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  • MPI Ethno. Forsch.  (10)
  • 2015-2019  (1)
  • 2010-2014  (9)
  • Ifenthaler, Dirk  (10)
  • Education  (10)
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  • MPI Ethno. Forsch.  (10)
  • BSZ  (5)
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  • 1
    ISBN: 9783319058344
    Sprache: Englisch
    Seiten: Online-Ressource (XXXIII, 477 p. 109 illus., 24 illus. in color, online resource)
    Serie: Advances in Game-Based Learning
    Serie: SpringerLink
    Serie: Bücher
    Paralleltitel: Druckausg. Serious games analytics
    RVK:
    Schlagwort(e): Education ; Education ; Lernspiel ; Planspiel ; Beurteilung ; Lernspiel ; Planspiel ; Beurteilung
    Kurzfassung: This first-of-its-kind reference moves the concepts and methodologies of game analytics and learning analytics into the emerging field of serious games. The book calls for more validated and standardized research into serious games analytics, backing up this demand with ways that player data can be transformed into information of value to the academic and serious games sectors. Featured methodologies derive from diverse disciplines, from computer science and data visualization to learning science and statistics. And the volume's second half highlights new frontiers for serious games in medical education and patient care, psychological profile generation, and learning support. Included in the coverage: A meta-analysis of data collection in serious games research. Measuring expert-performance for serious games analytics: from data to insights. Comparative visualization of player behavior for serious games analytics. The role of serious games in robot exoskeleton assisted rehabilitation of stroke patients. Design of game-based stealth assessment and learning support. A game design methodology for generating a psychological profile of players. Serious Games Analytics gives educators, instructional designers, and researchers in educational technology a fuller grasp of the knowledge learners access in serious game play, and data and ideas leading to the next wave of serious games.
    Beschreibung / Inhaltsverzeichnis: An Introduction to Serious Games Analytics (SEGA)Methods for Learners' Gameplay Data Collection.- Methods for Learners' Gameplay Data Analysis -- Visualization of Learners' Play-paths.-  Serious Games Analytics Methodologies -- Serious Games, Virtual Worlds, Simulations, and Augmented Reality.
    Anmerkung: Description based upon print version of record
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    URL: Cover
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  • 2
    ISBN: 9781461473664
    Sprache: Englisch
    Seiten: 1 Online-Ressource (xxvi, 444 Seiten) , Illustrationen
    Serie: SpringerLink
    Serie: Bücher
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    Schlagwort(e): Curriculum planning ; Education ; Education ; Curriculum planning ; Education Psychology ; Hochschule ; Informationstechnik ; Neue Medien ; E-Learning ; Curriculum
    Kurzfassung: 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
    Beschreibung / Inhaltsverzeichnis: 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.   .
    Anmerkung: Description based upon print version of record
    URL: Volltext  (lizenzpflichtig)
    URL: Cover
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  • 3
    Online-Ressource
    Online-Ressource
    New York, NY : Springer New York
    ISBN: 9781461431787
    Sprache: Englisch
    Seiten: Online-Ressource (XXV, 405 p. 96 illus., 43 illus. in color, online resource)
    Serie: SpringerLink
    Serie: Bücher
    Paralleltitel: Druckausg. Digital knowledge maps in education
    RVK:
    Schlagwort(e): Education ; Education ; Education Psychology
    Kurzfassung: 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
    Beschreibung / Inhaltsverzeichnis: 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.
    Anmerkung: Description based upon print version of record
    URL: Volltext  (lizenzpflichtig)
    URL: Cover
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  • 4
    ISBN: 9783319022642
    Sprache: Englisch
    Seiten: Online-Ressource (XIV, 347 p. 62 illus, online resource)
    Serie: SpringerLink
    Serie: Bücher
    Paralleltitel: Druckausg. Digital systems for open access to formal and informal learning
    RVK:
    Schlagwort(e): Education ; Education ; Education ; Aufsatzsammlung ; Open Access ; Wissensvermittlung ; Lernen ; Open Access ; Digitales System ; Lernen
    Kurzfassung: 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
    Beschreibung / Inhaltsverzeichnis: 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.
    Anmerkung: Description based upon print version of record
    URL: Volltext  (lizenzpflichtig)
    URL: Cover
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  • 5
    ISBN: 9781461433293 , 1283933543 , 9781283933544
    Sprache: Englisch
    Seiten: Online-Ressource (XXXIII, 294 p. 69 illus, digital)
    Serie: SpringerLink
    Serie: Bücher
    Paralleltitel: Buchausg. u.d.T.
    RVK:
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    Schlagwort(e): Computer science ; Social sciences Data processing ; Education ; Education ; Computer science ; Social sciences Data processing
    Kurzfassung: 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.
    Beschreibung / Inhaltsverzeichnis: 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.
    Anmerkung: Includes bibliographical references and index
    URL: Volltext  (lizenzpflichtig)
    URL: Cover
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  • 6
    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.
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    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
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  • 7
    ISBN: 1283444186 , 9781461415398 , 9781283444187
    Sprache: Englisch
    Seiten: Online-Ressource , v.: digital
    Ausgabe: Online-Ausg. Springer eBook Collection. Humanities, Social Science and Law Electronic reproduction; Available via World Wide Web
    DDC: 371.33/44678
    RVK:
    RVK:
    Schlagwort(e): Education ; Educational psychology ; Consciousness ; Computerunterstützter Unterricht
    Kurzfassung: 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
    Beschreibung / Inhaltsverzeichnis: 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
    Beschreibung / Inhaltsverzeichnis: 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
    Beschreibung / Inhaltsverzeichnis: 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
    Beschreibung / Inhaltsverzeichnis: 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
    Beschreibung / Inhaltsverzeichnis: 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
    Beschreibung / Inhaltsverzeichnis: 2.1.2 Write State
    Anmerkung: Includes bibliographical references and index , Electronic reproduction; Available via World Wide Web
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  • 8
    Online-Ressource
    Online-Ressource
    New York, NY : Springer Science+Business Media, LLC
    ISBN: 1282973495 , 9781441976123 , 9781282973497
    Sprache: Englisch
    Seiten: Online-Ressource , v.: digital
    Ausgabe: Online-Ausg. Springer eBook Collection. Humanities, Social Science and Law
    Schlagwort(e): Education ; Educational psychology
    Kurzfassung: This edited volume with selected expanded papers from CELDA (Cognition and Exploratory Learning in the Digital Age) 2009 (http://www.celda-conf.org/) addresses the main issues concerned with problem solving, evolving learning processes, innovative pedagogies, and technology-based educational applications in the digital age. There have been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a fast pace and affecting academia and professional practice in many ways. Paradigms such as just-in-time learning, constructivism, student-centered learning and collaborative approaches have emerged and are being supported by technological advancements such as simulations, virtual reality and multi-agents systems. These developments have created both opportunities and areas of serious concerns. This volume aims to cover both technological as well as pedagogical issues related to these developments.
    Beschreibung / Inhaltsverzeichnis: Preface; Acknowledgements; Contents; Contributors; Reviewers; 1 Learning to Solve Problems in the Digital Age: Introduction; References; Part I Instructional Design Perspectives; Part II Cognitive Perspectives; Part III Assessment Perspectives; Part IV Schooling and Teaching Perspectives; Part V Virtual Environments Perspectives;
    Anmerkung: Description based upon print version of record
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  • 9
    Online-Ressource
    Online-Ressource
    Boston, MA : Springer US
    ISBN: 9781441956620
    Sprache: Englisch
    Seiten: Online-Ressource (XXI, 363p, digital)
    Serie: SpringerLink
    Serie: Bücher
    Serie: Springer eBook Collection
    Serie: Humanities, Social Science and Law
    Paralleltitel: Buchausg. u.d.T. Computer-based diagnostics and systematic analysis of knowledge
    RVK:
    Schlagwort(e): Educational tests and measurements ; Education ; Wissen ; Diagnostik ; Computerunterstütztes Verfahren
    URL: Volltext  (lizenzpflichtig)
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  • 10
    Online-Ressource
    Online-Ressource
    Boston, MA : Springer Science+Business Media, LLC
    ISBN: 9781441915511
    Sprache: Englisch
    Seiten: Online-Ressource , v.: digital
    Ausgabe: Online-Ausg. Springer eBook Collection. Humanities, Social Science and Law Electronic reproduction; Available via World Wide Web
    DDC: 371.334
    RVK:
    Schlagwort(e): Education ; Educational psychology
    Kurzfassung: 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
    Beschreibung / Inhaltsverzeichnis: 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
    Beschreibung / Inhaltsverzeichnis: 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?
    Beschreibung / Inhaltsverzeichnis: 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
    Beschreibung / Inhaltsverzeichnis: 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
    Beschreibung / Inhaltsverzeichnis: 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
    Beschreibung / Inhaltsverzeichnis: Part II Knowledge Representation and Mental Models (Ifenthaler)
    Anmerkung: Includes bibliographical references and index , Electronic reproduction; Available via World Wide Web
    URL: Volltext  (lizenzpflichtig)
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