Tom lowrie (10 Ergebnisse)

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  • Sprache: Englisch

    Verlag: Dordrecht, Springer., 2015

    9401795169 / 9789401795166

    Serie: Buch 5 von 18 - Mathematics Education in the Digital Era

    • Hardcover

    Anbieter: Universitätsbuchhandlung Herta Hold GmbH, Berlin, DeutschlandUniversitätsbuchhandlung Herta Hold GmbH

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    Verbandsmitglied: VDAGIAQILAB

    Zustand: Gebraucht

    EUR 15,00

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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.

  • Sprache: Englisch

    Verlag: Springer Netherlands, 2015

    9401795169 / 9789401795166

    Serie: Buch 5 von 18 - Mathematics Education in the Digital Era

    • Hardcover

    Anbieter: Buchpark, Trebbin, DeutschlandBuchpark

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    Zustand: Gebraucht

    EUR 13,91

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    Zustand: 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. …

  • Sprache: Englisch

    Verlag: Springer Netherlands, 2016

    9402400346 / 9789402400342

    Serie: Buch 5 von 18 - Mathematics Education in the Digital Era

    • Softcover

    Anbieter: moluna, Greven, Deutschlandmoluna

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    Zustand: Neu

    EUR 92,27

    EUR 48,99 Versand 
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    Zustand: New.

  • Sprache: Englisch

    Verlag: Springer Netherlands, 2015

    9401795169 / 9789401795166

    Serie: Buch 5 von 18 - Mathematics Education in the Digital Era

    • Hardcover

    Anbieter: moluna, Greven, Deutschlandmoluna

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    Zustand: Neu

    EUR 92,27

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    Gebunden. Zustand: New.

  • Sprache: Englisch

    Verlag: Springer, Springer Netherlands, 2016

    9402400346 / 9789402400342

    Serie: Buch 5 von 18 - Mathematics Education in the Digital Era

    • Softcover

    Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH

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    Zustand: Neu

    EUR 114,00

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    Taschenbuch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Springer, 2015

    9401795169 / 9789401795166

    Serie: Buch 5 von 18 - Mathematics Education in the Digital Era

    • Hardcover

    Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH

    Verkäufer/-in mit 5 Sternen
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    Zustand: Neu

    EUR 114,00

    EUR 35,00 Versand 
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    Buch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Springer Verlag, 2015

    9401795169 / 9789401795166

    Serie: Buch 5 von 18 - Mathematics Education in the Digital Era

    • Hardcover

    Anbieter: Revaluation Books, Exeter, Vereinigtes KönigreichRevaluation Books

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    Zustand: Neu

    EUR 156,24

    EUR 14,71 Versand 
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    Hardcover. Zustand: Brand New. 300 pages. 9.50x6.50x0.75 inches. In Stock.

  • Sprache: Englisch

    Verlag: Springer, 2016

    9402400346 / 9789402400342

    Serie: Buch 5 von 18 - Mathematics Education in the Digital Era

    • Softcover

    Anbieter: preigu, Osnabrück, Deutschlandpreigu

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    Zustand: Neu

    EUR 95,25

    EUR 70,00 Versand 
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    Anzahl: 5 verfügbar

    Taschenbuch. Zustand: 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 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

  • Sprache: Englisch

    Verlag: Springer, 2016

    9402400346 / 9789402400342

    Serie: Buch 5 von 18 - Mathematics Education in the Digital Era

    • Softcover

    Anbieter: Revaluation Books, Exeter, Vereinigtes KönigreichRevaluation Books

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    Zustand: Neu

    EUR 176,35

    EUR 11,77 Versand 
    Versand von Vereinigtes Königreich nach USA

    Anzahl: 1 verfügbar

    Paperback. Zustand: Brand New. reprint edition. 309 pages. 9.25x6.10x0.73 inches. In Stock.

  • Verlag: Dragon Tree Press, 1982

    0940918110 / 9780940918115

    Anbieter: Riverby Books (DC Inventory), Fredericksburg, VA, USARiverby Books (DC Inventory)

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    Zustand: Gebraucht - Gut

    EUR 137,30

    EUR 8,84 Versand 
    Versand innerhalb von USA

    Anzahl: 1 verfügbar

    Zustand: very good. Oversized softcover. Good condition inside and out. 31 pages, with neon orange covers. 4 adventures: Temple of the Four Gods, Stronghold of the Mer-Witch, Mission to Danger, and Grimethorp's Manor. A RPG from the earliest days of the genre. Three-hole punched on the left side. A real book in a real bookstore, with descriptions written by a real person. We ship every day.…