Buch, Englisch, Band 146, 482 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 750 g
Reihe: NATO ASI Subseries F:
Buch, Englisch, Band 146, 482 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 750 g
Reihe: NATO ASI Subseries F:
ISBN: 978-3-642-63359-1
Verlag: Springer
Zielgruppe
Research
Fachgebiete
- Sozialwissenschaften Pädagogik Pädagogik Pädagogische Psychologie
- Sozialwissenschaften Psychologie Allgemeine Psychologie Entwicklungspsychologie Pädagogische Psychologie
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz
- Mathematik | Informatik EDV | Informatik Informatik Mathematik für Informatiker
Weitere Infos & Material
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.