Digital games mathematics learning (27 resultados)

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  • Idioma: Inglés

    Editorial: Springer, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: HPB-Red, Dallas, TX, Estados Unidos de AmericaHPB-Red

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    EUR 63,63

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    hardcover. Condición: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority.

  • Idioma: Inglés

    Editorial: Springer Netherlands, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: Buchpark, Trebbin, AlemaniaBuchpark

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    Condición: Hervorragend. Zustand: Hervorragend | Seiten: 324 | Sprache: Englisch | Produktart: Bücher | 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. …

  • Idioma: Inglés

    Editorial: Routledge, 2026

    1032723416 / 9781032723419

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    Librería: Kennys Bookstore, Olney, MD, Estados Unidos de AmericaKennys Bookstore

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    EUR 131,17

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    Condición: New. 2026. 1st Edition. paperback. . . . . . Books ship from the US and Ireland.

  • Idioma: Inglés

    Editorial: Springer Netherlands, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: moluna, Greven, Alemaniamoluna

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    EUR 92,27

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    Gebunden. Condición: New.

  • Idioma: Inglés

    Editorial: Springer Netherlands, 2016

    9402400346 / 9789402400342

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: moluna, Greven, Alemaniamoluna

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    EUR 92,27

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    Condición: New.

  • Idioma: Inglés

    Editorial: Springer, Springer Netherlands, 2016

    9402400346 / 9789402400342

    Serie: 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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    EUR 114,00

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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 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.…

  • Idioma: Inglés

    Editorial: Springer, 2015

    9401795169 / 9789401795166

    Serie: 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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    EUR 114,00

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    Buch. 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.…

  • Idioma: Inglés

    Editorial: Routledge, 2026

    1032723416 / 9781032723419

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    Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandaKennys Bookshop and Art Galleries Ltd.

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    EUR 145,60

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    Condición: New. 2026. 1st Edition. paperback. . . . . .

  • Idioma: Inglés

    Editorial: Springer, 2016

    9402400346 / 9789402400342

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: Books Puddle, Woodside, NY, Estados Unidos de AmericaBooks Puddle

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    Condición: Nuevo

    EUR 158,19

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    Condición: New. pp. 322 Softcover reprint of the original 1st ed. 2015 edition NO-PA16APR2015-KAP.

  • Idioma: Inglés

    Editorial: Springer, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: Books Puddle, Woodside, NY, Estados Unidos de AmericaBooks Puddle

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    EUR 162,77

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    Condición: New. 307.

  • Idioma: Inglés

    Editorial: Springer, 2016

    9402400346 / 9789402400342

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: preigu, Osnabrück, Alemaniapreigu

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    EUR 95,25

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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 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

  • Idioma: Inglés

    Editorial: Springer Verlag, 2015

    9401795169 / 9789401795166

    Serie: 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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    EUR 156,47

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    Hardcover. Condición: Brand New. 300 pages. 9.50x6.50x0.75 inches. In Stock.

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    Paperback. Condición: Brand New. reprint edition. 309 pages. 9.25x6.10x0.73 inches. In Stock.

  • Idioma: Inglés

    Editorial: Springer, 2016

    9402400346 / 9789402400342

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: Mispah books, Redhill, SURRE, Reino UnidoMispah books

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    Paperback. Condición: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Condición: Nuevo

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  • Idioma: Inglés

    Editorial: Routledge, 2024

    1032717262 / 9781032717265

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    Librería: Kennys Bookstore, Olney, MD, Estados Unidos de AmericaKennys Bookstore

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  • Idioma: Inglés

    Editorial: Springer, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: Mispah books, Redhill, SURRE, Reino UnidoMispah books

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    Hardcover. Condición: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Idioma: Inglés

    Editorial: Springer, 2016

    9402400346 / 9789402400342

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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  • Idioma: Inglés

    Editorial: Springer, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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  • Idioma: Inglés

    Editorial: Springer Netherlands Okt 2015, 2015

    9401795169 / 9789401795166

    Serie: 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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    Buch. 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.…

  • Idioma: Inglés

    Editorial: Springer Netherlands Aug 2016, 2016

    9402400346 / 9789402400342

    Serie: 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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    EUR 106,99

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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 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.…

  • Idioma: Inglés

    Editorial: Springer, 2016

    9402400346 / 9789402400342

    Serie: 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: Nuevo

    EUR 164,86

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    Condición: New. Print on Demand pp. 322.

  • Idioma: Inglés

    Editorial: Springer, Springer Netherlands Aug 2016, 2016

    9402400346 / 9789402400342

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

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    EUR 106,99

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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 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

    Editorial: Springer, Springer Netherlands Okt 2015, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 de 18 - Mathematics Education in the Digital Era

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    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

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    Condición: Nuevo

    EUR 106,99

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    Cantidad disponible: 1 disponible

    Buch. 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

    Editorial: Springer, 2015

    9401795169 / 9789401795166

    Serie: 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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    EUR 169,39

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    Cantidad disponible: 4 disponibles

    Condición: New. Print on Demand 307.

  • Idioma: Inglés

    Editorial: Springer, 2016

    9402400346 / 9789402400342

    Serie: 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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    EUR 162,99

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    Condición: New. PRINT ON DEMAND pp. 322.

  • Idioma: Inglés

    Editorial: Springer, 2015

    9401795169 / 9789401795166

    Serie: 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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    EUR 166,22

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    Condición: New. PRINT ON DEMAND 307.