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How Computer Games Help Children Learn

David Williamson Shaffer ,  local secure 
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iconEmpfehlungen

Seymour PapertA must read for anyone who cares about learning. Garne designers depend on having millions of people voluntarily learn more than anyone would dare put into a school curriculum. So studying games — how they are designed and how they are played — is one of the best sources of insight about learning, and Shaffer is an excellent guide to making the most of it.
Von Seymour Papert, erfasst im Biblionetz am 15.02.2008
Deep learning, technical learning, learning that leads to the ability to innovate: diese are the most important natural resources in our global high-tech world. Will our children be able to compete with kids in China and India? Shaffer shows us how to mine the potential of video game technologies to transform learning at home, in communities, and in schools.
Von J. P. Gee, erfasst im Biblionetz am 15.02.2008

iconZusammenfassungen

So this is a book about Computers, and about games, and about the challenge of preparmg students for life in an economy of global competition. But really it is a Book about thinking. And more than that, about learning, and about how we can — how we must — use Computers to make it possible for all of our children to learn in ways that are deeply authentic and fiilfilling and powerfiil and motivating and, most of all, relevant. It is about using Computer games to help students learn important ideas in ways that will be meaningful and useful in a changing world.
Von David Williamson Shaffer im Buch How Computer Games Help Children Learn (2006)
In this groundbreaking look at the future of education, game scientist David Williamson Shaffer offers a new and powerful way of looking at school, technology, and even thinking itself: a new model of education for a high-tech, digital world of global competition. How Computer Games Help Children Learn looks at how particular video and computer games can help teach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they need to succeed in a changing world.
Von Klappentext im Buch How Computer Games Help Children Learn (2006)
How can we make sure that our kids are learning to be creative thinkers in a world of global competition--and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach kids to build successful futures--but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
Von Klappentext im Buch How Computer Games Help Children Learn (2006)

iconKapitel  Unter den anklickbaren Kapiteln finden Sie Informationen über einzelne Teile des gewählten Werks.

  • 1. Epistemology - The Debating Game
  • 2. Knowledge - Digital Zoo
  • 3. Skills - Escher's World
  • 4. Values - The Pandora Project
  • 5. Identity - science.net
  • 6. The future - Urban Science

icondieses Buch erwähnt ...


Personen
KB IB clear
Albert Bandura, John Seely Brown, Jerome S. Bruner, Mihaly Csikszentmihalyi, Larry Cuban, Thomas H. Davenport, John Dewey, Hubert L. Dreyfus, S. Dreyfus, Michel Foucault, Thomas Friedman, J. P. Gee, Idit Harel, Thomas S. Kuhn, Jean Lave, Marshall McLuhan, Donald A. Norman, Seymour Papert, Jean Piaget, Neil Postman, Jeremy Rifkin, Donald A. Schön, Sherry Turkle, Lew Semjonowitsch Vygotsky, Etienne Wenger

Fragen
KB IB clear
Welche Ausbildung wird in der Informationsgesellschaft benötigt?

Aussagen
KB IB clear
Computer (Informatik) ermöglicht Simulation
Computerspiele fördern Lernen

Begriffe
KB IB clear
Computercomputer, Computerspielecomputer game, Denkenthinking, Epistemologie (Erkenntnistheorie)epistemology, Fehlererror, Formal-operatives Denkenformal operational stage, Geschichte, Globalisierungglobalization, Industrielle Revolutionindustrial revolution, Ingenieur, Innovationinnovation, Konkrete Operationen concrete operational stage, Kreativitätcreativity, Lernenlearning, microworldmicroworld, Outsourcingoutsourcing, Physikphysics, Präoperationales Stadiumpreoperational stage, Rollerole, Schuleschool, Sensumotorisches Stadium, Simulation, Spielgame, Stadien der kindlichen Entwicklung nach PiagetPiaget's theory of cognitive development, The Sims, USA, World of Warcraft
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Bücher
Jahr  Umschlag Titel Abrufe IBOBKBLB
Experience And Education (John Dewey) 28000
Kunst als Erfahrung (John Dewey) 4000
1910Wie wir denken (John Dewey) 7, 2, 8, 6, 5, 12, 10, 5, 11, 8, 9, 815581188
1916 local secure Demokratie und Erziehung (John Dewey) 12, 7, 10, 16, 14, 10, 19, 12, 17, 9, 10, 338631588
1930Mind in Society (Lew Semjonowitsch Vygotsky) 10, 14, 14, 21, 10, 12, 15, 14, 24, 15, 14, 1215118121863
1962Die Gutenberg-Galaxis (Marshall McLuhan) 7, 4, 10, 7, 10, 8, 11, 14, 13, 6, 16, 845183570
1962  Die Struktur wissenschaftlicher Revolutionen (Thomas S. Kuhn) 11, 9, 15, 11, 11, 9, 28, 10, 20, 11, 14, 1711517179698
1966 local secure Understanding Media (Marshall McLuhan) 14, 6, 11, 12, 8, 13, 14, 18, 22, 16, 13, 1611930162677
1969Archäologie des Wissens (Michel Foucault) 22000
1979What Computers Can't Do (Hubert L. Dreyfus) 6, 4, 9, 9, 10, 7, 9, 12, 12, 11, 9, 836183083
1982 local secure web Mindstorms (Seymour Papert) 25, 19, 30, 35, 39, 35, 23, 22, 28, 26, 27, 2223845225395
1983The Reflective Practitioner (Donald A. Schön) 7, 4, 7, 10, 18, 8, 11, 5, 16, 6, 8, 54975656
1986Educating the Reflective Practitioner (Donald A. Schön) 6, 1, 7, 8, 7, 8, 6, 6, 9, 8, 12, 1621116392
1986  local secure Mind over Machine (Hubert L. Dreyfus, S. Dreyfus) 17, 20, 25, 30, 25, 22, 21, 16, 22, 24, 32, 2537149257293
1986Teachers and Machines (Larry Cuban) 6, 3, 7, 13, 5, 8, 4, 5, 9, 8, 7, 83338895
1990Constructionism (Idit Harel, Seymour Papert) 6, 7, 14, 18, 21, 9, 16, 10, 24, 11, 16, 1610144161264
1991Situated Learning (Jean Lave, Etienne Wenger) 9, 7, 12, 9, 4, 6, 8, 17, 17, 10, 9, 141432141293
1992 local secure Technopoly (Neil Postman) 8, 6, 13, 13, 13, 13, 13, 13, 17, 11, 7, 5438853389
1994  local secure Things That Make Us Smart (Donald A. Norman) 5, 3, 10, 9, 12, 18, 14, 9, 20, 5, 6, 6234363306
1995  Leben im Netz (Sherry Turkle) 13, 15, 22, 32, 22, 18, 16, 17, 24, 16, 17, 18951891816196
1996 local secure Kreativität (Mihaly Csikszentmihalyi) 4, 3, 7, 5, 8, 5, 6, 5, 6, 14, 6, 14134141183
1996The Culture of Education (Jerome S. Bruner) 15000
1998Self-efficacy (Albert Bandura) 32000
2000  local secure Access (Jeremy Rifkin) 9, 5, 12, 16, 21, 10, 11, 9, 25, 10, 9, 102471102638
2000The Social Life of Information (J. S. Brown) 21000
2001 local secure Oversold and Underused (Larry Cuban) 6, 7, 10, 24, 19, 13, 10, 11, 18, 11, 12, 12637121492
2003  What Video Games Have to Teach Us About Learning and Literacy (J. P. Gee) 4, 1, 4, 6, 13, 4, 6, 4, 16, 4, 6, 536125803
2005  local secure web The World Is Flat (Thomas Friedman) 18, 14, 22, 24, 26, 20, 15, 18, 20, 17, 18, 277170271404
2005  Thinking for a Living (Thomas H. Davenport) 8, 7, 4, 11, 4, 7, 5, 7, 10, 6, 8, 86508755

icondieses Buch  erwähnt vermutlich nicht ... Eine statistisch erstelle Liste von nicht erwähnten (oder zumindest nicht erfassten) Begriffen, die aufgrund der erwähnten Begriffe eine hohe Wahrscheinlichkeit aufweisen, erwähnt zu werden.

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Nicht erwähnte Begriffe
Kinder, LehrerIn, Unterricht

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iconErwähnungen  Dies ist eine nach Erscheinungsjahr geordnete Liste aller im Biblionetz vorhandenen Werke, die das ausgewählte Thema behandeln.

iconCo-zitierte Bücher

Buchcover

The Design of Everyday Things

The psychology of everyday things

(Donald A. Norman) (1988)  local secure 
Buchcover

Growing Up Digital

The Rise of the Net Generation

(Don Tapscott) (1997)  
Buchcover

Teachers and Machines

The Classroom Use of Technology Since 1920

(Larry Cuban) (1986)
Buchcover

Flow

Das Geheimnis des Glücks

Flow

The Psychology of Optimal Experience

(Mihaly Csikszentmihalyi) (1990) local secure 
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Oversold and Underused

Computers in the Classroom

(Larry Cuban) (2001) local secure 
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Situated Learning

Legitimate Peripheral Participation

(Jean Lave, Etienne Wenger) (1991)
Buchcover

The Wealth of Networks

How Social Production Transforms Markets and Freedom

(Yochai Benkler) (2006) local secure web 

The Social Life of Information

(J. S. Brown) (2000)
Buchcover

Minds in Play

Computer Game Design As A Context for Children's Learning

(Yasmin B. Kafai) (1995) local secure web 
Buchcover

Here Comes Everybody

The Power of Organizing Without Organizations

(Clay Shirky) (2008) local secure 
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Convergence Culture

Where Old and New Media Collide

(Henry Jenkins) (2006) local secure 
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Confronting the Challenges of Participatory Culture

Media Education for the 21st Century

(Henry Jenkins, Katie Clinton, Ravi Purushotma, Alice J. Robison, Margaret Weigel) (2006)  local secure web 
Buchcover

Living and Learning with New Media

Summary of Findings from the Digital Youth Project

(Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, Laura Robinson) (2008) local secure web 
Buchcover

The Network Society

A Cross-Cultural Perspective

(Manuel Castells) (2004) local secure 

iconVolltext dieses Dokuments

LokalHow Computer Games Help Children Learn: Gesamtes Buch als Volltext (lokal: PDF, 1328 kByte)

iconStandorte  Eine Liste von Orten, wo das Objekt physisch vorhanden ist.

Beat ( 15.02.2008), PHZH (DW 4400 S296 ), Nina, Dominik, Nando

iconBibliographisches Hier finden Sie Angaben um das gewählte Werk zu kaufen oder in einer Bibliothek auszuleihen.

Titel FormatBez.Aufl.Jahr ISBN      
How Computer Games Help Children LearnE--120061403975051SwissbibWorldcatBestellen bei Amazon.deBuy it now!Bestellen bei ebook.de

iconBeat und dieses Buch

Beat war Co-Leiter des ICT-Kompetenzzentrums TOP während er dieses Buch ins Biblionetz aufgenommen hat. Die bisher letzte Bearbeitung erfolgte während seiner Zeit am Institut für Medien und Schule. Beat besitzt ein physisches und ein digitales Exemplar. (das er aber aus Urheberrechtsgründen nicht einfach weitergeben darf).

iconBiblionetz-History Dies ist eine graphische Darstellung, wann wie viele Verweise von und zu diesem Objekt ins Biblionetz eingetragen wurden und wie oft die Seite abgerufen wurde.