: Druckausg. Digital knowledge maps in education
    RVK:
    Keywords: Education ; Education ; Education Psychology
    Abstract: Digital knowledge maps are ‘at a glance’ visual representations that enable enriching, imaginative and transformative ways for teaching and learning, with the potential to enhance positive educational outcomes. The use of such maps has generated much attention and interest among tertiary education practitioners and researchers over the last few years as higher education institutions around the world begin to invest heavily into new technologies designed to provide online spaces within which to build resources and conduct activities. The key elements of this edited volume will comprise original and innovative contributions to existing scholarship in this field, with examples of pedagogical possibilities as they are currently practiced across a range of contexts. It will contain chapters that address, theory, research and practical issues related to the use of digital knowledge maps in all aspects of tertiary education and draws predominantly on international perspectives with a diverse group of invited contributors. Reports on empirical studies as well as theoretical/conceptual chapters that engage deeply with pertinent questions and issues raised from a pedagogical, social, cultural, philosophical, and/or ethical standpoint are included. Systematic literature reviews dealing with digital knowledge mapping in education are also an integral part of the volume
    Description / Table of Contents: PART I- Digital Knowledge Maps in Open, Distance, and Flexible Learning ContextsChapter 1 - Digital Knowledge Mapping In Educational Contexts -- Chapter 2 - Making Sense Of Knowledge Integration Maps -- Chapter 3 - Concept Maps For Comprehension And Navigation Of Hypertexts -- Chapter 4 - Using Digital Knowledge Maps For Supporting Tutors Giving Effective Explanations -- Chapter 5 - Investigating Through Concept Mapping Pre-Service Teachers’ Thinking Progression About ‘Elearning’ And Its Integration Into Teaching -- Chapter 6 - Concept Mapping In Graduate Education -- PART II - Digital Knowledge Maps in Collaborative Learning Contexts -- Chapter 7 - Collaborative Work With Digital Knowledge Maps On Improving Esl Learners’ Reading Skills -- Chapter 8 - Researching Individual And Collaborative Pair Learning In Primary School Students Using Digital Knowledge Maps For Science Education -- Chapter 9 - Towards A Cultural-Historical Theory Of Knowledge Mapping: Collaboration And Activity In The Zone Of Proximal Development -- Chapter 10 - Developing Australian Undergraduate Students’science Communication Skills Through Collaboratively Created Digital Knowledge Maps -- Chapter 11 - Using Novakian Concept Maps To Foster Peer Collaboration In Higher Education -- PART III - Advances in Assessment Using Digital Knowledge Maps.-Chapter 12 - Assessment For Learning Using Digital Knowledge Maps -- Chapter 13 - Sequentially Analyzing And Modeling Causal Mapping Processes That Support Causal Understanding And Systems Thinking -- Chapter 14 - Gainfully Guided Misconception - How Automatically Generated Knowledge Maps can Help Companies Within and Across Their Projects -- Chapter 15 - Digital Concept Mapping for Formative Assessment -- Chapter 16 - Digital Knowledge Maps: The Foundation For Learning Analytics Through Instructional Games -- PART IV - Case Studies Investigating Digital Knowledge Maps -- Chapter 17 - Digital Knowledge Mapping As An Instructional Strategy To Enhance Knowledge Convergence - A Case Study -- Chapter 18 - Shared Cognitions In A Field Of Informal Education - Knowledge Maps Towards Money Management Of Young Adults -- Chapter 19 - Predispositions To Concept Mapping: Case Studies Of Four Disciplines In Higher Education.
    Note: Description based upon print version of record
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  • 3
    ISBN: 9781461473664
    Language: English
    Pages: 1 Online-Ressource (xxvi, 444 Seiten) , Illustrationen
    Series Statement: SpringerLink
    Series Statement: Bücher
    RVK:
    Keywords: Curriculum planning ; Education ; Education ; Curriculum planning ; Education Psychology ; Hochschule ; Informationstechnik ; Neue Medien ; E-Learning ; Curriculum
    Abstract: Changing student profiles and the increasing availability of mainstream and specialized learning technologies are stretching the traditional face-to-face models of teaching and learning in higher education. Institutions, too, are facing far-reaching systemic changes which are placing strains on existing resources and physical infrastructure and calling into question traditional ways of teaching through lectures and tutorials. And, with an ever-increasing scrutiny on teaching and teachers’ accountability for positive educational outcomes, the call for closer attention to learning, teaching and, most especially, to the design and delivery of the curriculum is given increasing relevance and importance. Research provides strong evidence of the potential for technologies to facilitate not only cognition and learning but also to become integral components in the redesign of current curriculum models. Some Universities and individual academics have moved along this pathway, developing new and innovative curriculum, blending pedagogies and technologies to suit their circumstances. Yet, there are others, unsure of the possibilities, the opportunities and constraints in these changing times. Curriculum Models for the 21st Century gives insights into how teaching and learning can be done differently. The focus is on a whole of curriculum approach, looking at theoretical models and examples of practice which capitalize on the potential of technologies to deliver variations and alternatives to the more traditional lecture-based model of University teaching
    Description / Table of Contents: Theoretical Considerations of Curriculum Mapping for the 21st CenturyCase Studies: moving beyond traditional practice, theoretical underpinnings fro change, issues and implications arising from experience, future development and directions -- Technological and pedagogical innovations influencing curriculum renewal: emerging concepts and examples of best practice -- Sustainable educational practice in technology-rich environments -- Transforming new ideas and practices into curriculum models -- Finding and developing resources for curriculum transformation -- Integrating innovation into mainstream practices -- Analysis of important challenges to accomplishing sustainable curriculum change.   .
    Note: Description based upon print version of record
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  • 4
    ISBN: 9781461433293 , 1283933543 , 9781283933544
    Language: English
    Pages: Online-Ressource (XXXIII, 294 p. 69 illus, digital)
    Series Statement: SpringerLink
    Series Statement: Bücher
    Parallel Title: Buchausg. u.d.T.
    RVK:
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    Keywords: Computer science ; Social sciences Data processing ; Education ; Education ; Computer science ; Social sciences Data processing
    Abstract: This edited volume includes the most up to date, expanded, and peer reviewed papers from the 2011 CELDA Conference, focusing on the conference theme: Ubiquitous and Mobile Informal and Formal Learning in thr Digital Age. The contributions are aggressively interdisciplinary and cover such timely topics as social web technologies, virtual worlds and games, and location-based and context-aware learning environments. Informal and formal learning settings are explored and a myriad of concrete examples provided to assit the reader in developing curricula, programs, and courses on the topic.
    Description / Table of Contents: Ubiquitous and mobile formal and informal learning in the digital age -- Challenges and new perspectives -- Social web technologies for new knowledge representations -- Social web technologies for knowledge retrieval, creation, and sharing in formal and informal educational settings -- Virtual worlds and formal learning -- Virtual worlds and informal learning -- Game-based learning and assessment -- Location-based environments for learning -- Context-aware environments for learning -- Formal and informal learning integration -- Conclusions and future directions.
    Note: Includes bibliographical references and index
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  • 5
    ISBN: 1283444186 , 9781461415398 , 9781283444187
    Language: English
    Pages: Online-Ressource , v.: digital
    Edition: Online-Ausg. Springer eBook Collection. Humanities, Social Science and Law Electronic reproduction; Available via World Wide Web
    DDC: 371.33/44678
    RVK:
    RVK:
    Keywords: Education ; Educational psychology ; Consciousness ; Computerunterstützter Unterricht
    Abstract: Towards Learning and instruction in Web 3.0, which includes selected expanded papers from CELDA (Cognition and Exploratory Learning in the Digital Age) 2010 (http://www.celda-conf.org/) addresses the main issues concerned with evolving learning processes, innovative pedagogies, and technology-based educational applications in the digital age. The convergence of these two disciplines continues to increase and in turn, affects the academic and professional spheres in numerous ways. Towards Learning and Instruction in Web 3.0 addresses paradigms such as just-in-time learning, constructivism, stud
    Description / Table of Contents: Towards Learningand Instruction in Web 3.0; Preface; Acknowledgements; Introduction:Is Web 3.0 Changing Learning and Instruction?; Introduction; Web Generations; Implications for Learning and Instruction; Future Perspectives; References; Contents; Contributors; Part I: Student-Centered Learning; Chapter 1: Facilitating Learning Through Dynamic Student Modelling of Learning Styles; 1 Introduction; 2 Architecture for Dynamic Student Modelling; 2.1 Static Student Modelling Module; 2.2 Notification Mechanism; 2.3 Dynamic Student Modelling Module; 2.4 Learning Style Calculation Module
    Description / Table of Contents: 2.5 Data Extraction Module2.6 Dynamic Analysis Module; 2.7 Student Model; 3 Application of the Architecture in a Learning System; 3.1 Course Structure and Available Behaviour Patterns; 3.2 Providing Adaptive Feedback Based on Learning Styles; 4 Discussion and Conclusions; References; Chapter 2: SQAR: An Annotation-Based Study Process to Enhance the Learner's Personal Learning; 1 Introduction; 2 The Annotation Practice; 3 Learner's Personnel Annotation; 4 Web Annotation Tools; 5 SQAR Process: An Annotation Based Pedagogical Process; 5.1 Learner's Personal Annotation Formalism
    Description / Table of Contents: 5.2 Architecture of SQAR Process5.3 Modeling of SQAR Process; 6 Webannot a Prototype of PAML; 7 Experimentation; 7.1 Participants, Materials and Method; 8 Results; 9 Discussion; 10 Related Work; 11 Conclusion and Future Work; References; Chapter 3: Online Formative Assessment in a Medical PBL-Curriculum; 1 Introduction; 2 Method; 3 Results; 3.1 Current FAs; 3.2 Future Online FA: Students' and Lecturers' Expectations; 4 Discussion; 5 Outlook; 5.1 Requirements for Online FAs; 5.2 Creating a Didactic Metadata Layer; 6 Conclusion; References
    Description / Table of Contents: Chapter 4: The Effect of Project Based Web 2.0-Learning on Students' Outcomes1 Introduction; 2 Project-Based Learning and Informal Learning; 3 Community-Based Project Management Learning Model; 4 Web-Based Learning System: PHD-LAB as a Social Community Project Management System; 5 Learning Content and Activities via PHD-LAB; 6 Aim of this Study and Hypothesis; 6.1 Hypothesis 1: Learners' Performance Between Groups; 6.2 Hypothesis 2: Learners' Attitude Between Groups; 7 Method; 7.1 Research Design; 7.2 Data Collection; 7.3 Reliability of Rubrics; 7.4 Attitude Scale
    Description / Table of Contents: 7.5 Reliability of Attitude Scale8 Results and Discussion; 8.1 Hypothesis 1: Learner Performance Between Groups; 8.2 Hypothesis 2: Learners' Attitude Between Groups; 8.2.1 Attitude Towards CBPM Learning Model; 8.2.2 Outcomes of Learning: Writing of the Final Report; 8.2.3 Attitude Towards Future Work of PHD-LAB System; 9 Conclusion; References; Part II: Collaborative Learning; Chapter 5: Collaborative Language Learning Game as a Device Independent Application; 1 Introduction; 1.1 Pedagogical Concept; 2 Description of the Game; 2.1 Description of the Game States; 2.1.1 Wait/Idle State
    Description / Table of Contents: 2.1.2 Write State
    Note: Includes bibliographical references and index , Electronic reproduction; Available via World Wide Web
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  • 6
    ISBN: 9781461435464
    Language: English
    Pages: Online-Ressource (XXVII, 461 p. 78 illus, digital)
    Series Statement: SpringerLink
    Series Statement: Bücher
    Parallel Title: Buchausg. u.d.T.
    RVK:
    RVK:
    RVK:
    Keywords: Developmental psychology ; Education ; Education ; Developmental psychology ; Lerntechnik ; Schulleistungsmessung ; Aufsatzsammlung
    Abstract: 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.
    Description / Table of Contents: 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
    Description / Table of Contents: 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
    Description / Table of Contents: 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
    Description / Table of Contents: 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
    Description / Table of Contents: 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
    Description / Table of Contents: 6.6 Fundamentals of a Playing Science
    Note: 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
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  • 7
    Online Resource
    Online Resource
    Boston, MA : Springer Science+Business Media, LLC
    ISBN: 9781441915511
    Language: English
    Pages: Online-Ressource , v.: digital
    Edition: Online-Ausg. Springer eBook Collection. Humanities, Social Science and Law Electronic reproduction; Available via World Wide Web
    DDC: 371.334
    RVK:
    Keywords: Education ; Educational psychology
    Abstract: Instruction tailored to the individual student, learning and teaching outside the limits of time and space--ideas that were once considered science fiction are now educational reality, with the prospect of an intelligent Web 3.0 not far distant. Alongside these innovations exists an emerging set of critical-thinking challenges, as Internet users create content and learners (and teachers) take increased responsibility in their work. Learning and Instruction in the Digital Age nimbly balances the technological and pedagogical aspects of these rapid changes, gathering papers from noted researcher
    Description / Table of Contents: Preface; Acknowledgments; Contents; Contributors; Reviewers; 3.1.4 Meaning from Alternative Answers; Part I Cognitive Approaches to Learning and Instruction (Spector); 1 Learning and Instruction in the Digital Age; 1.1 The Dawn of the Digital Age; 1.2 Opportunities and Concerns for Learning and Instruction in the Digital Age; 1.3 A Step Forward: Personal Learning Management Systems; 1.4 Beyond the Digital Age; References; 2 Cognition and Student-Centered, Web-Based Learning: Issues and Implications for Research and Theory; 2.1 Introduction; 2.2 Assumptions Underlying Student-Centered Learning
    Description / Table of Contents: 2.2.1 Locus and Nature of Knowledge2.2.2 Role of Context; 2.2.3 Role of Prior Knowledge and Experience; 2.3 Nagging Issues; 2.3.1 Technical System Knowledge and Familiarity; 2.3.2 Disorientation; 2.3.3 Canonical Versus Individual Meaning: Misconceptions; 2.3.4 Knowledge as Accretion Versus Tool; 2.3.5 To Scaffold or to Direct; 2.3.6 Attitudes, Beliefs, and Practices; 2.3.7 Cognitive Load; 2.3.8 Metacognitive Demands; 2.4 Implications for Research, Theory, and Design; 2.4.1 Can Student-Centered, Web-Based Learning Be Scaffolded?
    Description / Table of Contents: 2.4.2 Will Students Critically Assess the Legitimacy, Veracity, and Accuracy of Resources?2.4.3 Will Scaffolding Help Students to Manage Cognitive Complexity?; 2.4.4 Will Students Negotiate Their Individual Learning Needs?; 2.4.5 Will Students Identify Appropriate and Relevant Resources?; References; 3 Testing as Feedback to Inform Teaching; 3.1 Introduction; 3.1.1 Summative Versus Formative Testing; 3.1.2 Substituting Memorization for Understanding; 3.1.3 The Test Interpretation Problem; 3.2 An Alternative Approach to Test Scoring; 3.2.1 Solving the Linear Dependency Issue
    Description / Table of Contents: 3.2.2 Interpreting the Patterns3.3 Implications for Testing Theory; 3.3.1 Heads or Tails: The Dichotomy Dilemma?; 3.3.2 A Dicey Alternative; 3.3.3 Exposing the Dynamics of Learning; 3.3.4 Associating Independent Tests; 3.4 A New Model for Assessing Learning; 3.4.1 Illustrations Using Actually Student Data; 3.4.2 Student Performance Change; 3.4.2.1 Student 2350; 3.4.2.2 Student 1660; 3.4.2.3 Student 1150; 3.4.2.4 Student 160; 3.5 Summary, Conclusions, and Implications; Appendix; Notes for Appendix; References; 4 Enhancing Learning from Informatics Texts; 4.1 Introduction
    Description / Table of Contents: 4.2 The ConstructionIntegration Model4.2.1 Text Coherence; 4.2.2 The Measurement of Learning; 4.3 The Study; 4.3.1 Method; 4.3.1.1 Participants; 4.3.1.2 Procedure; 4.3.2 Materials and Tasks; 4.3.2.1 Matching Activity (Pre-reading and Post-reading Test); 4.3.2.2 Texts; 4.3.2.3 The Propositional Representation of Text; 4.3.3 Text Recall; 4.3.4 Assessment Questions; 4.3.5 Data Collection; 4.4 Results; 4.4.1 Matching Activity; 4.4.1.1 Reading Rates; 4.4.1.2 Text Recall; 4.4.1.3 Assessment Questions; 4.5 Conclusions and Future Plans; References
    Description / Table of Contents: Part II Knowledge Representation and Mental Models (Ifenthaler)
    Note: Includes bibliographical references and index , Electronic reproduction; Available via World Wide Web
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  • 8
    ISBN: 9780387768984
    Language: English
    Pages: Online-Ressource (digital)
    Series Statement: SpringerLink
    Series Statement: Bücher
    Series Statement: Springer eBook Collection
    Series Statement: Humanities, Social Science and Law
    Parallel Title: Buchausg. u.d.T. Understanding models for learning and instruction
    RVK:
    Keywords: Mathematics ; Consciousness ; Education ; Instrumental systems Design ; Learning, Psychology of ; Teaching ; Aufsatzsammlung ; Lernen ; Lernforschung ; Lernpsychologie ; Kognitionswissenschaft
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