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Computers Supported Education: 9th International Conference, CSEDU 2017, Porto, Portugal, April 21-23, 2017, Revised Selected Papers (Communications in Computer and Information Science #865)

by Paula Escudeiro Gennaro Costagliola Susan Zvacek James Uhomoibhi Bruce M. McLaren

This book constitutes the thoroughly refereed proceedings of the 9th International Conference on Computer Supported Education, CSEDU 2017, held in Porto, Portugal, in April 2017. The 22 revised full papers were carefully reviewed and selected from 179 submissions. The papers deal with the following topics: new educational environments, best practices and case studies of innovative technology-based learning strategies, institutional policies on computer-supported education including open and distance education.

Computers, Teachers, Peers: Science Learning Partners

by Marcia C. Linn Sherry Hsi

Linn and Hsi show how computers, teachers, and peers can serve as learning partners--helping students build on their ideas and become lifelong science learners. They invite everyone interested in improving science education to build on their experiences, share insights on the Internet, and create instruction. Computers, Teachers, Peers: * offers case studies to bring the ideas of students learning science to life. *Join Sasha, Chris, Pat, and Lee as they try to make sense of experiments using computers to display data in real time;* * provides principles to help teachers improve their instruction, use technology better, and inspire more students to love science. *Find out how to use visualization tools, online discussion, and more to make science relevant;* * gives researchers and instructional designers a model for effective research and curriculum design. *Linn and Hsi report that the partnership approach to research resulted in a 400% increase in student understanding of science;* * helps schools develop technology plans that continuously improve science instruction. *Find out how schools can design better ways to use technology for learning;* * describes a partnership inquiry process where science teachers, science education researchers, discipline specialists, and technologists consider each others' perspectives and jointly design instruction. *Boys and girls are equally successful in the resulting science courses;* and * features practical tools for learning and instruction, including "Points to Ponder"--to encourage reflection on the ideas in each chapter (partnership groups or classes might use the points as discussion starters or assignments), and "Ask Mr. K."--an interview, in each chapter, with the classroom teacher who was a founding member of the CLP partnership (in these interviews Mr. K. adds insights from his own classroom experiences). This book is supplemented by a CD-ROM (included in each copy) and a Web site (www.clp.berkeley.edu) with the Computers as Learning Partners curriculum, lesson plans, a Quicktime virtual reality visit to the classroom, copies of assessments, opportunities to join partnerships, and more. For readers who wish for more information, Related Readings are cited, including works by authors mentioned in each chapter. Additional works by other authors who inspired the authors appear in the bibliography, on the website, and on the CD-ROM. An annotated bibliography of papers by the members of the CLP partnership also appears at the website and on the CD-ROM.

Computers, Teachers, Peers: Science Learning Partners

by Marcia C. Linn Sherry Hsi

Linn and Hsi show how computers, teachers, and peers can serve as learning partners--helping students build on their ideas and become lifelong science learners. They invite everyone interested in improving science education to build on their experiences, share insights on the Internet, and create instruction. Computers, Teachers, Peers: * offers case studies to bring the ideas of students learning science to life. *Join Sasha, Chris, Pat, and Lee as they try to make sense of experiments using computers to display data in real time;* * provides principles to help teachers improve their instruction, use technology better, and inspire more students to love science. *Find out how to use visualization tools, online discussion, and more to make science relevant;* * gives researchers and instructional designers a model for effective research and curriculum design. *Linn and Hsi report that the partnership approach to research resulted in a 400% increase in student understanding of science;* * helps schools develop technology plans that continuously improve science instruction. *Find out how schools can design better ways to use technology for learning;* * describes a partnership inquiry process where science teachers, science education researchers, discipline specialists, and technologists consider each others' perspectives and jointly design instruction. *Boys and girls are equally successful in the resulting science courses;* and * features practical tools for learning and instruction, including "Points to Ponder"--to encourage reflection on the ideas in each chapter (partnership groups or classes might use the points as discussion starters or assignments), and "Ask Mr. K."--an interview, in each chapter, with the classroom teacher who was a founding member of the CLP partnership (in these interviews Mr. K. adds insights from his own classroom experiences). This book is supplemented by a CD-ROM (included in each copy) and a Web site (www.clp.berkeley.edu) with the Computers as Learning Partners curriculum, lesson plans, a Quicktime virtual reality visit to the classroom, copies of assessments, opportunities to join partnerships, and more. For readers who wish for more information, Related Readings are cited, including works by authors mentioned in each chapter. Additional works by other authors who inspired the authors appear in the bibliography, on the website, and on the CD-ROM. An annotated bibliography of papers by the members of the CLP partnership also appears at the website and on the CD-ROM.

Computers, Visualization, and History: How New Technology Will Transform Our Understanding of the Past

by David J Staley

This visionary and thoroughly accessible book examines how digital environments and virtual reality have altered the ways historians think and communicate ideas and how the new language of visualization transforms our understanding of the past. Drawing on familiar graphic models--maps, flow charts, museum displays, films--the author shows how images can often convey ideas and information more efficiently and accurately than words. With emerging digital technology, these images will become more sophisticated, manipulable, and multidimensional, and provide historians with new tools and environments to construct historical narratives. Moving beyond the traditional book based on linear narrative, digital scholarship based on visualization and hypertext will offer multiple perspectives, dimensions, and experiences that transform the ways historians work and people imagine and learn about history. This second edition of Computers, Visualization, and History features expanded coverage of such topics as sequential narratives, 3-D modeling, simulation, and video games, as well as our theoretical understanding of space and immersive experience. The author has also added "Guidelines for Visual Composition in History" for history and social studies teachers who wish to use technology for student assignments. Also new to the second edition is a web link feature that users of the digital edition can use to enhance visualization within the text.

Computers, Visualization, and History: How New Technology Will Transform Our Understanding of the Past

by David J Staley

This visionary and thoroughly accessible book examines how digital environments and virtual reality have altered the ways historians think and communicate ideas and how the new language of visualization transforms our understanding of the past. Drawing on familiar graphic models--maps, flow charts, museum displays, films--the author shows how images can often convey ideas and information more efficiently and accurately than words. With emerging digital technology, these images will become more sophisticated, manipulable, and multidimensional, and provide historians with new tools and environments to construct historical narratives. Moving beyond the traditional book based on linear narrative, digital scholarship based on visualization and hypertext will offer multiple perspectives, dimensions, and experiences that transform the ways historians work and people imagine and learn about history. This second edition of Computers, Visualization, and History features expanded coverage of such topics as sequential narratives, 3-D modeling, simulation, and video games, as well as our theoretical understanding of space and immersive experience. The author has also added "Guidelines for Visual Composition in History" for history and social studies teachers who wish to use technology for student assignments. Also new to the second edition is a web link feature that users of the digital edition can use to enhance visualization within the text.

Computerspiele: Grundlagen, Psychologie und Anwendungen

by Tobias C. Breiner Luca D. Kolibius

Dieses Buch ist eine umfassende Abhandlung zur Debatte um die positiven Auswirkungen von Computerspielen. Es beantwortet folgende Fragen: Warum spielen wir?Hat Spielen einen evolutionären Sinn?Welche Arten von Games existieren?Welche Vor- und Nachteile haben Computerspiele gegenüber Spielen im echten Leben?Was lässt sich mit Computerspielen heutzutage technisch realisieren und was nicht?Wie lassen sich Computerspiele sinnvoll in Psychologie, Geriatrie und Medizin einsetzen?Welches Potenzial haben sogenannte „Serious Games“ in Therapie und Bildung? Das Werk ist für jeden Pädagogen und Psychologen, der sich für digitale Interventionen interessiert sehr empfehlenswert. Da die Grundlagen von Games und der Spielepsychologie verständlich und umfassend dargestellt werden, ist kein spezielles Vorwissen nötig.

Computerspiele: Nutzung, Wirkung und Bedeutung (Medienwissen kompakt)

by Sven Jöckel

Dieser Band gibt einen Überblick darüber, wie Computerspiele sich zu einem populären Massenmedium entwickeln konnten und welche Mythen über ihre individuellen und gesellschaftlichen Nutzungsweisen und Wirkungen tatsächlich von der Forschung belegt werden können (und welche nicht). Von PacMan, Space Invaders über Super Mario, Tomb Raider bis hin zu den Blockbustern Grand Theft Auto, Call of Duty oder Fortnite, aber auch zu Candy Crush und Roblox haben sich Computerspiele in den letzten gut vierzig Jahren zu einem populären und erfolgreichen Unterhaltungsmedium entwickelt. Sie sind dabei, ähnlich wie Filme oder Musik, mittlerweile zum Kulturgut geworden. Für die zweite Auflage wurde der Band überarbeitet und aktualisiert.

Computerspiele im Diskurs: Aggression, Amokläufe und Sucht

by Tobias C. Breiner Luca D. Kolibius

Dieses Fachbuch ist eine umfassende Abhandlung zur Debatte um die negativen Auswirkungen von Computerspielen: Aggressionen, Amokläufe und Sucht. Die kontroverse Debatte zur Beziehung zwischen Computerspielen und Aggression wird hier auf Grundlage neuster wissenschaftlicher Erkenntnisse aufgearbeitet. Darüber hinaus inspirierte die Aufnahme in die aktuellste Version des Klassifikationssystems DSM für Internet Gaming Disorder (Computerspielsucht) eine Vielzahl wissenschaftlicher Veröffentlichungen, welche hier übersichtlich zusammengetragen werden. In diesem Buch finden Sie die Antworten auf folgende Fragen: Welche Symptome machen eine Computerspielabhängigkeit aus und welche Therapiemöglichkeiten gibt es?Geht Computerspielsucht mit Veränderungen im Gehirn und der Persönlichkeit einher?Gibt es eine kausale Beziehung zwischen Computerspielen einerseits und Aggressivität und Amokläufen andererseits? Die Autoren kommen dabei nach Sichtung der Studienlage zu überraschenden Erkenntnissen. Dieses Buch unterstützt Psychologen, Psychotherapeuten, Psychiater, Pädagogen, Therapeuten, Lehrkräfte und Eltern die Welt der Computerspiele zu navigieren.

Computerspiele und lebenslanges Lernen: Eine Synthese von Gegensätzen (Medienbildung und Gesellschaft)

by Sonja Ganguin

Pädagogische Überlegungen zur Verbindung von Spiel und Lernen stehen im Zentrum dieses Bandes der Reihe 'Medienbildung und Gesellschaft'. Es geht um die spannende Frage, ob das geforderte lebenslange Lernen, das oft nur mühsam erfolgt, durch die Integration spielerischer Elemente erleichtert werden kann: Können Spiele mehr Motivation in der Weiterbildung schaffen und das formale Lernen effektivieren? Auf der Grundlage empirischer Daten gibt diese Darstellung einen aktuellen Überblick über die tatsächliche Motivation und Bereitschaft zur Weiterbildung mit und durch digitale Lernspiele.

Computing and Digital Learning for Primary Teachers

by Owen Dobbing

Whether they are new or experienced, teachers are expected to plan and deliver high-quality computing lessons to their pupils. Computing and Digital Learning for Primary Teachers provides an accessible introduction to teaching computing effectively and for deeper understanding in the primary classroom.Filled with practical resources to support lesson design, long-term planning, and assessment, readers will benefit from building their subject knowledge and learning to create engaging lessons for their pupils. Chapters explore: Supporting computational thinking and problem-solving to teach our pupils how to solve problems logically and systematically. Developing pupils’ digital literacy and use of IT, creating exciting opportunities for children’s digital self-expression through film, animation, and 3D design. Managing technology in our schools, such as setting up and maintaining a virtual learning environment (VLE). Cross-curriculum links with STEAM and engineering, allowing children to solve real-world problems by combining their digital literacy with their knowledge of maths, science, and technology. Cost-effective and accessible ways of introducing physical computing and robotics to children. Safe and responsible uses of artificial intelligence (AI) in our primary schools. This essential resource provides a highly practical guide to delivering effective computing lessons in the primary classroom and is a must read for anyone who wishes to become a more confident and knowledgeable computing teacher.

Computing and Digital Learning for Primary Teachers

by Owen Dobbing

Whether they are new or experienced, teachers are expected to plan and deliver high-quality computing lessons to their pupils. Computing and Digital Learning for Primary Teachers provides an accessible introduction to teaching computing effectively and for deeper understanding in the primary classroom.Filled with practical resources to support lesson design, long-term planning, and assessment, readers will benefit from building their subject knowledge and learning to create engaging lessons for their pupils. Chapters explore: Supporting computational thinking and problem-solving to teach our pupils how to solve problems logically and systematically. Developing pupils’ digital literacy and use of IT, creating exciting opportunities for children’s digital self-expression through film, animation, and 3D design. Managing technology in our schools, such as setting up and maintaining a virtual learning environment (VLE). Cross-curriculum links with STEAM and engineering, allowing children to solve real-world problems by combining their digital literacy with their knowledge of maths, science, and technology. Cost-effective and accessible ways of introducing physical computing and robotics to children. Safe and responsible uses of artificial intelligence (AI) in our primary schools. This essential resource provides a highly practical guide to delivering effective computing lessons in the primary classroom and is a must read for anyone who wishes to become a more confident and knowledgeable computing teacher.

Computing and Educational Studies: A Special Issue of educational Studies

by Eugene F. Provenzo

This special issue calls for a greater awareness of computing as a critical area of study for those interested in educational studies. Its purpose is to open up a wider dialogue about computing and education than has previously existed in the field. The questions raised provide the basis for a lively discussion and analysis of the role of educational studies in interpreting the role of computing in our culture and educational system. This issue also provides a model for exploring other topics of similar significance and importance to the field in future issues of the journal.

Computing and Educational Studies: A Special Issue of educational Studies (Counterpoints Ser. #123)

by Eugene F. Provenzo Jr.

This special issue calls for a greater awareness of computing as a critical area of study for those interested in educational studies. Its purpose is to open up a wider dialogue about computing and education than has previously existed in the field. The questions raised provide the basis for a lively discussion and analysis of the role of educational studies in interpreting the role of computing in our culture and educational system. This issue also provides a model for exploring other topics of similar significance and importance to the field in future issues of the journal.

Computing and ICT in the Primary School: From pedagogy to practice

by Gary Beauchamp

Now fully updated to reflect recent changes in the curriculum, Computing and ICT in the Primary School encourages teachers, and pupils, to realise the potential of a full range of ICT and computing resources. Tackling computing head on, this book enables trainee and experienced teachers to better understand what computing is and how to use ICT effectively in teaching and learning. It is not a ‘how to’ guide or a collection of lesson plans, but instead balances research-based theory with everyday experiences, challenging readers to understand teaching methods and how they translate into a range of suitable teaching and learning strategies using ICT. This book offers primary teachers the knowledge, skills and confidence to plan, teach and assess creatively to enhance learning across the whole curriculum. This second edition includes updates of all chapters and completely new chapters on: • mobile technologies • social media, and • modern foreign languages. Gary Beauchamp places theory and practice hand in hand, providing a uniquely relatable resource based on his own teaching practice, classroom experience and research. This text is crucial reading for both serving teachers and those in training on undergraduate and PGCE courses, Education Studies courses and MA (Ed) programmes.

Computing and ICT in the Primary School: From pedagogy to practice

by Gary Beauchamp

Now fully updated to reflect recent changes in the curriculum, Computing and ICT in the Primary School encourages teachers, and pupils, to realise the potential of a full range of ICT and computing resources. Tackling computing head on, this book enables trainee and experienced teachers to better understand what computing is and how to use ICT effectively in teaching and learning. It is not a ‘how to’ guide or a collection of lesson plans, but instead balances research-based theory with everyday experiences, challenging readers to understand teaching methods and how they translate into a range of suitable teaching and learning strategies using ICT. This book offers primary teachers the knowledge, skills and confidence to plan, teach and assess creatively to enhance learning across the whole curriculum. This second edition includes updates of all chapters and completely new chapters on: • mobile technologies • social media, and • modern foreign languages. Gary Beauchamp places theory and practice hand in hand, providing a uniquely relatable resource based on his own teaching practice, classroom experience and research. This text is crucial reading for both serving teachers and those in training on undergraduate and PGCE courses, Education Studies courses and MA (Ed) programmes.

Computing for the Older and Wiser: Get Up and Running On Your Home PC (The\third Age Trust (u3a)/older And Wiser Ser.)

by Adrian Arnold

Computing for the Older & Wiser is a simple-to-follow user friendly guide aimed at the older generation introducing the basics of mastering a computer. Covering the latest release of Windows Vista Home Premium(TM) and Windows XP(TM), this book is designed for people who want straightforward instructions on how to use their home PC. Written in plain English, using no unintelligible 'computer speak' Adrian guides you step-by-step through the basics of computing including chapters on: Use of the keyboard and mouse Email and the Internet Customising your desktop Word processing Digital photography Useful websites and much more Useful tips and tricks and a question and answer revision section in each chapter will build your confidence, get you up-to-date and technologically savvy in no time! If you want to learn how to search and shop online, email or chat to family and friends, and you have the enthusiasm to learn a new skill then this book is for you. With explanatory screenshots in full colour Easy to read font Supplementary website - including additional exercises to help improve your PC skills, further online hints and tips, and a directory of useful resources. www.pcwisdom.co.uk "Computing for the Older & Wiser will take readers comfortably through getting started on their home PC. The content is similar to what we would take our clients through if they were to attend a class, which is exactly the right level." —Faye Lester, Computer Training Coordinator, Age Concern Camden, UK "I have not had so much fun for years" —Renee Moore, 79, pupil at Age Concern, Colchester, UK

Computing for the Older and Wiser: Get Up and Running On Your Home PC

by Adrian Arnold

Computing for the Older & Wiser is a simple-to-follow user friendly guide aimed at the older generation introducing the basics of mastering a computer. Covering the latest release of Windows Vista Home Premium(TM) and Windows XP(TM), this book is designed for people who want straightforward instructions on how to use their home PC. Written in plain English, using no unintelligible 'computer speak' Adrian guides you step-by-step through the basics of computing including chapters on: Use of the keyboard and mouse Email and the Internet Customising your desktop Word processing Digital photography Useful websites and much more Useful tips and tricks and a question and answer revision section in each chapter will build your confidence, get you up-to-date and technologically savvy in no time! If you want to learn how to search and shop online, email or chat to family and friends, and you have the enthusiasm to learn a new skill then this book is for you. With explanatory screenshots in full colour Easy to read font Supplementary website - including additional exercises to help improve your PC skills, further online hints and tips, and a directory of useful resources. www.pcwisdom.co.uk "Computing for the Older & Wiser will take readers comfortably through getting started on their home PC. The content is similar to what we would take our clients through if they were to attend a class, which is exactly the right level." —Faye Lester, Computer Training Coordinator, Age Concern Camden, UK "I have not had so much fun for years" —Renee Moore, 79, pupil at Age Concern, Colchester, UK

Computing Fundamentals: Introduction to Computers

by Faithe Wempen

The absolute beginner's guide to learning basic computer skills Computing Fundamentals, Introduction to Computers gets you up to speed on basic computing skills, showing you everything you need to know to conquer entry-level computing courses. Written by a Microsoft Office Master Instructor, this useful guide walks you step-by-step through the most important concepts and skills you need to be proficient on the computer, using nontechnical, easy-to-understand language. You'll start at the very beginning, getting acquainted with the actual, physical machine, then progress through the most common software at your own pace. You'll learn how to navigate Windows 8.1, how to access and get around on the Internet, and how to stay connected with email. Clear instruction guides you through Microsoft Office 2013, helping you create documents in Word, spreadsheets in Excel, and presentations in PowerPoint. You'll even learn how to keep your information secure with special guidance on security and privacy. Maybe you're preparing for a compulsory computing course, brushing up for a new job, or just curious about how a computer can make your life easier. If you're an absolute beginner, this is your complete guide to learning the essential skills you need: Understand the basics of how your computer works Learn your way around Windows 8.1 Create documents, spreadsheets, and presentations Send email, surf the Web, and keep your data secure With clear explanations and step-by-step instruction, Computing Fundamentals, Introduction to Computers will have you up and running in no time.

Computing Science, Communication and Security: First International Conference, COMS2 2020, Gujarat, India, March 26–27, 2020, Revised Selected Papers (Communications in Computer and Information Science #1235)

by Nirbhay Chaubey Satyen Parikh Kiran Amin

This book constitutes revised selected papers of the First International Conference on Computing Science, Communication and Security, COMS2 2020, held in March 2020. Due to the COVID-19 pandemic the conference was held virtually. The 26 full papers and 1 short paper were thoroughly reveiwed and selected from 79 submissions. Papers are organised according to the topical sections on artificial intelligence and machine learning; network, communication and security; computing science.

Computing with Windows 7 for the Older and Wiser: Get Up and Running on Your Home PC (The\third Age Trust (u3a)/older And Wiser Ser.)

by Adrian Arnold

Computing with Windows® 7 for the Older & Wiser is a user friendly guide that takes you step-by-step through the basics of using a computer. Written in an easy-to-understand, jargon free language, it is aimed at complete beginners using PCs running on Microsoft Windows® 7. Inside, you will find step-by-step guidance on: Using the keyboard & the mouse Navigating files and folders Customising your desktop Using Email and the Internet Word processing Organising your digital photos Safely downloading files from the Internet Finding useful websites and much more

Computing with Windows 7 for the Older and Wiser: Get Up and Running on Your Home PC

by Adrian Arnold

Computing with Windows® 7 for the Older & Wiser is a user friendly guide that takes you step-by-step through the basics of using a computer. Written in an easy-to-understand, jargon free language, it is aimed at complete beginners using PCs running on Microsoft Windows® 7. Inside, you will find step-by-step guidance on: Using the keyboard & the mouse Navigating files and folders Customising your desktop Using Email and the Internet Word processing Organising your digital photos Safely downloading files from the Internet Finding useful websites and much more

The Comstocks of Cornell—The Definitive Autobiography

by Anna Botsford Comstock

The Comstocks of Cornell is the autobiography written by the naturalist educator Anna Botsford Comstock about her life and that of her husband, the entomologist John Henry Comstock—both prominent figures in the scientific community and in Cornell University history. A first edition was published in 1953, but it omitted key Cornellians, historical anecdotes, and personal insights. In this twenty-first-century edition, Karen Penders St. Clair restores the author's voice by reconstructing the entire manuscript as Anna Comstock wrote it—and thereby preserves Comstock's memories of the personal and professional lives of the couple as she originally intended. The book includes an epilogue documenting the Comstocks' last years and fills in gaps from the 1953 edition. Described as serious legacy work, this book is an essential part of the history of both Cornell University and its press.

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