How People Learn
Author | : National Research Council |
Publisher | : National Academies Press |
Total Pages | : 386 |
Release | : 2000-08-11 |
Genre | : Education |
ISBN | : 0309131979 |
First released in the Spring of 1999, How People Learn has been expanded to show how the theories and insights from the original book can translate into actions and practice, now making a real connection between classroom activities and learning behavior. This edition includes far-reaching suggestions for research that could increase the impact that classroom teaching has on actual learning. Like the original edition, this book offers exciting new research about the mind and the brain that provides answers to a number of compelling questions. When do infants begin to learn? How do experts learn and how is this different from non-experts? What can teachers and schools do-with curricula, classroom settings, and teaching methodsâ€"to help children learn most effectively? New evidence from many branches of science has significantly added to our understanding of what it means to know, from the neural processes that occur during learning to the influence of culture on what people see and absorb. How People Learn examines these findings and their implications for what we teach, how we teach it, and how we assess what our children learn. The book uses exemplary teaching to illustrate how approaches based on what we now know result in in-depth learning. This new knowledge calls into question concepts and practices firmly entrenched in our current education system. Topics include: How learning actually changes the physical structure of the brain. How existing knowledge affects what people notice and how they learn. What the thought processes of experts tell us about how to teach. The amazing learning potential of infants. The relationship of classroom learning and everyday settings of community and workplace. Learning needs and opportunities for teachers. A realistic look at the role of technology in education.
Contextual Design
Author | : Hugh Beyer |
Publisher | : Morgan Kaufmann |
Total Pages | : 498 |
Release | : 1998 |
Genre | : Computers |
ISBN | : 1558604111 |
This is the only book that describes a complete approach to customer-centered design, from customer data to system design. Readers will be able to develop the work models that represent all aspects of customer work practices.
Multiscale Biomechanical Modeling of the Brain
Author | : Mark F. Horstemeyer |
Publisher | : Elsevier |
Total Pages | : 276 |
Release | : 2021-11-02 |
Genre | : Technology & Engineering |
ISBN | : 0128181443 |
Multiscale Biomechanical Modeling of the Brain discusses the constitutive modeling of the brain at various length scales (nanoscale, microscale, mesoscale, macroscale and structural scale). In each scale, the book describes the state-of-the- experimental and computational tools used to quantify critical deformational information at each length scale. Then, at the structural scale, several user-based constitutive material models are presented, along with real-world boundary value problems. Lastly, design and optimization concepts are presented for use in occupant-centric design frameworks. This book is useful for both academia and industry applications that cover basic science aspects or applied research in head and brain protection. The multiscale approach to this topic is unique, and not found in other books. It includes meticulously selected materials that aim to connect the mechanistic analysis of the brain tissue at size scales ranging from subcellular to organ levels. Presents concepts in a theoretical and thermodynamic framework for each length scale Teaches readers not only how to use an existing multiscale model for each brain but also how to develop a new multiscale model Takes an integrated experimental-computational approach and gives structured multiscale coverage of the problems
Designing Tomorrow's Minds: A Design Thinking Approach to AI Enabled Brain based Learning for Enhanced Cognitive Development
Author | : Dr. A. Mary Noya Leena |
Publisher | : Coimbatore Institute of Information Technology |
Total Pages | : 144 |
Release | : 2024-04-01 |
Genre | : Education |
ISBN | : 9361267728 |
In today's rapidly evolving world, where advancements in technology are reshaping every aspect of our lives, the field of education is not immune to change. With the advent of Artificial Intelligence (AI) and insights from neuroscience, educators have unprecedented opportunities to revolutionize the way we learn and develop cognitively. "Designing Tomorrow's Mind" explores the intersection of design thinking, AI, and brain-based learning to create innovative approaches for enhancing cognitive development in learners of all ages. It explores how traditional educational models have evolved over time and sets the stage for understanding the need for new approaches to cognitive development in the digital age. Design thinking has emerged as a powerful methodology for solving complex problems and fostering innovation. Artificial Intelligence is transforming various industries, and education is no exception. This book chapters examines the potential of AI in personalized learning, adaptive assessment, and educational analytics. It also discusses the ethical considerations and challenges associated with AI integration in education. Neuroscience research offers valuable insights into how the brain learns and retains information and explores key findings from neuroscience and their implications for designing effective learning experiences that align with the brain's natural processes. Combining principles from design thinking, AI, and neuroscience, this chapters presents a framework for designing AI-enabled brain-based learning experiences.
The Gamer's Brain
Author | : Celia Hodent |
Publisher | : CRC Press |
Total Pages | : 383 |
Release | : 2017-08-10 |
Genre | : Computers |
ISBN | : 1351650769 |
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
International Perspectives on the Role of Technology in Humanizing Higher Education
Author | : Enakshi Sengupta |
Publisher | : Emerald Group Publishing |
Total Pages | : 180 |
Release | : 2020-11-12 |
Genre | : Education |
ISBN | : 1839827122 |
By highlighting the use of emerging technologies in pedagogy and drawing on real-life case studies, the authors in this volume address the ongoing debate that technology brings a positive effect on education and beyond. They demonstrate how technology continues to fulfil the challenges of creating a more democratic educational environment.
The VR Book
Author | : Jason Jerald |
Publisher | : Morgan & Claypool |
Total Pages | : 637 |
Release | : 2015-09-01 |
Genre | : Computers |
ISBN | : 1970001135 |
This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.
Multiscale Biomechanical Modeling of the Brain
Author | : Mark F. Horstemeyer |
Publisher | : Academic Press |
Total Pages | : 278 |
Release | : 2021-10-27 |
Genre | : Technology & Engineering |
ISBN | : 0128181451 |
Multiscale Biomechanical Modeling of the Brain discusses the constitutive modeling of the brain at various length scales (nanoscale, microscale, mesoscale, macroscale and structural scale). In each scale, the book describes the state-of-the- experimental and computational tools used to quantify critical deformational information at each length scale. Then, at the structural scale, several user-based constitutive material models are presented, along with real-world boundary value problems. Lastly, design and optimization concepts are presented for use in occupant-centric design frameworks. This book is useful for both academia and industry applications that cover basic science aspects or applied research in head and brain protection.The multiscale approach to this topic is unique, and not found in other books. It includes meticulously selected materials that aim to connect the mechanistic analysis of the brain tissue at size scales ranging from subcellular to organ levels. - Presents concepts in a theoretical and thermodynamic framework for each length scale - Teaches readers not only how to use an existing multiscale model for each brain but also how to develop a new multiscale model - Takes an integrated experimental-computational approach and gives structured multiscale coverage of the problems