Buch, Englisch, Band 4, 309 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 493 g
Potential, Promises and Pitfalls
Buch, Englisch, Band 4, 309 Seiten, Paperback, Format (B × H): 155 mm x 235 mm, Gewicht: 493 g
Reihe: Mathematics Education in the Digital Era
ISBN: 978-94-024-0034-2
Verlag: Springer Netherlands
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.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Allgemeine Didaktik Naturwissenschaften, Mathematik (Unterricht & Didaktik)
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften Digitale Medien, Internet, Telekommunikation
- Sozialwissenschaften Pädagogik Teildisziplinen der Pädagogik Medienpädagogik, Mediendidaktik
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
Weitere Infos & Material
1. Digital Games and Learning: What’s New Is Already Old? Tom Lowrie and Robyn Jorgensen(Zevenbergen) (Australia).- 2. Mathematics and Non-School Gameplay. Antri Avraamidou, John Monaghan and Aisha Walker (United Kingdom).- 3. Integration of Digital Games in Learning and e-Learning Environments: Connecting Experiences and Context. Begoña Gros (Spain).- 4. The Construction of Electronic Games as an Environment for Mathematics Education. Rodrigo Dalla Vecchia, Marcus V. Maltempi and Marcelo C. Borba (Brazil).- 5. Digital Games, Mathematics and Visuospatial Reasoning. Tom Lowrie (Australia).- 6. Digital Games and Equity: Implications for Issues of Social Class and Rurality. Robyn Jorgensen(Zevenbergen) (Australia).- 7. Multimodal Literacy, Digital Games and Curriculum. Catherine Beavis (Australia).- 8. Apples and Coconuts: Young Children ‘Kinect-ing’ with Mathematics and Sesame Street. Meagan Rothschild and Caroline C. Williams (United States).- 9. SAPS and Digital Games: Improving Mathematics Transfer and Attitudes in Schools. Richard N. Van Eck (United States).- 10. Mathematics and Educational Psychology: Construction of Learning Environments. Cesare Fregola (Italy).- 11. Serious Games and Gaming. Terry Bossomaier (Australia).- 12. Apps: Appropriate, Applicable and Appealing? Nigel Calder (New Zealand).- 13. “An App! An App! My Kingdom for an App”: An 18 Month Quest t
o Determine Whether Apps Support Mathematical Knowledge Building. Kevin Larkin (Australia).- 14. Digital Games and Mathematics Learning: The State of Play. Tracy Logan and Kim Woodland (Australia).