E-Book, Englisch, Band 4, 309 Seiten, eBook
Potential, Promises and Pitfalls
E-Book, Englisch, Band 4, 309 Seiten, eBook
Reihe: Mathematics Education in the Digital Era
ISBN: 978-94-017-9517-3
Verlag: Springer Netherland
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
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.
Bego
ñ
a 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).