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標(biāo)題: Titlebook: Digital Games and Mathematics Learning; Potential, Promises Tom Lowrie,Robyn Jorgensen (Zevenbergen) Book 2015 Springer Science+Business M [打印本頁]

作者: Exaltation    時間: 2025-3-21 16:49
書目名稱Digital Games and Mathematics Learning影響因子(影響力)




書目名稱Digital Games and Mathematics Learning影響因子(影響力)學(xué)科排名




書目名稱Digital Games and Mathematics Learning網(wǎng)絡(luò)公開度




書目名稱Digital Games and Mathematics Learning網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Digital Games and Mathematics Learning被引頻次




書目名稱Digital Games and Mathematics Learning被引頻次學(xué)科排名




書目名稱Digital Games and Mathematics Learning年度引用




書目名稱Digital Games and Mathematics Learning年度引用學(xué)科排名




書目名稱Digital Games and Mathematics Learning讀者反饋




書目名稱Digital Games and Mathematics Learning讀者反饋學(xué)科排名





作者: 老巫婆    時間: 2025-3-21 20:13

作者: 一美元    時間: 2025-3-22 03:32

作者: 傲慢人    時間: 2025-3-22 08:18
2211-8136 es on engagement in out-of-school contexts and learning situ.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 game
作者: Mortal    時間: 2025-3-22 12:21

作者: 痛苦一下    時間: 2025-3-22 13:04

作者: 痛苦一下    時間: 2025-3-22 20:49

作者: TERRA    時間: 2025-3-22 22:25

作者: Tremor    時間: 2025-3-23 04:29

作者: Grating    時間: 2025-3-23 07:28
https://doi.org/10.1007/978-3-642-96829-7rning. Then, we provide a summary of the main results obtained by researchers regarding the potential of digital games to support learning and we analyse the main directions for using game-based learning.
作者: Apraxia    時間: 2025-3-23 10:42
Respiratoren in der klinischen Praxisctronic games construction may contribute to the mathematisation process, when it considers the students’ choices and interests, and takes into account the concerns with learning as it occurs throughout the construction process.
作者: Alpha-Cells    時間: 2025-3-23 15:25
External High-Frequency Oscillation as these. It explores and illustrates some of the multimodal forms of reading, literacy and interactions required to make sense of the game, the ways in which doing so enabled students to arrive at new insights and understandings about governance and citizenship, and the kinds of investment, reasoning and assumptions required to do so.
作者: 壁畫    時間: 2025-3-23 20:44
Mathematics and Non-School Gameplay,n different mathematical worlds. Issues considered under the second question include: tensions between curricular expectations and the mathematics that arise in gameplay; and possible changes in gameplay when a game is moved from a leisure to an educational setting.
作者: STERN    時間: 2025-3-24 00:50

作者: 按時間順序    時間: 2025-3-24 04:49

作者: 敬禮    時間: 2025-3-24 06:37
Multimodal Literacy, Digital Games and Curriculum, as these. It explores and illustrates some of the multimodal forms of reading, literacy and interactions required to make sense of the game, the ways in which doing so enabled students to arrive at new insights and understandings about governance and citizenship, and the kinds of investment, reasoning and assumptions required to do so.
作者: 思鄉(xiāng)病    時間: 2025-3-24 13:55
,Apples and Coconuts: Young Children ‘Kinect-ing’ with Mathematics and Sesame Street, 4-year-olds. The complexity of interactive digital media contexts for mathematical learning is unpacked with the assistance of literature from the fields of mathematics education and cognitive science. We conclude by making recommendations for interactive educational design in general.
作者: conduct    時間: 2025-3-24 16:07

作者: obstinate    時間: 2025-3-24 22:49

作者: 等待    時間: 2025-3-25 00:50
Volume-Pressure Hysteresis of the Lungs actually happening in the world of digital games? What is trending? What technology is being taken up? Are teachers actually using digital games to enhance learning in the classroom, and if so, how? The chapter will become an historical transcript quite quickly, and thus will serve as a reference point for future trends and innovations.
作者: 吼叫    時間: 2025-3-25 03:28
Tom Lowrie,Robyn Jorgensen (Zevenbergen)Represents a multi-disciplinary investigation of the influence and impact digital games have on young students’ mathematics engagement.Focuses on engagement in out-of-school contexts and learning situ
作者: amnesia    時間: 2025-3-25 11:28

作者: 得體    時間: 2025-3-25 13:58
https://doi.org/10.1007/978-3-642-48197-0e played in mathematics lessons. The three games are different but each has been observed to provide opportunity for mathematical activity in gameplay. After describing each game, and the mathematics that can arise in gameplay, the chapter explores two questions: What kind of mathematics is afforded
作者: 貞潔    時間: 2025-3-25 19:01

作者: Decimate    時間: 2025-3-25 21:43
Respiratoren in der klinischen Praxis games. Here, game construction is associated with the perspective of Mathematical Modeling, emphasizing the mathematical aspects specific to the programming language used by the software Scratch. In particular, we present the implicit and the explicit mathematics embedded in the construction of two
作者: Fretful    時間: 2025-3-26 02:49

作者: 招募    時間: 2025-3-26 04:40

作者: placebo    時間: 2025-3-26 11:56

作者: 盲信者    時間: 2025-3-26 15:23
https://doi.org/10.1007/978-3-642-78399-9ntion designed to support two types of counting activities. We conducted quantitative as well as open-coding based analyses, on video data with 3- and 4-year-olds. The complexity of interactive digital media contexts for mathematical learning is unpacked with the assistance of literature from the fi
作者: 和音    時間: 2025-3-26 17:38
Nachbeatmung oder frühzeitige Extubation?g, and twenty-first century skill sets appears to be mixed. In this chapter, I suggest that the problem lies not with digital games, but with our conceptualization of what it means to promote problem solving and critical thinking, and how transfer of such skills works in general and, specifically, w
作者: Cosmopolitan    時間: 2025-3-26 23:42

作者: 法律    時間: 2025-3-27 04:51

作者: 愛得痛了    時間: 2025-3-27 08:48

作者: 鄙視    時間: 2025-3-27 10:50
Volume-Pressure Hysteresis of the Lungsg countries. It examines the patterns and trends that are emerging in an industry that has increasing social influence. This chapter is less about the advantages and disadvantages of digital games and their impact on mathematics learning, and more about present influences and trends—that is, what is
作者: FILLY    時間: 2025-3-27 16:20

作者: Nonflammable    時間: 2025-3-27 18:26

作者: 草率女    時間: 2025-3-27 23:40
Digital Games and Mathematics Learning978-94-017-9517-3Series ISSN 2211-8136 Series E-ISSN 2211-8144
作者: Embolic-Stroke    時間: 2025-3-28 03:38

作者: 錯    時間: 2025-3-28 07:13

作者: Aspiration    時間: 2025-3-28 11:39

作者: 特征    時間: 2025-3-28 16:47
Digital Games, Mathematics and Visuospatial Reasoning,late and transform shapes and objects has moved beyond static and concrete form to representations that are increasingly dynamic and animated. This chapter describes young children’s engagement with digital games as they interpret and navigate information using numeracy understandings and mathematic
作者: extract    時間: 2025-3-28 20:41
Digital Games and Equity: Implications for Issues of Social Class and Rurality,de in the gaming context. In this chapter, issues of access and usage among students from low/medium socio-economic backgrounds and students from urban and rural backgrounds are discussed. Particular attention is paid to the amounts and types of usage that the students undertake. While differences w
作者: 疲勞    時間: 2025-3-29 02:43
Multimodal Literacy, Digital Games and Curriculum,g machines’. Rather, good gameplay is active, socially situated and purposeful, and intimately linked with issues of ownership, commitment and identity. This chapter focuses particularly on the textual dimensions of games and gameplay, within the context of the New Media Age, Multiliteracies and lit
作者: 完整    時間: 2025-3-29 07:02

作者: ABHOR    時間: 2025-3-29 10:34

作者: 繼而發(fā)生    時間: 2025-3-29 13:32

作者: 集合    時間: 2025-3-29 17:37

作者: Ligament    時間: 2025-3-29 22:21

作者: 撤退    時間: 2025-3-30 01:21

作者: NEG    時間: 2025-3-30 04:04
Digital Games, Mathematics and Visuospatial Reasoning,dal access to information requires quite different demands than the mathematics encountered by students in typical classroom contexts. Games used by children in the case studies include Pokémon, Prince of Persia and The Legend of Zelda: Phantom Hourglass.
作者: 觀點(diǎn)    時間: 2025-3-30 09:26





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