This volume presents a variety of overall assessments of technology and individual descriptions of work-in-progress. Supported by private funders, non-profit organizations, government agencies, and a variety of other sources, these efforts address education programs focused on specific subject matter such as mathematics or troubleshooting of school-based learning using computers. They also focus on classes of technology such as intelligent systems, distance learning, and hypertext. Taken together, they portray the range of strategies through which we can begin to understand the impact of...
This volume presents a variety of overall assessments of technology and individual descriptions of work-in-progress. Supported by private funders, non...
Harold F. O'Neil, Jr. Harold F. O'Neil Harold F. O'Neil, Jr.
Current economic difficulties and the challenge of competing in the world market have necessitated a rethinking of American approaches to the utilization of people in organizations. Management recognizes a need to have workers take on more responsibility at the points of production, of sale, and of service rendered, if the United States is to compete in rapidly changing world markets. This development means that much more is expected of even entry-level members of the American workforce. Thus, more is expected of high schools and colleges to provide this type of workforce.
Current economic difficulties and the challenge of competing in the world market have necessitated a rethinking of American approaches to the utilizat...
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers from civilian to military contexts as well as multiple disciplines to...
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when usi...
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers from civilian to military contexts as well as multiple disciplines to...
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when usi...
Harold F. O'Neil, Jr. Ray S. Perez Harold F. O'Neil
This volume identifies promising learning, teaching, and assessment strategies for the use and assessment of technology in educational settings, specifically: *educational context (e.g., organizational and structural factors that contribute to the effective use of technology in school settings); *promising learning and teaching strategies; *promising technology-based assessment procedures and methods; *policy implementation issues; and *a summary of current research on the effective use of technology in education. Chapter authors represent a variety of perspectives...
This volume identifies promising learning, teaching, and assessment strategies for the use and assessment of technology in educational settings, speci...