Digital Games and Mathematics Learning

Digital Games and Mathematics Learning
Author :
Publisher : Springer
Total Pages : 318
Release :
ISBN-10 : 9789401795173
ISBN-13 : 9401795177
Rating : 4/5 (73 Downloads)

Synopsis Digital Games and Mathematics Learning by : Tom Lowrie

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.

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom
Author :
Publisher : Springer
Total Pages : 429
Release :
ISBN-10 : 9783319122236
ISBN-13 : 3319122231
Rating : 4/5 (36 Downloads)

Synopsis Choosing and Using Digital Games in the Classroom by : Katrin Becker

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 :
Publisher : IGI Global
Total Pages : 228
Release :
ISBN-10 : 9781522561590
ISBN-13 : 1522561595
Rating : 4/5 (90 Downloads)

Synopsis Globalized Curriculum Methods for Modern Mathematics Education by : Tella, Adedeji

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.

Mathematics Education for a New Era

Mathematics Education for a New Era
Author :
Publisher : CRC Press
Total Pages : 220
Release :
ISBN-10 : 9781439867716
ISBN-13 : 1439867712
Rating : 4/5 (16 Downloads)

Synopsis Mathematics Education for a New Era by : Keith Devlin

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

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning
Author :
Publisher : IGI Global
Total Pages : 1971
Release :
ISBN-10 : 9781668437117
ISBN-13 : 1668437112
Rating : 4/5 (17 Downloads)

Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

The Game Believes in You

The Game Believes in You
Author :
Publisher : St. Martin's Press
Total Pages : 258
Release :
ISBN-10 : 9781466879454
ISBN-13 : 1466879459
Rating : 4/5 (54 Downloads)

Synopsis The Game Believes in You by : Greg Toppo

What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Digital Games in Language Learning and Teaching

Digital Games in Language Learning and Teaching
Author :
Publisher : Springer
Total Pages : 250
Release :
ISBN-10 : 9781137005267
ISBN-13 : 1137005262
Rating : 4/5 (67 Downloads)

Synopsis Digital Games in Language Learning and Teaching by : Hayo Reinders

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.

Digital Games and Learning

Digital Games and Learning
Author :
Publisher : Bloomsbury Publishing
Total Pages : 310
Release :
ISBN-10 : 9781441198709
ISBN-13 : 1441198709
Rating : 4/5 (09 Downloads)

Synopsis Digital Games and Learning by : Sara de Freitas

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
Author :
Publisher : Paragon House
Total Pages : 464
Release :
ISBN-10 : 1557788634
ISBN-13 : 9781557788634
Rating : 4/5 (34 Downloads)

Synopsis Digital Game-Based Learning by : Marc Prensky

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.

Innovative Education Technologies for 21st Century Teaching and Learning

Innovative Education Technologies for 21st Century Teaching and Learning
Author :
Publisher : CRC Press
Total Pages : 250
Release :
ISBN-10 : 9781000469455
ISBN-13 : 100046945X
Rating : 4/5 (55 Downloads)

Synopsis Innovative Education Technologies for 21st Century Teaching and Learning by : Muhammad Mujtaba Asad

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.