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| Introducing
Neuroeducational Research Paul Howard-Jones ISBN: 978-0-415-47201-2 Introducing Neuroeducational Research provides a meaningful bridge between two diverse perspectives on learning. It proposes that any such bridge must serve two goals that are critically related to each other: it must enrich both scientific and educational understanding. This challenge gives rise to unique conceptual, methodological and ethical issues that will inevitably characterise this new field, and these are examined and illustrated here through empirical research. This book::
Presenting a blueprint for including our knowledge of the brain in education, this book is essential reading for all those concerned with human learning in authentic contexts: educators, scientists and policy-makers alike Available on Amazon |
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| Neuroscience
and Education: Theory, Evidence and Practical Application Edited by Paul Howard-Jones ISBN: 978-0-415-56496-0 This book brings together contributions from scientists and educators at the forefront of interdisciplinary research efforts involving neuroscience and education. It book was first published as a special issue in the journal Educational Research. With contributions from: Usha Goswami, John Geake, Liane Kaufmann, Sashank Varma and Daniel Schwartz, Lauren Stewart and Aaron Williamon, Paul Howard-Jones, Mitch Winfield and Gail Crimmins. Available on AmazonXX |
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The Teacher's Handbook of
TWIG: Brains, Minds and Teaching With Immersive Gaming
Paul Howard-Jones ISBN: 1453663428 EAN-13: 9781453663424 Games offer huge potential for exciting learning experiences in schools and colleges. Now the sciences of mind and brain are offering new insight into how games engage their players, and how they can be applied in education. With the help of these new concepts, teachers can now provide an immersive learning game experience for their students: from the moment a student enters their classroom to the time they leave it, all engagement, formative assessment and learning can be delivered through the game. This book provides guidance on how to teach with immersive gaming (twig) by explaining the neuroscience and psychology of how games engage their players, and how they can be used to support learning. It provides guidelines for constructing learning games and provides an easy-to-follow tutorial on how to use the interactive resource that is downloadable (free) from the associated web-site. Most importantly, it outlines the key principles of classroom practice for successful twigging. Available on Lulu |
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