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Titlebook: Digital Games and Mathematics Learning; Potential, Promises Tom Lowrie,Robyn Jorgensen (Zevenbergen) Book 2015 Springer Science+Business M

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41#
發(fā)表于 2025-3-28 16:47:15 | 只看該作者
Digital Games, Mathematics and Visuospatial Reasoning,late and transform shapes and objects has moved beyond static and concrete form to representations that are increasingly dynamic and animated. This chapter describes young children’s engagement with digital games as they interpret and navigate information using numeracy understandings and mathematic
42#
發(fā)表于 2025-3-28 20:41:19 | 只看該作者
Digital Games and Equity: Implications for Issues of Social Class and Rurality,de in the gaming context. In this chapter, issues of access and usage among students from low/medium socio-economic backgrounds and students from urban and rural backgrounds are discussed. Particular attention is paid to the amounts and types of usage that the students undertake. While differences w
43#
發(fā)表于 2025-3-29 02:43:08 | 只看該作者
Multimodal Literacy, Digital Games and Curriculum,g machines’. Rather, good gameplay is active, socially situated and purposeful, and intimately linked with issues of ownership, commitment and identity. This chapter focuses particularly on the textual dimensions of games and gameplay, within the context of the New Media Age, Multiliteracies and lit
44#
發(fā)表于 2025-3-29 07:02:43 | 只看該作者
45#
發(fā)表于 2025-3-29 10:34:45 | 只看該作者
46#
發(fā)表于 2025-3-29 13:32:15 | 只看該作者
47#
發(fā)表于 2025-3-29 17:37:31 | 只看該作者
48#
發(fā)表于 2025-3-29 22:21:39 | 只看該作者
49#
發(fā)表于 2025-3-30 01:21:18 | 只看該作者
50#
發(fā)表于 2025-3-30 04:04:47 | 只看該作者
Digital Games, Mathematics and Visuospatial Reasoning,dal access to information requires quite different demands than the mathematics encountered by students in typical classroom contexts. Games used by children in the case studies include Pokémon, Prince of Persia and The Legend of Zelda: Phantom Hourglass.
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