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.
Les mer
Computers are playing a fundamental role in enhancing exploratory learning techniques in 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.
Les mer
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 andInteracting: Novice Activities in the Boxer Computational Medium.- 25. Learning Opportunities Provided by Domain-Oriented Design Environments.
Les mer
Springer Book Archives
Springer Book Archives
GPSR Compliance
The European Union's (EU) General Product Safety Regulation (GPSR) is a set of rules that requires consumer products to be safe and our obligations to ensure this.
If you have any concerns about our products you can contact us on ProductSafety@springernature.com.
In case Publisher is established outside the EU, the EU authorized representative is:
Springer Nature Customer Service Center GmbH
Europaplatz 3
69115 Heidelberg, Germany
ProductSafety@springernature.com
Les mer
Produktdetaljer
ISBN
9783642633591
Publisert
2012-10-11
Utgiver
Vendor
Springer-Verlag Berlin and Heidelberg GmbH & Co. K
Høyde
235 mm
Bredde
155 mm
Aldersnivå
Research, P, 06
Språk
Product language
Engelsk
Format
Product format
Heftet
Assisted by