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Digital Games and Mathematics Learning : Potential, Promises and Pitfalls
Tom Lowrie (ed.); Robyn Jorgensen (Zevenbergen) (ed.)
Springer (2015)
Kovakantinen kirja
97,90
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Digital Games and Mathematics Learning - Potential, Promises and Pitfalls
Tom Lowrie; Robyn Jorgensen (Zevenbergen)
Springer (2016)
Pehmeäkantinen kirja
97,90
Tuotetta lisätty
ostoskoriin kpl
Siirry koriin
Teaching and Communicating: Rethinking Professional Experiences
Robyn Ewing; Tom Lowrie; Joy Higgs
Oxford University Press Australia (2009)
Pehmeäkantinen kirja
66,30
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ostoskoriin kpl
Siirry koriin
Digital Games and Mathematics Learning : Potential, Promises and Pitfalls
97,90 €
Springer
Sivumäärä: 309 sivua
Asu: Kovakantinen kirja
Julkaisuvuosi: 2015, 14.10.2015 (lisätietoa)
Kieli: Englanti
Tuotesarja: Mathematics Education in the Digital Era 4

Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field.

Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te

xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.



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