Mathematics Education for a New Era: Video Games as a Medium for Learning

Author:   Keith Devlin (Stanford University, California, USA)
Publisher:   Taylor & Francis Inc
ISBN:  

9781568814315


Pages:   218
Publication Date:   25 February 2011
Format:   Paperback
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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Mathematics Education for a New Era: Video Games as a Medium for Learning


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Full Product Details

Author:   Keith Devlin (Stanford University, California, USA)
Publisher:   Taylor & Francis Inc
Imprint:   A K Peters
Dimensions:   Width: 15.20cm , Height: 1.50cm , Length: 22.90cm
Weight:   0.400kg
ISBN:  

9781568814315


ISBN 10:   1568814313
Pages:   218
Publication Date:   25 February 2011
Audience:   College/higher education ,  College/higher education ,  Tertiary & Higher Education ,  Tertiary & Higher Education
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

"Preface. State of Play. Street Smarts. The Perfect Medium. Euclid Would Have Taught Math This Way. What Is ""Doing Mathematics"" Anyway?. Mathematics Proficiency: A New Focus in Mathematics Education. The Key Features of Gaming. Mathematics Education and Gee’s 36 Video Game Learning Principles. Developing Mathematical Proficiency in a Video Game. Building a Successful Math Ed Video Game. Algebra and Beyond. A New Pedagogy. Suggested Further Reading. Bibliography."

Reviews

Keith Devlin's highly readable book sets the foundation for a new approach to learning mathematics where everyone can learn math and finally lose their math fears and phobias. The book is based on empirically well supported and lucidly explicated theories of learning, teaching, and gaming. It will become a classic. --James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University and author of What Video Games Have to Teach Us About Learning and Literacy Keith Devlin's latest book does a thorough job exploring the affordances that video games can provide to the teaching and learning of mathematics. He covers the current state of affairs and how games provide a great forum for math education. --Drew Davidson, Director, Entertainment Technology Center, Carnegie Mellon University Mathematics Education for a New Era connects Devlin's deep understanding of mathematics education to the new research in digital-games-based learning to pave a path for re-energizing mathematics education. --Kurt Squire, author of Video Games & Learning: Teaching and Participatory Culture in the Digital Age Keith Devlin makes an engaging and persuasive argument that online computer games can be a great way to teach basic math skills. Educators and parents who think of video games as empty frivolities will be surprised at the significant educational potential lurking within these complex activities. Game designers can use this book as inspiration for creating new kinds of games that reward players not only with fun experiences and real math skills, but also the important knack of thinking like a mathematician (and liking it!). --Andrew Glassner, author of Interactive Storytelling: Techniques for 21st Century Fiction


Keith Devlin makes the case for embracing video games as not just an opportunity for teaching mathematics, but as an ideal medium for doing so. The opportunities gaming provides for learning mathematics are illustrated in great detail. ! Devlin makes the case with care, repeatedly drawing on documented studies and educational principles. --Bill Wood, MAA Reviews, September 2011 Keith Devlin's highly readable book sets the foundation for a new approach to learning mathematics where everyone can learn math and finally lose their math fears and phobias. The book is based on empirically well supported and lucidly explicated theories of learning, teaching, and gaming. It will become a classic. --James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University and author of What Video Games Have to Teach Us About Learning and Literacy Keith Devlin's latest book does a thorough job exploring the affordances that video games can provide to the teaching and learning of mathematics. He covers the current state of affairs and how games provide a great forum for math education. --Drew Davidson, Director, Entertainment Technology Center, Carnegie Mellon University Mathematics Education for a New Era connects Devlin's deep understanding of mathematics education to the new research in digital-games-based learning to pave a path for re-energizing mathematics education. --Kurt Squire, author of Video Games & Learning: Teaching and Participatory Culture in the Digital Age Keith Devlin makes an engaging and persuasive argument that online computer games can be a great way to teach basic math skills. Educators and parents who think of video games as empty frivolities will be surprised at the significant educational potential lurking within these complex activities. Game designers can use this book as inspiration for creating new kinds of games that reward players not only with fun experiences and real math skills, but also the important knack of thinking like a mathematician (and liking it!). --Andrew Glassner, author of Interactive Storytelling: Techniques for 21st Century Fiction


Keith Devlin's highly readable book sets the foundation for a new approach to learning mathematics where everyone can learn math and finally lose their math fears and phobias. The book is based on empirically well supported and lucidly explicated theories of learning, teaching, and gaming. It will become a classic. --James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University and author of What Video Games Have to Teach Us About Learning and Literacy Keith Devlin's latest book does a thorough job exploring the affordances that video games can provide to the teaching and learning of mathematics. He covers the current state of affairs and how games provide a great forum for math education. --Drew Davidson, Director, Entertainment Technology Center, Carnegie Mellon University Mathematics Education for a New Era connects Devlin's deep understanding of mathematics education to the new research in digital-games-based learning to pave a path for re-energizing mathematics education. --Kurt Squire, author of Video Games & Learning: Teaching and Participatory Culture in the Digital Age Keith Devlin makes an engaging and persuasive argument that online computer games can be a great way to teach basic math skills. Educators and parents who think of video games as empty frivolities will be surprised at the significant educational potential lurking within these complex activities. Game designers can use this book as inspiration for creating new kinds of games that reward players not only with fun experiences and real math skills, but also the important knack of thinking like a mathematician (and liking it!). --Andrew Glassner, author of Interactive Storytelling: Techniques for 21st Century Fiction


Author Information

Dr. Keith Devlin is a senior researcher and the executive director of the Human Sciences and Technologies Advanced Research Institute (HSTAR) at Stanford University. He is also a cofounder of the Stanford Media X research network and a regular contributor to NPR’s Weekend Edition Saturday. His current research focuses on the use of different media to teach and communicate mathematics to diverse audiences. He also works on the design of information/reasoning systems for intelligence analysis.

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