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Simulation and Gaming for Mathematical Education

Simulation and Gaming for Mathematical Education
Author: Angela Piu
Publisher: IGI Global
Total Pages: 257
Release: 2010-04-30
Genre: Computers
ISBN: 160566930X

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"This book proposes simulation games supported by the most recent discoveries and advances in theories of learning research, and gears operational decisions toward the development of an integrated system for the teaching of mathematics in primary schools"--Provided by publisher.


Simulation and Serious Games for Education

Simulation and Serious Games for Education
Author: Yiyu Cai
Publisher: Springer
Total Pages: 149
Release: 2016-10-11
Genre: Technology & Engineering
ISBN: 9811008612

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This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1–2, 2014). It covers three major domains of education applications that use simulation and serious games: Science, Technology, Engineering and Mathematics (STEM) Education; Special Needs Education and Humanity and Social Science Education. Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.


VR, Simulations and Serious Games for Education

VR, Simulations and Serious Games for Education
Author: Yiyu Cai
Publisher: Springer
Total Pages: 128
Release: 2018-10-10
Genre: Technology & Engineering
ISBN: 9811328447

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This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.


Simulation Gaming in Education

Simulation Gaming in Education
Author: Lin Bothwell
Publisher: Taylor & Francis
Total Pages: 178
Release: 1976
Genre: Simulation games in education
ISBN:

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Simulation and Gaming in the Network Society

Simulation and Gaming in the Network Society
Author: Toshiyuki Kaneda
Publisher: Springer
Total Pages: 466
Release: 2016-08-02
Genre: Mathematics
ISBN: 9811005753

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This book provides the state of the art in the simulation and gaming study field by systematically collecting excellent papers presented at the 46th International Simulation and Gaming Association annual conference held in Kyoto 17–25 July 2015. Simulation and gaming has been used in a wide variety of areas ranging from early childhood education and school-age children, universities, and professional education, to policy exploration and social problem solving. Moreover, it now been drastically changing its features in the Internet Of Things (IOT) society while taking over a wide variety of aliases, such as serious games and gamification. Most of the papers on which this book’s chapters are based were written by academic researchers, both up-and-coming and well known. In addition, simulation and gaming is a translational system science going from theory to clinical cross-disciplinary topics. With this book, therefore, graduate students and higher-level researchers, educators, and practitioners can become familiar with the state-of-the-art academic research on simulation and gaming in the network society of the twenty-first century.


Digital Games and Mathematics Learning

Digital Games and Mathematics Learning
Author: Tom Lowrie
Publisher: Springer
Total Pages: 318
Release: 2015-10-05
Genre: Education
ISBN: 9401795177

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Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.


The International Simulation & Gaming Research Yearbook

The International Simulation & Gaming Research Yearbook
Author: Danny Saunders
Publisher: Routledge
Total Pages: 269
Release: 2012-10-12
Genre: Education
ISBN: 1136361715

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The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.


Simulation and Games

Simulation and Games
Author: Society for Academic Gaming and Simulation in Education and Training (Great Britain)
Publisher: Nichols Publishing Company
Total Pages: 224
Release: 1981
Genre: College teaching
ISBN:

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Games and Simulations in Teacher Education

Games and Simulations in Teacher Education
Author: Elizabeth Bradley
Publisher: Springer Nature
Total Pages: 207
Release: 2020-12-07
Genre: Education
ISBN: 3030445267

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This book includes more than twenty computer games and simulations for use in teacher training. Each of these simulations is innovative and presents an opportunity for pre-service teachers to have hands-on experience in an area of need prior to teaching in the classroom. Information on the simulation origins, including theoretical underpinnings, goals, characteristics, relevant research/program evaluation results, discussion of benefits and limitations as well as dissemination, recommended use, scope of practice, etc. of each game or simulation are included. Pre-service and new teachers will gain a number of useful skills through completion of these simulations and higher education faculty and administrators will gain a plethora of research-based and effective training tools for use in their teacher training programs.