01627nam a2200301Ia 4500001001500000003000800015005001700023006001900040007000700059008004100066020003200107040002100139100002100160245012000181260004200301300002500343504005400368505048300422530003700905538003600942650004900978650003001027650003601057650003001093655002801123776001801151856015601169AKP0KE13249PDFFlBoTFG20171224123826.0m|||||o||d||||||||cr||||110525s2011 maua sb 000 0 eng d a9781439867716 (ebook : PDF) aFlBoTFGcFlBoTFG1 aDevlin, Keith J.10aMathematics education for a new erah[electronic resource] :bvideo games as a medium for learning /cKeith Devlin. aNatick, Mass. :bA.K. Peters,cc2011. axiii, 203 p. :bill. aIncludes bibliographical references (p. 201-203).0 a1. State of play -- 2. Street smarts -- 3. The perfect medium -- 4. Euclid would have taught math this way -- 5. What is 'doing mathematics' anyway? -- 6. Mathematical proficiency : a new focus in mathematics education -- 7. The key features of gaming -- 8. Mathematics education and Gee's 36 video game learning principles -- 9. Developing mathematical proficiency in a video game -- 10. Building a successful math ed video game -- 11. Algebra and beyond -- 12. A new pedagogy. aAlso available in print edition. aMode of access: World Wide Web. 0aMathematicsxStudy and teaching (Elementary) 0aMathematical recreations. 0aGames in mathematics education. 0aVideo games and children. 7aElectronic books.2lcsh1 z978156881431540uhttp://marc.crcnetbase.com/isbn/9781439867716qapplication/PDFzDistributed by publisher. Purchase or institutional license may be required for access.