**Book Name**: Digital Games and Mathematics Learning

**Author**: Robyn Jorgensen (Zevenbergen), Tom Lowrie

**Publisher**: Springer

**ISBN-10**: 9401795169

**Year**: 2015

**Pages**: 309

**Language**: English

**File size**: 8.88 MB

**File format**: PDF

### Digital Games and Mathematics Learning Pdf Book Description:

Digital games provide tremendous potential for learning and involvement in math thoughts and procedures. This volume provides multidisciplinary viewpoints –of teachers, cognitive scientists, psychologists and sociologists–how electronic games affect the societal pursuits and mathematical notions of learners/gamers. Specifically, the quantity recommends for new and unique ways of thinking about math in our electronic era –suggesting these mathematical ideas and numeracy practices are somewhat different from fresh literacies or multiliteracies. The authors acknowledge the promise of electronic games hasn’t been realised/fulfilled. There’s emerging, and ample, evidence to indicate that traditional subject boundaries limit opportunities for mathematical instruction. Multidisciplinary perspectives are utilized to describe and comprehend the capacity of electronic games for studying math and identify present tensions within the area.

Mathematics learning is described as being about problem solving; participation in mathematical ideas and procedures; and societal participation. The artefact, that’s the sport, shapes the ways that the players engage with all the social action of gambling. In parallel, the publication (as a textual artefact) will likely be encouraged by Springer’s online platform–enabling for digital and video communication (such as links to relevant sites ) to be utilized as supplemental material and set a lively communication area.