
Computers and Exploratory Learning
Edited by Andrea A. DiSessa, Celia Hoyles and Richard Noss
Springer (Publisher)
Published on 20. June 1995
Book
Hardback
VIII, 482 pages
978-3-540-59202-0 (ISBN)
Description
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.
More details
Series
Edition
Revised edition
Language
English
Place of publication
Berlin
Germany
Publishing group
Springer Berlin
Target group
Professional and scholarly
Research
Edition type
Revised edition
Illustrations
VIII, 482 p.
Dimensions
Height: 23.5 cm
Width: 15.5 cm
Weight
1930 gr
ISBN-13
978-3-540-59202-0 (9783540592020)
DOI
10.1007/978-3-642-57799-4
Schweitzer Classification
Other editions
Additional editions

Andrea A. diSessa | Celia Hoyles | Richard Noss
Computers and Exploratory Learning
E-Book
12/2012
Springer
€149.79
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Andrea A. diSessa | Celia Hoyles | Richard Noss
Computers and Exploratory Learning
Book
10/2012
Springer
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Content
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.