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"Games in mathematics education."
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Digital games and mathematics learning : potential, promises and pitfalls
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.
Math Fact Fluency
2019
This approach to teaching basic math facts, grounded in years of research, will transform students' learning of basic facts and help them become more confident, adept, and successful at math.
Mastering the basic facts for addition, subtraction, multiplication, and division is an essential goal for all students. Most educators also agree that success at higher levels of math hinges on this fundamental skill. But what's the best way to get there? Are flash cards, drills, and timed tests the answer? If so, then why do students go into the upper elementary grades (and beyond) still counting on their fingers or experiencing math anxiety? What does research say about teaching basic math facts so they will stick?
In Math Fact Fluency, experts Jennifer Bay-Williams and Gina Kling provide the answers to these questions—and so much more. This book offers everything a teacher needs to teach, assess, and communicate with parents about basic math fact instruction, including
* The five fundamentals of fact fluency, which provide a research-based framework for effective instruction in the basic facts.
* Strategies students can use to find facts that are not yet committed to memory.
* More than 40 easy-to-make, easy-to-use games that provide engaging fact practice.
* More than 20 assessment tools that provide useful data on fact fluency and mastery.
* Suggestions and strategies for collaborating with families to help their children master the basic math facts.
Math Fact Fluency is an indispensable guide for any educator who needs to teach basic math facts.
Winning Ways for Your Mathematical Plays
by
Guy, Richard K.
,
Berlekamp, Elwyn R.
,
Conway, John H.
in
Mathematical recreations
,
Mathematics
2001
This classic on games and how to play them intelligently is being re-issued in a new, four volume edition.
The raven's hat : fallen pictures, rising sequences, and other mathematical games
\"Introducing complex math concepts through the medium of seemingly unsolvable games\"-- Provided by publisher.
Winning Ways for Your Mathematical Plays, Volume 3
2003,2018
In the quarter of a century since three mathematicians and game theorists collaborated to create Winning Ways for Your Mathematical Plays, the book has become the definitive work on the subject of mathematical games.
Sir Cumference classroom activities
35 activies to connect math and literature with the Sir Cumference series of books.
Slicing pizzas, racing turtles, and further adventures in applied mathematics
1999,2012
Have you ever daydreamed about digging a hole to the other side of the world? Robert Banks not only entertains such ideas but, better yet, he supplies the mathematical know-how to turn fantasies into problem-solving adventures. In this sequel to the popularTowing Icebergs, Falling Dominoes(Princeton, 1998), Banks presents another collection of puzzles for readers interested in sharpening their thinking and mathematical skills. The problems range from the wondrous to the eminently practical. In one chapter, the author helps us determine the total number of people who have lived on earth; in another, he shows how an understanding of mathematical curves can help a thrifty lover, armed with construction paper and scissors, keep expenses down on Valentine's Day.
In twenty-six chapters, Banks chooses topics that are fairly easy to analyze using relatively simple mathematics. The phenomena he describes are ones that we encounter in our daily lives or can visualize without much trouble. For example, how do you get the most pizza slices with the least number of cuts? To go from point A to point B in a downpour of rain, should you walk slowly, jog moderately, or run as fast as possible to get least wet? What is the length of the seam on a baseball? If all the ice in the world melted, what would happen to Florida, the Mississippi River, and Niagara Falls? Why do snowflakes have six sides?
Covering a broad range of fields, from geography and environmental studies to map- and flag-making, Banks uses basic algebra and geometry to solve problems. If famous scientists have also pondered these questions, the author shares the historical details with the reader. Designed to entertain and to stimulate thinking, this book can be read for sheer personal enjoyment.
The incredible math games book
by
Goddard, Jolyon, editor
in
Mathematics Study and teaching (Elementary) Activity programs Juvenile literature.
,
Mathematical recreations Juvenile literature.
,
Mathematics Problems, exercises, etc. Juvenile literature.
2015
Kids can learn basic math concepts while having fun, using this activity-driven book of games and exercises. Includes dice and counter pieces to supplement math play.
Utilizing a collaborative cross number puzzle game to develop the computing ability of addition and subtraction
by
Lin, Chiu-Pin
,
Looi, Chee-Kit
,
Chen, Yen-Hua
in
Addition
,
Educational aspects
,
Games in mathematics education
2012
While addition and subtraction is a key mathematical skill for young children, a typical activity for them in classrooms involves doing repetitive arithmetic calculation exercises. In this study, we explore a collaborative way for students to learn these skills in a technology-enabled way with wireless computers. Two classes, comprising a total of 52 students in Grade 4 (ages 10 or 11) participated in the study. They used the Group Scribbles software to run an adapted version of the \"Cross Number Puzzle\" that was designed with the \"feedback\" mechanism to assist students' problem solving. In one class, students played the game individually and in the other class, students played the game collaboratively. The low- ability students in the collaborative class were found to have made the most significant progress in arithmetic skills through playing this game. Three dominant interactive collaboration patterns, one contributing to productive interactions and two to less productive interactions, were also identified in the students' collaboration.
Journal Article