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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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樓主: Exaltation
11#
發(fā)表于 2025-3-23 10:42:48 | 只看該作者
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.
12#
發(fā)表于 2025-3-23 15:25:57 | 只看該作者
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.
13#
發(fā)表于 2025-3-23 20:44:37 | 只看該作者
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.
14#
發(fā)表于 2025-3-24 00:50:05 | 只看該作者
15#
發(fā)表于 2025-3-24 04:49:57 | 只看該作者
16#
發(fā)表于 2025-3-24 06:37:03 | 只看該作者
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.
17#
發(fā)表于 2025-3-24 13:55:34 | 只看該作者
,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.
18#
發(fā)表于 2025-3-24 16:07:16 | 只看該作者
19#
發(fā)表于 2025-3-24 22:49:25 | 只看該作者
20#
發(fā)表于 2025-3-25 00:50:50 | 只看該作者
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.
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