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This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. Video games have come a long way, from Atari's pinging, monochromatic Pong to the garish mayhem of Grand Theft Auto and the stylish sophistication of Beatles Rock Band. And it is no longer just teenagers that are hooked, audiences both young and old can't seem to get enough. But while "video-game addict" has become a common term, are these games really physically and psychologically addictive? With video game sales in the billions and anxious concerns about their longterm effects growing louder, this volume brings something new to the discussion. It is a research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, it gets to the heart of gaming's powerful psychological and emotional allure, the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.
681.3*K80 --- Computer science--?*K80 --- 527 --- gamedesign --- informatica - specifieke toepassingen --- games --- Computer. Automation --- verslaving --- Psychology --- Video games --- 371.694 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Psychological aspects --- Social aspects --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- cultuursociologie
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A one-stop knowledge resource, Emerging Technologies in Distance Education showcases the international work of research scholars and innovative distance education practitioners who use emerging interactive technologies for teaching and learning at a distance.This widely anticipated book harnesses the dispersed knowledge of international experts who highlight pedagogical, organizational, cultural, social, and economic factors that influence the adoption and integration of emerging technologies in distance education. Emerging Technologies in Distance Education provides expert advice on how educators can launch effective and engaging distance education initiatives in response to technological advancements, changing mindsets, and economic and organizational pressures. The volume goes beyond the hype surrounding Web 2.0 technologies and highlights the important issues that researchers and educators need to consider to enhance educational practice.
Distance education --- Educational technology --- 371.694 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Distance learning --- Education --- Open learning --- Telecommunication in education --- Technological innovations --- Aids and devices --- Educational technology. --- Technological innovations. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- education --- pedagogy --- distance learning
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Educational games. --- Computer games. --- Education --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Instructive games --- Training games --- Games --- Application software --- Electronic games --- Computer-assisted instruction. --- Simulation methods --- Computer games --- Educational games --- 371.694 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Computer-assisted instruction --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Internet games --- Television games --- Videogames --- Video games.
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Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: Video games are not the enemy, but the best opportunity we have to engage our kids in real learning.
Didactic strategies --- Computer-assisted instruction --- Educational games --- 371.694 --- 527 --- games --- leerprocessen --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- informatica - specifieke toepassingen --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Instructive games --- Training games --- Education --- Games --- CAI (Computer-assisted instruction) --- Computer-aided instruction --- Computer-assisted learning --- Computer based instruction --- Computer-enhanced learning --- Electronic data processing in programmed instruction --- ILSs (Integrated learning systems) --- Integrated learning systems --- Microcomputer-aided instruction --- Microcomputer-assisted instruction --- Microcomputer-assisted learning --- Microcomputer-based instruction --- Teaching --- Educational technology --- Programmed instruction --- Telematics --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Simulation methods --- Data processing
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This chapter describes and evaluates an intermediate online, task-based Chinese course through an analysis of learner performance on the course tasks and assessments, including the performance-based assessments (PBAs) developed specifically for the course. After a brief consideration of online instruction and task-based language teaching (TBLT), the online TBLT course is described in some depth and the technology-mediated pedagogic tasks and associated PBAs are presented. The findings from these tasks and assessments are then reported, followed by a discussion of what the outcomes data reveale
Language and languages --- Task analysis in education --- Computer-assisted instruction --- Study and teaching --- Methodology --- Task analysis in education. --- Analysis, Task (Education) --- Education --- Foreign languages --- Languages --- Anthropology --- Communication --- Ethnology --- Information theory --- Meaning (Psychology) --- Philology --- Linguistics --- Computer-assisted instruction. --- Methodology. --- 371.694 --- 800.515 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- 800.515 Computerondersteunend (taal)onderwijs. Computer Assisted Language Learning --- Computerondersteunend (taal)onderwijs. Computer Assisted Language Learning --- Study and teaching&delete& --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Language and languages - Computer-assisted instruction --- Language and languages - Study and teaching - Methodology
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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television, but game design has yet to develop a theoretical framework or critical vocabulary. This book presents a much-needed primer for this emerging field and offers a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games.. Building an aesthetics of interactive systems, they define core concepts like "play," "design," and "interactivity." They look at games through a series of 18 "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.
Computer games --- Design. --- Programming. --- Thema's in de digitale grafische vormgeving ; het computerspel --- 766.049 --- computeranimatie --- computergrafiek --- cybernetica --- Gebruiksgrafiek ; verschillende onderwerpen --- gamedesign --- 527 --- informatica - specifieke toepassingen --- computerspellen --- cyberspace --- games --- #SBIB:309H17 --- cultuurgeschiedenis --- Games --- 791.5 --- animatie --- computers --- cybercultuur --- game design --- kunst en technologie --- 371.694 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Design --- Programming --- Computer- en videogames --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Jeux vidéo --- Programmation --- Programmation. --- Games ; programmeren. --- Computer games - Design --- Computer games - Programming --- Video games --- 766.12.024 --- Grafische industrie en ontwerp ; drager ; digitaal ; technieken ; game design --- Jeux vidéo
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As technology continues to advance, the use of computers and the Internet in educational environments has immensely increased. But just how effective has their use been in enhancing children's learning? In this thought-provoking book, Christina E. Erneling conducts a thorough investigation of scholarly journal articles on how computers and the Internet affect learning. She critiques the influential pedagogical theories informing the use of computers in schools - in particular those of Jean Piaget and 'theory of mind' psychology. Erneling introduces and argues for a discursive approach to learning based on the philosophy of Ludwig Wittgenstein and the psychology of Lev Vygotsky. This book not only addresses an urgent pedagogical problem in depth, but also challenges dominant assumptions about learning in both developmental psychology and cognitive science.
Critical pedagogy --- Educational technology --- Education --- Internet in education --- 371.694 --- Technological innovations --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Critical humanism in education --- Radical pedagogy --- Critical theory --- Popular education --- Transformative learning --- Internet (Computer network) in education --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Effect of technological innovations on --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Aids and devices --- Educational technology. --- Internet in education. --- Critical pedagogy. --- Effect of technological innovations on. --- Health Sciences --- Psychiatry & Psychology
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'ICT en onderwijsvernieuwing' in het kort: Zinvol didactisch gebruik maken van ICT - Permanent vernieuwen - Voor ICT-coördinatoren, directies, leerkrachten, begeleidingsdiensten - Abonnement. Wilt u een stevige visie vinden over hoe u uw klas- en schoolpraktijk dankzij ICT kan vernieuwen en versterken?
371 --- 371.2 --- 371.694 --- #WB&L reeksen + lop. bep. meerd. werken (betal.) --- #KVHB:Didactiek --- #KVHB:ICT --- #KVHB:Onderwijsvernieuwing --- ICT --- onderwijs --- onderwijsvernieuwing --- 373 --- Redactie : --- computers --- informatica --- lerarenopleiding --- media --- nieuwe media --- vakdidactiek --- 450.2 --- didactiek --- onderwijsbeleid --- 454.52 --- 474.52 --- 484.52 --- Basisonderwijs --- Computerondersteund onderwijs --- Elektronische leeromgeving --- Hoger onderwijs --- ICT informatie- en communicatietechnologie --- Kleuteronderwijs --- Lager onderwijs --- Onderwijsvernieuwing --- Secundair onderwijs --- computergestuurd onderwijs --- elektronische leeromgeving --- 430.1 --- 450 --- 458.1 ) * INTERNE EN EXTERNE ORGANISATIE VAN DE SCHOOLSAMENLEVING --- Naslagwerk --- beleid --- computergestuurd onderwijs (gez) --- ict (ler) --- onderwijsorganisatie --- school --- automatisering (computer) --- informatieverwerking --- internet --- leermethoden --- ICT: onderwijs --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- 371.2 Schoolorganisatie --- Schoolorganisatie --- 371 Onderwijs. Schoolwezen --- Onderwijs. Schoolwezen --- onderwijs - politiek, wetgeving en organisatie --- Computer ondersteund onderwijs --- Computerondersteund onderwijs (c.o.o.); algemeen --- Contains audio-visual material --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs
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The end of the last millennium was marked by rapid technological advances and deep changes in many aspects of human activity, often taken together as indicative of a shift into a ‘knowledge era’. Such changes have stimulated much discussion about the role and processes of education, and about the role of information and communication technology (ICT) in teaching and learning in this new era. Many policy documents relating to these themes have been published by international and regional organizations such as the European Commission, the European Roundtable of Industrialists, the Organization for Economic Cooperation and Development (OECD), UNESCO and the World Bank. Numerous blueprints on education reform and on ICT in education have also been set out by various governments since the mid-1990s. These policy initiatives brought with them a variety of strategic implementation priorities that differ from country to country, depending on the socio-economic and political context. Such educational strategies may involve, amongst others, changes in curriculum and/or assessment at the system level, provision for ICT infrastructure, teacher professional development, and/or technical and pedagogical support for teachers. Given the deep technological, economic and policy changes that have taken place over the last decade, are there indications that pedagogical practices are changing as well? What impact is the pedagogical use of ICT making in schools around the world? What is the impact of the implementation of these policies on pedagogy and ICT use in classrooms? These are the questions that this book addresses through an analysis of the findings from SITES 2006, an international comparative study of pedagogy and ICT use conducted under the auspices of the International Association for the Evaluation of Educational Achievement (IEA).
Audiovisual methods --- Computer assisted instruction --- onderwijstechnologie --- computerondersteund onderwijs --- Critical pedagogy --- Education --- Educational technology --- Information technology --- Pédagogie critique --- Sciences de l'éducation --- Technologie éducative --- Technologie de l'information --- Cross-cultural studies. --- Study and teaching --- Etudes transculturelles --- EPUB-LIV-FT LIVHUMAI SPRINGER-B --- 371.694 --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Education. --- Educational Technology. --- Computers and Education. --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Educational technology. --- Education—Data processing. --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Aids and devices --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Computer-assisted instruction. --- Information technology. --- Second Information Technology in Education Study.
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In het boek Actief in de digitale leeromgeving maakt u aan de hand van tien uitgewerkte didactische scenario?s kennis met de vele mogelijkheden van de digitale leeromgeving. U krijgt de kans om de troeven ervan te benutten als een meerwaarde binnen de eigen didactische praktijk. Actief in de digitale leeromgeving bestaat uit twee delen. In het eerste deel wordt een theoretisch kader geschetst van de didactiek die ten grondslag ligt aan de digitale leeromgeving. Dit referentiekader kent een praktijkgerichte inslag en vormde de basis voor het uitwerken van de didactische scenario?s van het tweede deel. Deze scenario?s bevatten concrete stappenplannen waarin de verschillende componenten van het didactisch handelen uitgebreid worden toegelicht.
Digitale didactiek. --- Elektronische leeromgeving. --- ICT --- Pedagogiek en onderwijskunde --- Onderwijs. --- Onderwijstechnologie. --- onderwijsvernieuwing --- School management --- e-learning --- Computer assisted instruction --- ICT ; onderwijs --- Didactiek --- 371.3 --- 371.39 --- 371.694 --- #KVHA:Computerondersteund onderwijs --- #KVHA:Didactiek --- #KVHA:E-learning --- #KVHB:Didactiek --- #KVHB:Hoger onderwijs --- #KVHB:ICT --- 371.2 --- 371.315.9 --- digitale leermiddelen --- digitale leeromgevingen --- portfolio's --- 37 --- Toledo --- elektronische leeromgevingen --- elektronische portfolio's --- onderwijs --- 454.52 --- computerondersteund onderwijs --- digitale leeromgeving --- digitalisering --- 371.:004 --- 489.4 --- Digitale didactiek --- Elektronische leeromgeving --- Krachtige leeromgevingen --- Portfolio's --- hoger onderwijs --- Computergestuurd onderwijs (teleleren) --- E-learning --- Elektronische leeromgevingen --- ICT in het onderwijs --- Leeromgeving --- Computerondersteund onderwijs ; didactiek --- Digitale leermiddelen --- Digitale leeromgeving --- Ict ; computerondersteund onderwijs --- Computerondersteunend onderwijs --- automatisering (computer) --- coaching --- computergestuurd onderwijs --- informatieverwerking --- innovatie (veranderen) --- internet --- leerlingenbegeleiding --- leermethoden --- portfolio --- secundair onderwijs --- stagebegeleiding --- studentenbegeleiding --- zelfstudie --- computerondersteund leren --- didactiek --- elektronische leeromgeving --- ict --- ICT ; hoger onderwijs ; didactiek --- ICT ; secundair onderwijs ; didactiek --- 371.39 Overige leermethoden --- Overige leermethoden --- 371.3 Didaktiek. Onderwijsmethoden. Evaluatie van het lesgeven --- Didaktiek. Onderwijsmethoden. Evaluatie van het lesgeven --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Onderwijsorganisatie --- Computer ondersteund onderwijs --- Computerondersteund onderwijs (c.o.o.); algemeen --- (zie ook: Elektronische leeromgevingen) --- (zie ook: informatie & communicatie technologie) --- departement Algemeen 10 --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Hoger onderwijs --- Computerondersteund onderwijs --- Onderwijs --- Digitalisering --- ICT-vaardigheden --- 371.300 --- Opvoeding --- Pedagogiek --- Statistische gegevens --- Sport
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