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Digital Games and Mathematics Learning

Digital Games and Mathematics Learning PDF Author: Tom Lowrie
Publisher: Springer
ISBN: 9401795177
Category : Education
Languages : en
Pages : 309

Book Description
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.

Digital Games and Mathematics Learning

Digital Games and Mathematics Learning PDF Author: Tom Lowrie
Publisher: Springer
ISBN: 9401795177
Category : Education
Languages : en
Pages : 309

Book Description
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.

Mathematics Education for a New Era

Mathematics Education for a New Era PDF Author: Keith Devlin
Publisher: CRC Press
ISBN: 1439867712
Category : Computers
Languages : en
Pages : 218

Book Description
Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Medium for Learning describes exactly what is involved in designing and producing successful math educational videogames that foster the innovative mathematical thinking skills necessary for success in a global economy. Read the author's monthly MAA column Devlin's Angle

Game On

Game On PDF Author: Ryan L. Schaaf
Publisher: Solution Tree Press
ISBN: 1936763982
Category : Education
Languages : en
Pages : 160

Book Description
Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom PDF Author: Katrin Becker
Publisher: Springer
ISBN: 3319122231
Category : Education
Languages : en
Pages : 411

Book Description
This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Digital Games and Learning

Digital Games and Learning PDF Author: Sara de Freitas
Publisher: Bloomsbury Publishing
ISBN: 1441198709
Category : Education
Languages : en
Pages : 310

Book Description
Analyses the variety of play implemented within educational games and simulations and gives detailed examples of cutting-edge application in a wide range of disciplines. >

Digital Game-Based Learning

Digital Game-Based Learning PDF Author: Marc Prensky
Publisher: Paragon House
ISBN: 9781557788634
Category : Education
Languages : en
Pages : 464

Book Description
Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Digital Games and Learning

Digital Games and Learning PDF Author: Nicola Whitton
Publisher: Routledge
ISBN: 1136216448
Category : Education
Languages : en
Pages : 215

Book Description
In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.

Innovative Education Technologies for 21st Century Teaching and Learning

Innovative Education Technologies for 21st Century Teaching and Learning PDF Author: Muhammad Mujtaba Asad
Publisher: CRC Press
ISBN: 100046945X
Category : Education
Languages : en
Pages : 250

Book Description
This book highlights all aspects of innovative 21st-century education technologies and skills which can enhance the teaching and learning process on a broader spectrum, based on best practices around the globe. It offers case studies on real problems involving higher education, it includes policies that need to be adaptable to the new environments such as the role of accreditation, online learning, MOOCs, and mobile-based learning. The book covers all aspects of the digital competencies of teachers to fulfill the required needs of 21st-century classrooms and uses a new pedagogical approach suitable for educational policies. Innovative Education Technologies for 21st Teaching and Learning is the first book that addresses the teaching and learning challenges and how those challenges can be mitigated by technology which educational institutions are facing due to the COVID-19 pandemic. This book is suitable for teachers, students, instructional and course designers, policymakers, and anyone interested in 21st-century education.

Interdisciplinary Design of Game-based Learning Platforms

Interdisciplinary Design of Game-based Learning Platforms PDF Author: Fengfeng Ke
Publisher: Springer
ISBN: 3030043398
Category : Education
Languages : en
Pages : 156

Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.

Math Games: Getting to the Core of Conceptual Understanding ebook

Math Games: Getting to the Core of Conceptual Understanding ebook PDF Author: Ted H. Hull
Publisher: Teacher Created Materials
ISBN: 1425896936
Category : Education
Languages : en
Pages : 322

Book Description
Focus on the teaching and learning of mathematics through the use of games. Based on current research and correlated to College and Career Readiness and other state standards, this resource provides both teachers and students with rich opportunities to engage in the Standards for Mathematical Practice. Each concept-building game supports students' learning and understanding concepts. Games are provided in the following categories: Counting and Cardinality; Operations and Algebraic Thinking; Expressions and Equations; Functions; Numbers and Operations in Base Ten; Numbers and Operations--Fractions; The Number System; Ratio and Proportional Relationships; Measurement and Data; Geometry; and Statistics and Probability.