9789402400342 - digital games and mathematics learning: potential, promises and pitfalls: 4 (mathematics education in the digital era) (11 resultados)

Idioma: Inglés
Editorial: Springer Netherlands, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Editorial: Springer, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Condición: New. pp. 322 Softcover reprint of the original 1st ed. 2015 edition NO-PA16APR2015-KAP.

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Editorial: Springer, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Taschenbuch. Condición: Neu. Digital Games and Mathematics Learning | Potential, Promises and Pitfalls | Tom Lowrie (u. a.) | Taschenbuch | Mathematics Education in the Digital Era | xiii | Englisch | 2016 | Springer | EAN 9789402400342 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelber…g, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

Idioma: Inglés
Editorial: Springer, Springer Netherlands, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH
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Taschenbuch. 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 influen…ce 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.

Digital Games and Mathematics Learning: Potential, Promises and Pitfalls (Mathematics Education in the Digital Era)
Lowrie, Tom (Editor) / Jorgensen (Zevenbergen), Robyn (Editor)
Idioma: Inglés
Editorial: Springer, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Librería: Revaluation Books, Exeter, Reino UnidoRevaluation Books
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Paperback. Condición: Brand New. reprint edition. 309 pages. 9.25x6.10x0.73 inches. In Stock.

Idioma: Inglés
Editorial: Springer, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Paperback. Condición: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

Idioma: Inglés
Editorial: Springer, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Condición: new. Questo è un articolo print on demand.

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Editorial: Springer Netherlands Aug 2016, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.
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Taschenbuch. 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 digit…al 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.

Idioma: Inglés
Editorial: Springer, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books
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Condición: New. Print on Demand pp. 322.

Idioma: Inglés
Editorial: Springer, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios
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Condición: New. PRINT ON DEMAND pp. 322.

Idioma: Inglés
Editorial: Springer, Springer Netherlands Aug 2016, 2016
Serie: Mathematics Education in the Digital Era, Libro 5 de 18. Libro 5 de 18 - Mathematics Education in the Digital Era
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Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000
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Taschenbuch. 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 g…ames 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.