Computers and Exploratory Learning
(Sprache: Englisch)
Proceedings of the NATO Advanced Research Workshop on the Design of Computational Media to Support Learning, held, at the Asilomar Conference Center, Pacific Grove, California, October 3 - 7, 1993
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Proceedings of the NATO Advanced Research Workshop on the Design of Computational Media to Support Learning, held, at the Asilomar Conference Center, Pacific Grove, California, October 3 - 7, 1993
Klappentext zu „Computers and Exploratory Learning “
Computers are playing a fundamental role in enhancing exploratory learning techniques in education. This volume in the NATO Special Programme on Advanced Educational Technology covers the state of the art in the design and use of computer systems for exploratory learning. Contributed chapters treat principles, theory, practice, and examples of some of the best contemporary computer-based learning environments: Logo, Boxer, Microworlds, Cabri-Géomètre, Star Logo, Table Top, Geomland, spreadsheets, Function Machines, and others. Emphasis is on mathematics and science education. Synthetic chapters provide an overview of the current scene in computers and exploratory learning, and analyses from the perspectives of epistemology, learning, and socio-cultural studies.
Inhaltsverzeichnis zu „Computers and Exploratory Learning “
1. Computers and Exploratory Learning: Setting the SceneSection I: Computers and Knowledge
2. Thematic Chapter: Epistemology and Systems Design
3. New Paradigms for Computing, New Paradigms for Thinking
4. From Local to Global: Programming and the Unfolding of Local Models in the Exploratory Learning of Mathematics and Science
5. East or West-GEOMLAND is Best, or Does the Answer Depend on the Angle?
6. Computational Media to Support the Learning and Use of Functions
7. Knowledge Representation in a Learning Environment for Euclidean Geometry
8. Microworlds as Representations
9. Visualizing Formal and Structural Relationships with Spreadsheets
10. Creating Software Applications for Children: Some Thoughts About Design
Section II: Computers and Learning
11. Thematic Chapter: Exploratory Software, Exploratory Cultures?
12. The Medium and the Curriculum: Reflections on Transparent Tools and Tacit Mathematics
13. What About a Learning Environment Where Euclidean Concepts are Manipulated with a Mouse?
14. Four Steps to the Right
15. Learning Dynamic Geometry: Implementing Rotations
16. Sketching a Multidisciplinary Microworld: A Collaborative Exploration in Boxer
17. Design of Computer-Based Cognitive Tools
18. The Spreadsheet as a Tool for Mathematical Modeling: A Case Study
19. The Many Faces of a Computational Medium: Teaching the Mathematics of Motion
Section III: Computers and Cultures
20. Thematic Chapter: Computers as Commodities
21. Exploring the Sketch Metaphor for Presenting Mathematics Using Boxer
22. Programming as a Means of Expressing and Exploring Ideas: Three Case Studies Situated in a Directive Educational System
23. Do Users Inhabit Or Build Their Boxer Environment?
24. Designing, Exploring and Interacting: Novice Activities in the Boxer Computational Medium
25. Learning Opportunities Provided by Domain-Oriented Design Environments
Bibliographische Angaben
- 1995, 1995, VIII, 482 Seiten, Maße: 16,1 x 24 cm, Gebunden, Englisch
- Herausgegeben: Andrea A. DiSessa, Celia Hoyles, Richard Noss
- Verlag: Springer, Berlin
- ISBN-10: 3540592024
- ISBN-13: 9783540592020
- Erscheinungsdatum: 20.06.1995
Sprache:
Englisch
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