Digital Games and Mathematics Learning: Potential, Promises by Tom Lowrie, Robyn Jorgensen (Zevenbergen) PDF

By Tom Lowrie, Robyn Jorgensen (Zevenbergen)

ISBN-10: 9401795169

ISBN-13: 9789401795166

ISBN-10: 9401795177

ISBN-13: 9789401795173

Digital video games provide huge, immense power for studying and engagement in arithmetic principles and methods. This quantity bargains multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how electronic video games impact the social actions and mathematical principles of learners/gamers. Contributing authors establish possibilities for broadening present understandings of ways mathematical rules are fostered (and embedded) inside electronic video game environments. particularly, the amount advocates for brand spanking new and alternative ways of puzzling over arithmetic in our electronic age—proposing that those mathematical principles and numeracy practices are distinctive from new literacies or multiliteracies. The authors recognize that the promise of electronic video games has no longer constantly been realised/fulfilled. there's rising, and huge, proof to signify that conventional self-discipline obstacles limit possibilities for mathematical studying. during the e-book, what constitutes arithmetic learnings and pedagogy is contested. Multidisciplinary viewpoints are used to explain and comprehend the possibility of electronic video games for studying arithmetic and establish present tensions in the field.

Mathematics studying is outlined as being approximately challenge fixing; engagement in mathematical principles and methods; and social engagement. The artefact, that's the sport, shapes the ways that the players interact with the social job of gaming. In parallel, the publication (as a te

xtual artefact) could be supported via Springer’s on-line platform—allowing for video and electronic verbal exchange (including hyperlinks to appropriate web content) for use as supplementary fabric and identify a dynamic verbal exchange space.

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Epistemic games are another interesting type of game designed primarily for training professional skills. The main goal of epistemic games (Shaffer and Gee 2006) is to help players learn to think like professionals. This concept is based on the idea of ‘epistemic frames’—the way in which a profession or other community of practice thinks and works—and entails a situated and action-based form of learning built around the ways in which professionals develop these epistemic frames. Shaffer (2008) argues that this approach makes it possible to create epistemic games in which subjects learn to work as doctors, lawyers, architects, engineers, journalists and other valued professionals; in this way they develop the skills, habits and concepts of a post-industrial society.

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F. (2009). Effect of computer-based video games on children: An experimental study. Educational Technology & Society, 12, 1–10. Cole, M. (1996). Cultural psychology: A once and future discipline. Cambridge: Harvard University Press. Dresher, M. (1961). Games of strategy: Theory and applications (No. RAND/CB-149-1). Santa Monica: Rand Corp. Dye, M. W. , Green, C. , & Bavelier, D. (2009). The development of attention skills in action video game players. Neuropsychologia, 47(8–9), 1780–1789. Egenfeldt-Nielsen, S.

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Digital Games and Mathematics Learning: Potential, Promises and Pitfalls by Tom Lowrie, Robyn Jorgensen (Zevenbergen)

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