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Computers have not revolutionized social studies curricula because so few teachers use them. But research does indicate that computers are flexible instructional tools that can assist in the development of attitudes, intellectual motivation, and inquiry skills. Social studies educators need to consider expanded computer use in their classrooms because computers assist in the preparation of students for effective participation in society. Teachers must understand how technology affects instruction, learning, and classroom environments, along with the types of effective instructional strategies that can be used to achieve specific goals. Educators should acquire the knowledge and experience needed to use computers by reviewing research relating to computer use in teaching and to instructional strategies. Information on research concerning the impact of computers on students, how computers change the way teachers' work, computers' effect on the training process, and computers' influence on the social studies curriculum is included. Necessary teacher competencies and appropriate instructional uses are explored through an analysis of teacher utility programs, databases, data analysis programs, and simulations. A 76-item bibliography concludes the document. (JHP)
Presenting an introduction to computing and advice on computer applications, this book examines hardware and software with respect to the needs of the social scientist. It offers a framework for the use of computers, with focus on the 'work station', the center of which is a personal computer connected to networks by a telephone-based modem.
This reader-friendly textbook is the first work of its kind to provide a unified Introduction to Computational Social Science (CSS). Four distinct methodological approaches are examined in detail, namely automated social information extraction, social network analysis, social complexity theory and social simulation modeling. The coverage of these approaches is supported by a discussion of the historical context, as well as by a list of texts for further reading. Features: highlights the main theories of the CSS paradigm as causal explanatory frameworks that shed new light on the nature of human and social dynamics; explains how to distinguish and analyze the different levels of analysis of social complexity using computational approaches; discusses a number of methodological tools; presents the main classes of entities, objects and relations common to the computational analysis of social complexity; examines the interdisciplinary integration of knowledge in the context of social phenomena.
Computer Literacy: Issues and Directions for 1985 is based on a conference entitled "National Goals for Computer Literacy in 1985", held in Reston, Virginia, on December 18-20, 1980, under the auspices of the National Science Foundation. The conference provided a forum for discussing views on computer literacy, as well as methods for infusion of computer-related objectives and activities into existing curricula for different age levels. Issues and barriers to developing national goals for achieving a computer-literate society in the United States are also examined. Comprised of 31 chapters, this book begins by presenting four major approaches to a perspective on computer literacy: impact of computer literacy on the citizenry; major national components of a computer literacy program; development of an information handling curriculum for an evolving computer literacy concept; and a 30-year historical overview of "computer events in three strands" (research/development/technology, education, and social/political institutional). The next section considers the definitions and requirements of computer literacy as they impact society, students, and teachers. The use of the computer in cognitive research and in problem solving is also discussed, together with curriculum development in computer literacy. This monograph will be of interest to students, teachers, school administrators, and educational policymakers.
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As technology continues to develop and prove its importance in modern society, certain professions are acclimating. Aspects such as computer science and computational thinking are becoming essential areas of study. Implementing these subject areas into teaching practices is necessary for younger generations to adapt to the developing world. There is a critical need to examine the pedagogical implications of these technological skills and implement them into the global curriculum. The Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education is a collection of innovative research on the methods and applications of computer science curriculum development within primary and secondary education. While highlighting topics including pedagogical implications, comprehensive techniques, and teacher preparation models, this book is ideally designed for teachers, IT consultants, curriculum developers, instructional designers, educational software developers, higher education faculty, administrators, policymakers, researchers, and graduate students.
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.
Technology has opened a wide window of novel communication methods and techniques and has become ubiquitous in modern society. With advancements occurring rapidly and transforming practices and efficiencies within all fields including business, education, medicine, engineering, and so on, it is important to remain up to date on the latest research findings. Human-Computer Interaction and Technology Integration in Modern Society is a critical reference source that examines the integration of technological innovations into every aspect of modern society including education and business. Highlighting important topics that include digitization, human development, knowledge management, and open innovation, this book is ideal for IT specialists, policymakers, professionals, academicians, researchers, practitioners, and students.
Uncovers the growing and expanding phenomenon of human behavior, social constructs, and communication in online environments.
Elementary-aged children are often positioned as not developmentally ready to learn about race, racism, and injustice. Yet, the classroom materials used in most schools misrepresent history, withhold knowledge about racial injustice, or fail to uplift stories of resilience and resistance. For almost a decade, this groundbreaking resource has been one of the most highly used textbooks in justice-oriented social studies methods courses for grades 3-8. The author has thoroughly revised her bestseller to provide additional lessons that are more deeply situated within the current context of converging pandemics--COVID-19, racism, and impending environmental catastrophe. Grounded in the daily realities of public schools, Agarwal-Rangnath shows teachers how to use primary and other sources that will offer students new ways of thinking about history while meeting language arts standards for information text proficiency and critical thinking. Educators will also learn how to teach language arts and social studies as complementary subjects. New for the Second Edition: More concrete connections between theory and practice. Additional lesson examples that are centered in today's context of converging pandemics. Reflection questions that challenge readers to think about ways to navigate curricular constraints and standardization in the classroom.