Digital Games and Mathematics Learning / Nejlevnější knihy
Digital Games and Mathematics Learning

Kód: 18053407

Digital Games and Mathematics Learning

Autor Robyn Jorgensen (Zevenbergen), Tom Lowrie

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 dig ... celý popis

2772


U nakladatele na objednávku
Odesíláme za 17-27 dnů
Přidat mezi přání

Mohlo by se vám také líbit

Dárkový poukaz: Radost zaručena

Objednat dárkový poukazVíce informací

Více informací o knize Digital Games and Mathematics Learning

Nákupem získáte 277 bodů

Anotace knihy

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.

Parametry knihy

Zařazení knihy Knihy v angličtině Society & social sciences Education Teaching of a specific subject

2772

Oblíbené z jiného soudku



Osobní odběr Praha, Brno a 46611 dalších

Copyright ©2008-26 nejlevnejsi-knihy.cz Všechna práva vyhrazenaSoukromíCookies


Můj účet: Přihlásit se
Všechny knihy světa na jednom místě. Navíc za skvělé ceny.

Nákupní košík ( prázdný )

Vyzvednutí v Balikovně a PPL
boxech
zdarma nad 1 499 Kč.

Nacházíte se: