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

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  • Lingua: Inglese

    Editore: Dordrecht, Springer., 2015

    9401795169 / 9789401795166

    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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    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

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: HPB-Red, Dallas, TX, U.S.A.HPB-Red

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    Condizione: Usato - Buono

    EUR 63,65

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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

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: Buchpark, Trebbin, GermaniaBuchpark

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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 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 Netherlands, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: moluna, Greven, Germaniamoluna

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    EUR 93,00

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    Condizione: New.

  • Lingua: Inglese

    Editore: Springer, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    EUR 122,94

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    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, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: Books Puddle, Woodside, NY, U.S.A.Books Puddle

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    EUR 162,83

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    Condizione: New. 307.

  • Lingua: Inglese

    Editore: Springer Verlag, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books

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    EUR 156,65

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    Quantità: 1 disponibile

    Hardcover. Condizione: Brand New. 300 pages. 9.50x6.50x0.75 inches. In Stock.

  • Lingua: Inglese

    Editore: Springer, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: Mispah books, Redhill, SURRE, Regno UnitoMispah books

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    Condizione: Usato - Come nuovo

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    Hardcover. Condizione: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Lingua: Inglese

    Editore: Springer, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    Condizione: new. Questo è un articolo print on demand.

  • Lingua: Inglese

    Editore: Springer Netherlands Okt 2015, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    EUR 106,99

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    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 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. 324 pp. Englisch.…

  • Lingua: Inglese

    Editore: Springer, Springer Netherlands Okt 2015, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    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 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 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.…

  • Lingua: Inglese

    Editore: Springer, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: Majestic Books, Hounslow, Regno UnitoMajestic Books

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    EUR 169,85

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    Condizione: New. Print on Demand 307.

  • Lingua: Inglese

    Editore: Springer, 2015

    9401795169 / 9789401795166

    Serie: Libro 5 di 18 - Mathematics Education in the Digital Era

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    Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios

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    EUR 168,73

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    Condizione: New. PRINT ON DEMAND 307.