9789401795166 - digital games and mathematics learning: potential, promises and pitfalls: 4 di lowrie (13 risultati)

Lingua: Inglese
Editore: Dordrecht, Springer., 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
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Da: Universitätsbuchhandlung Herta Hold GmbH, Berlin, GermaniaUniversitätsbuchhandlung Herta Hold GmbH
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EUR 15,00
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xiii, 309 p. Hardcover. Versand aus Deutschland / We dispatch from Germany via Air Mail. Einband bestoßen, daher Mängelexemplar gestempelt, sonst sehr guter Zustand. Imperfect copy due to slightly bumped cover, apart from this in very good condition. Stamped. Volume 4. Stamped. Sprache: Englisch.

Lingua: Inglese
Editore: Springer, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
Da: HPB-Red, Dallas, TX, U.S.A.HPB-Red
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EUR 58,80
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hardcover. Condizione: 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.

Lingua: Inglese
Editore: Springer Netherlands, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
Da: Buchpark, Trebbin, GermaniaBuchpark
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EUR 13,91
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Condizione: 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 ho…w 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.

Lingua: Inglese
Editore: Springer Netherlands, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
Da: moluna, Greven, Germaniamoluna
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EUR 92,27
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Gebunden. Condizione: New.

Lingua: Inglese
Editore: Springer, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
Da: Books Puddle, New York, NY, U.S.A.Books Puddle
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EUR 146,76
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Condizione: New. 307.

Lingua: Inglese
Editore: Springer, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
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EUR 106,99
EUR 63,26 spedizioneSpedito da Germania a U.S.A.Quantità: 1 disponibili
Buch. Condizione: 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.

Lingua: Inglese
Editore: Springer Verlag, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books
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EUR 173,38
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Hardcover. Condizione: Brand New. 300 pages. 9.50x6.50x0.75 inches. In Stock.

Lingua: Inglese
Editore: Springer, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
Da: Mispah books, Redhill, SURRE, Regno UnitoMispah books
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EUR 309,39
EUR 29,22 spedizioneSpedito da Regno Unito a U.S.A.Quantità: 1 disponibili
Hardcover. Condizione: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

Lingua: Inglese
Editore: Springer, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
- Print on Demand
Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand
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EUR 86,24
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Condizione: new. Questo è un articolo print on demand.

Lingua: Inglese
Editore: Springer Netherlands Okt 2015, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
- Print on Demand
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.
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EUR 106,99
EUR 23,00 spedizioneSpedito da Germania a U.S.A.Quantità: 2 disponibili
Buch. Condizione: 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 gam…es 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.

Lingua: Inglese
Editore: Springer, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
- Print on Demand
Da: Majestic Books, Hounslow, Regno UnitoMajestic Books
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EUR 151,22
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Condizione: New. Print on Demand 307.

Lingua: Inglese
Editore: Springer, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
- Print on Demand
Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios
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EUR 154,80
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Condizione: New. PRINT ON DEMAND 307.

Lingua: Inglese
Editore: Springer, Springer Netherlands Okt 2015, 2015
Serie: Libro 5 di 18 - Mathematics Education in the Digital Era
- Rilegato
- Print on Demand
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000
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EUR 106,99
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Buch. Condizione: 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 i…nfluence 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.