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Titlebook: Digital Games and Mathematics Learning; Potential, Promises Tom Lowrie,Robyn Jorgensen (Zevenbergen) Book 2015 Springer Science+Business M

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書(shū)目名稱Digital Games and Mathematics Learning
副標(biāo)題Potential, Promises
編輯Tom Lowrie,Robyn Jorgensen (Zevenbergen)
視頻videohttp://file.papertrans.cn/280/279346/279346.mp4
概述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
叢書(shū)名稱Mathematics Education in the Digital Era
圖書(shū)封面Titlebook: Digital Games and Mathematics Learning; Potential, Promises  Tom Lowrie,Robyn Jorgensen (Zevenbergen) Book 2015 Springer Science+Business M
描述.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 wit
出版日期Book 2015
關(guān)鍵詞Digital games in mathematics education; Mathematics and digital age; Mathematics and gaming; Problem so
版次1
doihttps://doi.org/10.1007/978-94-017-9517-3
isbn_softcover978-94-024-0034-2
isbn_ebook978-94-017-9517-3Series ISSN 2211-8136 Series E-ISSN 2211-8144
issn_series 2211-8136
copyrightSpringer Science+Business Media Dordrecht 2015
The information of publication is updating

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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
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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.
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