In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue between researchers in educational technology, Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.
Statistical Tools for Nonlinear Regression presents methods for analyzing data. It has been expanded to include binomial, multinomial and Poisson non-linear models. The examples are analyzed with the free software nls2 updated to deal with the new models included in the second edition. The nls2 package is implemented in S-PLUS and R. Several additional tools are included in the package for calculating confidence regions for functions of parameters or calibration intervals, using classical methodology or bootstrap.
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