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Mr. Vetro: Assessing a Collective Simulation Framework
Journal of Interactive Learning Research(JILR)21:4, October 2010
Growing science apathy at the K-12 education level represents an alarming development with potentially devastating consequences at individual, societal and economic levels. Technology has been incorporated in science education without fundamentally...
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AgentCubes: Enabling 3D Creativity by Addressing Cognitive and Affective Programming Challenges
World Conference on Educational Multimedia, Hypermedia and Telecommunications(EDMEDIA)2012:1
Computational thinking has been identified as an essential 21st century skill. Unfortunately, many computer users, particularly children, consider programming to be hard and boring. There are two fundamental barriers to making programming more...
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Mr. Vetro, a Collective Simulation Cyberlearning Infrastructure for Science Education
Annual Meeting of the American Educational Research Association(AMAERA)2010:1
The comprehension of interdependent complex systems, which is part of state and national standards, is an enormous challenge for learners. In traditional physiology teaching materials, which structure the human body into decoupled subsystems (e.g.,...
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Mr. Vetro: A Collective Simulation Framework
World Conference on Educational Multimedia, Hypermedia and Telecommunications(EDMEDIA)2005:1
Growing science apathy at the K-12 education level represents an alarming development with potentially devastating consequences at individual, societal and economic levels. Surprisingly, student apathy is increasing while the general public...
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Mr. Vetro, a Collective Simulation Cyberlearning Infrastructure for Science Education
Annual Meeting of the American Educational Research Association (AMAERA) 2010:1
The comprehension of interdependent complex systems, which is part of state and national standards, is an enormous challenge for learners. In traditional physiology teaching materials, which structure the human body into decoupled subsystems (e.g.,...
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Playing a Game: The Ecology of Designing, Building and Testing Games as Educational Activities
World Conference on Educational Multimedia, Hypermedia and Telecommunications(EDMEDIA)2005:1
The design and implementation of educational games can be highly motivational to undergraduate students. In many cases it allows them to build the kind of computational artifacts that they envisioned building when they entered a computer science...
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Children’s Engineering and Computational Thinking
Society for Information Technology & Teacher Education International Conference(SITE)2011:1
Both Engineering and Computational Thinking are recognized as keys to economic success in our global knowledge society. How soon should these be introduced in schools? The Fab@School initiative provides elementary students with hands-on...
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Mr. Vetro: A Collective Simulation for Teaching Health Science
International Journal of Computer-Supported Collaborative Learning (ISSN-1556-1607) 5:2
Why has technology become prevalent in science education without fundamentally improving test scores or student attitudes? We claim that the core of the problem is "how" technology is being used. Technologies such as simulations are currently not...
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Computers in the Classroom: From Tool to Medium
Journal of Computer-Mediated Communication (ISSN-1083-6101) 2:3
Discusses the computer as a communication medium to support learning. Illustrates the benefits of this reconceptualization in the context of having students author and play interactive simulation games and exchange them over the Internet. (RS)
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Computational Thinking Patterns
Annual Meeting of the American Educational Research Association (AMAERA) 2011:1
The iDREAMS project aims to reinvent Computer Science education in K-12 schools, by using game design and computational science for motivating and educating students through an approach we call Scalable Game Design, starting at the middle school...
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