Librería: Universitätsbuchhandlung Herta Hold GmbH, Berlin, Alemania
EUR 15,00
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Añadir al carritoxiii, 309 p. Hardcover. Versand aus Deutschland / We dispatch from Germany via Air Mail. Einband bestoßen, daher Mängelexemplar gestempelt, sonst sehr guter Zustand. Imperfect copy due to slightly bumped cover, apart from this in very good condition. Stamped. Volume 4. Stamped. Sprache: Englisch.
Librería: Books Puddle, New York, NY, Estados Unidos de America
EUR 135,30
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Añadir al carritoCondición: New. pp. 322 Softcover reprint of the original 1st ed. 2015 edition NO-PA16APR2015-KAP.
Librería: moluna, Greven, Alemania
EUR 92,27
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Añadir al carritoGebunden. Condición: New.
Librería: moluna, Greven, Alemania
EUR 92,27
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Añadir al carritoCondición: New.
Idioma: Inglés
Publicado por Springer, Springer Netherlands, 2016
ISBN 10: 9402400346 ISBN 13: 9789402400342
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 114,36
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Añadir al carritoTaschenbuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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 textual 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.
Librería: Mispah books, Redhill, SURRE, Reino Unido
EUR 163,81
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Añadir al carritoPaperback. Condición: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.
Librería: Revaluation Books, Exeter, Reino Unido
EUR 180,08
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Añadir al carritoHardcover. Condición: Brand New. 300 pages. 9.50x6.50x0.75 inches. In Stock.
Librería: Revaluation Books, Exeter, Reino Unido
EUR 180,08
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Añadir al carritoPaperback. Condición: Brand New. reprint edition. 309 pages. 9.25x6.10x0.73 inches. In Stock.
Publicado por Dragon Tree Press, 1982
ISBN 10: 0940918110 ISBN 13: 9780940918115
Librería: Riverby Books (DC Inventory), Fredericksburg, VA, Estados Unidos de America
EUR 132,56
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Añadir al carritoCondición: very good. Oversized softcover. Good condition inside and out. 31 pages, with neon orange covers. 4 adventures: Temple of the Four Gods, Stronghold of the Mer-Witch, Mission to Danger, and Grimethorp's Manor. A RPG from the earliest days of the genre. Three-hole punched on the left side. A real book in a real bookstore, with descriptions written by a real person. We ship every day.
Librería: Brook Bookstore On Demand, Napoli, NA, Italia
EUR 86,24
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Añadir al carritoCondición: new. Questo è un articolo print on demand.
Librería: Brook Bookstore On Demand, Napoli, NA, Italia
EUR 86,24
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Añadir al carritoCondición: new. Questo è un articolo print on demand.
Librería: Revaluation Books, Exeter, Reino Unido
EUR 85,55
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Añadir al carritoPaperback. Condición: Brand New. 384 pages. 9.21x6.14x0.80 inches. In Stock. This item is printed on demand.
Idioma: Inglés
Publicado por Springer Netherlands Aug 2016, 2016
ISBN 10: 9402400346 ISBN 13: 9789402400342
Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania
EUR 106,99
Cantidad disponible: 2 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 textual 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. 324 pp. Englisch.
Librería: Majestic Books, Hounslow, Reino Unido
EUR 136,94
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Añadir al carritoCondición: New. Print on Demand pp. 322.
Librería: Revaluation Books, Exeter, Reino Unido
EUR 152,88
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Añadir al carritoHardcover. Condición: Brand New. 384 pages. 9.21x6.14x0.88 inches. In Stock. This item is printed on demand.
Librería: Biblios, Frankfurt am main, HESSE, Alemania
EUR 151,46
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Añadir al carritoCondición: New. PRINT ON DEMAND pp. 322.
Librería: preigu, Osnabrück, Alemania
EUR 95,70
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Añadir al carritoBuch. Condición: Neu. Digital Games and Mathematics Learning | Potential, Promises and Pitfalls | Tom Lowrie (u. a.) | Buch | Mathematics Education in the Digital Era | xiii | Englisch | 2015 | Springer | EAN 9789401795166 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu Print on Demand.
Idioma: Inglés
Publicado por Springer, Springer Netherlands Aug 2016, 2016
ISBN 10: 9402400346 ISBN 13: 9789402400342
Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania
EUR 106,99
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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 mathematicalideas 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 textual 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.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 324 pp. Englisch.
Idioma: Inglés
Publicado por Springer, Springer Netherlands Okt 2015, 2015
ISBN 10: 9401795169 ISBN 13: 9789401795166
Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania
EUR 106,99
Cantidad disponible: 1 disponibles
Añadir al carritoBuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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 mathematicalideas 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 textual 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.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 324 pp. Englisch.