Title: Electric worlds in the classroom
Description: We all know that kids like video games, so why not help them learn course content in these virtual worlds? This guidebook will help teachers (grades 6-12) do exactly that. The authors provide a diverse collection of lively and engaging virtual spaces where students engage in role-based learning. The context might be a gigantic imaginary plant cell, where students learn the role of a biologist, or it might be a shallow valley where they learn to act like a geologist. Students learn to conduct experiments, analyze results, draw conclusions, and ultimately, write their own story as they experienced it. This book features: a nontechnical presentation that will assist all educators who want to use technology to improve student learning; a large collection of goal-oriented, multi-user games to teach various concepts in geology, biology, computer science, microeconomics, and archaeology; the combined talents of computer programmers, subject matter experts, graphic designers, education specialists, and cognitive scientists who created the virtual worlds presented in this book.
Subjects: Computer network resources, Teaching, Education, Simulated environment (Teaching method), Educational games, Curriculum planning & development, Science, Teaching of a specific subject, Education / Teaching, Computers & Technology, Learning Styles, Teaching Methods & Materials - Classroom Planning, Curricula, Teaching Methods & Materials - Science & Technology, Computer-aided learning (CAL), Teaching skills & techniques, USA, Computerunterstützter Unterricht, Environnement simulé (Méthode pédagogique), Enseignement, Didacticiels ludiques, Ressources Internet, Enseignement assisté par ordinateur, Éducation, Education, computer network resources, Environnement simule? (Methode pedagogique), Enseignement assiste? par ordinateur