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Реклама. ООО "ЛАБИРИНТ.РУ", ИНН: 7728644571, erid: LatgCADz8.
Название:Digital Games and Mathematics Learning
Автор: Lowrie, Tom, Jorgensen (Zevenbergen), Robyn (Eds.)
Издательство: Springer
Год: 2015
Страниц: 309
Язык: English
Формат: pdf
Размер: 8,6 Mb
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 situations beyond classrooms
Additional video and graphics will add depth and richness to the text, providing a more dynamic and multi-modal representation of research in digital learning contexts
Features mathematics ideas through multidisciplinary and transdisciplinary lenses
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 te
xtual 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.
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По кнопке выше можно купить бумажные варианты этой книги и похожих книг на сайте интернет-магазина "Лабиринт".
Using the button above you can buy paper versions of this book and similar books on the website of the "Labyrinth" online store.
Реклама. ООО "ЛАБИРИНТ.РУ", ИНН: 7728644571, erid: LatgCADz8.
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