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.
Le informazioni nella sezione "Riassunto" possono far riferimento a edizioni diverse di questo titolo.
1. Computers and Exploratory Learning: Setting the Scene.- Section 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.
Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.
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Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. 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, 1993This volume in the NATO Special Programme on Advanced. Codice articolo 5065667
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Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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. Codice articolo 9783642633591
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Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Inhaltsangabe1. Computers and Exploratory Learning: Setting the Scene.- Section 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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 500 pp. Englisch. Codice articolo 9783642633591
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Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 500 pp. Englisch. Codice articolo 9783642633591
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