Digital Games and Mathematics Learning

Digital Games and Mathematics Learning
Author: Tom Lowrie
Publisher: Springer
Total Pages: 318
Release: 2015-10-05
Genre: Education
ISBN: 9401795177

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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
Author: Keith Devlin
Publisher: CRC Press
Total Pages: 220
Release: 2011-02-25
Genre: Computers
ISBN: 1439867712

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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 Med

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom
Author: Katrin Becker
Publisher: Springer
Total Pages: 429
Release: 2016-09-29
Genre: Education
ISBN: 3319122231

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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.

Globalized Curriculum Methods for Modern Mathematics Education

Globalized Curriculum Methods for Modern Mathematics Education
Author: Tella, Adedeji
Publisher: IGI Global
Total Pages: 205
Release: 2018-07-27
Genre: Education
ISBN: 1522561595

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The field of education is in constant flux as new theories and practices emerge to engage students and improve the learning experience. Globalization has created new challenges for mathematics educators as they are compelled to respond to the shifting patterns and practices of everyday life and stay abreast of the latest research in education, curriculum, development, and technologies. Globalized Curriculum Methods for Modern Mathematics Education is a comprehensive and timely publication that contains the latest research in mathematics education and modern globalized curriculum development and technologies. The book examines subjects such as teaching competencies, digital games for teaching and learning mathematics, and the challenges and prospects of globalized science curriculum. This is an ideal resource for educators, academicians, teachers, policy makers, researchers, and graduate-level students seeking to further their research in mathematics education.

Game On

Game On
Author: Ryan L. Schaaf
Publisher: Solution Tree Press
Total Pages: 160
Release: 2016-10-25
Genre: Education
ISBN: 1936763982

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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

Math Games: Getting to the Core of Conceptual Understanding ebook

Math Games: Getting to the Core of Conceptual Understanding ebook
Author: Ted H. Hull
Publisher: Teacher Created Materials
Total Pages: 322
Release: 2013-04-01
Genre: Education
ISBN: 1425896936

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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.

Digital Games and Learning

Digital Games and Learning
Author: Sara de Freitas
Publisher: A&C Black
Total Pages: 309
Release: 2011-03-31
Genre: Education
ISBN: 0826421377

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The popularity of entertainment gaming over the last decades has led to the use of games for non-entertainment purposes in areas such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming, with an increase in leisure game approaches in schools, colleges, universities and in professional training and continuing professional development. The movement raises many significant issues and challenges for us. How can gaming and simulation technologies be used to engage learners? How can games be used to motivate, deepen and accelerate learning? How can they be used to greatest effect in learning and teaching? The contributors explore these and many other questions that are vital to our understanding of the paradigm shift from conventional learning environments to learning in games and simulations.

Digital Games and Mathematics Learning

Digital Games and Mathematics Learning
Author: Raymond Mercado
Publisher: Createspace Independent Publishing Platform
Total Pages: 314
Release: 2017-03-28
Genre:
ISBN: 9781977585066

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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.

Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 690
Release: 2018-01-05
Genre: Education
ISBN: 1522551999

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Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Digital Games in Language Learning and Teaching

Digital Games in Language Learning and Teaching
Author: Hayo Reinders
Publisher: Springer
Total Pages: 250
Release: 2012-06-12
Genre: Language Arts & Disciplines
ISBN: 1137005262

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This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage interaction in the target language. This is the first dedicated collection of papers to bring together state-of-the-art research in game-based learning.