Digital Games Mathematics Learning (30 results)

Language: English
Published by Dordrecht, Springer., 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
Seller: Universitätsbuchhandlung Herta Hold GmbH, Berlin, GermanyUniversitätsbuchhandlung 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.

Language: English
Published by Springer, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
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Language: English
Published by Springer Netherlands, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
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Condition: 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.

- Softcover
Seller: Kennys Bookstore, Olney, MD, U.S.A.Kennys Bookstore
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Condition: New. 2026. 1st Edition. paperback. . . . . . Books ship from the US and Ireland.

Language: English
Published by Springer Netherlands, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
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Language: English
Published by Springer Netherlands, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
Seller: moluna, Greven, Germanymoluna
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Gebunden. Condition: New.

Language: English
Published by Springer, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
Seller: Books Puddle, New York, NY, U.S.A.Books Puddle
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Condition: New. pp. 322 Softcover reprint of the original 1st ed. 2015 edition NO-PA16APR2015-KAP.

Language: English
Published by Springer, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
Seller: Books Puddle, New York, NY, U.S.A.Books Puddle
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Condition: New. 307.

- Softcover
- First Edition
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Condition: New. 2026. 1st Edition. paperback. . . . . .

Language: English
Published by Springer, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
Seller: preigu, Osnabrück, Germanypreigu
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Taschenbuch. Condition: Neu. Digital Games and Mathematics Learning | Potential, Promises and Pitfalls | Tom Lowrie (u. a.) | Taschenbuch | Mathematics Education in the Digital Era | xiii | Englisch | 2016 | Springer | EAN 9789402400342 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelber…g, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

Language: English
Published by Springer, Springer Netherlands, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH
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Taschenbuch. Condition: 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 influen…ce 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.

Language: English
Published by Springer Netherlands, Springer Netherlands, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH
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Buch. Condition: 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.

Digital Games and Mathematics Learning: Potential, Promises and Pitfalls (Mathematics Education in the Digital Era)
Lowrie, Tom (Editor) / Jorgensen (Zevenbergen), Robyn (Editor)
Language: English
Published by Springer, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
Seller: Revaluation Books, Exeter, United KingdomRevaluation Books
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Paperback. Condition: Brand New. reprint edition. 309 pages. 9.25x6.10x0.73 inches. In Stock.

Language: English
Published by Springer Verlag, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
Seller: Revaluation Books, Exeter, United KingdomRevaluation Books
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Hardcover. Condition: Brand New. 300 pages. 9.50x6.50x0.75 inches. In Stock.

Language: English
Published by Springer, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
Seller: Mispah books, Redhill, SURRE, United KingdomMispah books
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Paperback. Condition: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

- Hardcover
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- Hardcover
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Language: English
Published by Springer, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
Seller: Mispah books, Redhill, SURRE, United KingdomMispah books
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Language: English
Published by Springer, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
- Print on Demand
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Language: English
Published by Springer, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
- Print on Demand
Seller: Brook Bookstore On Demand, Napoli, NA, ItalyBrook Bookstore On Demand
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Language: English
Published by Springer Netherlands Okt 2015, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
- Print on Demand
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermanyBuchWeltWeit Ludwig Meier e.K.
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Buch. Condition: 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 game…s 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.

Language: English
Published by Springer Netherlands Aug 2016, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
- Print on Demand
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermanyBuchWeltWeit Ludwig Meier e.K.
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Taschenbuch. Condition: 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 digit…al 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.

Language: English
Published by Springer, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
- Print on Demand
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Condition: New. Print on Demand pp. 322.

Language: English
Published by Springer, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
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Language: English
Published by Springer, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
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Condition: New. PRINT ON DEMAND 307.

Language: English
Published by Springer, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
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Language: English
Published by Springer, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
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Buch. Condition: Neu. Digital Games and Mathematics Learning | Potential, Promises and Pitfalls | Tom Lowrie (u. a.) | Buch | Mathematics Education in the Digital Era | xiii | Englisch | 2015 | Springer | EAN 9789401795166 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot…]hartmann[at]springer[dot]com | Anbieter: preigu Print on Demand.

Language: English
Published by Springer, Springer Netherlands Okt 2015, 2015
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Hardcover
- Print on Demand
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germanybuchversandmimpf2000
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Buch. Condition: 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 in…fluence 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.

Language: English
Published by Springer, Springer Netherlands Aug 2016, 2016
Series: Mathematics Education in the Digital Era, Book 5 of 18. Book 5 of 18 - Mathematics Education in the Digital Era
- Softcover
- Print on Demand
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germanybuchversandmimpf2000
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Taschenbuch. Condition: 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 g…ames 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.