Active Methodologies for the Promotion of Mathematical Learning |
Autore | Fernández-Martín Francisco D |
Pubbl/distr/stampa | MDPI - Multidisciplinary Digital Publishing Institute, 2022 |
Descrizione fisica | 1 electronic resource (344 p.) |
Soggetto topico | Research & information: general |
Soggetto non controllato |
emerging methodology
educational innovation e-learning educational experimentation adults students b-learning ICT vocational training constructivism mathematics learning MOOC new teaching techniques students’ access to MOOC learning reading comprehension complexity problem-solving arithmetic word problems fraction operator technological environment active methodology escape room gamification methodological contrast mathematics secondary education musical activities learning-teaching preschool mathematical modeling modeling projects elementary school learning opportunities computational thinking STEAM education leisure-time education mathematical education good practices in mathematics education mathematics achievement influencing factors university social sciences structural equation modelling (SEM) Flipped Classroom flipped learning higher education educational robotics active learning case studies videogame early childhood education education learning environments educational games engineering students augmented reality spatial intelligence STEM Geogebra AR teaching differential equations teaching mathematics solving problem formative assessment teacher education teachers’ knowledge game-based learning affective domain mathematics education systematic review EXPLORIA STEAM active methodologies university level afective domain mathematical teaching methodologies educative innovation learning through video games real-valued functions |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910576875103321 |
Fernández-Martín Francisco D
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MDPI - Multidisciplinary Digital Publishing Institute, 2022 | ||
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Lo trovi qui: Univ. Federico II | ||
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Culturally Specific Pedagogy in the Mathematics Classroom : Strategies for Teachers and Students |
Autore | Leonard Jacqueline |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Taylor & Francis, 2018 |
Descrizione fisica | 1 online resource (307 pages) |
Disciplina | 510.71 |
Soggetto topico |
Mathematics-Study and teaching-United States-Social aspects
Multicultural education-United States Minorities-Education-United States Critical pedagogy-United States |
Soggetto non controllato |
african american students
black lives matter black students blm cognition computational thinking computer scaffolding critical race theory crt culturally diverse students culture cultural funds of knowledge game design linguistically diverse students math mathematics education maths native american students place rural students spatial visualization stem education |
ISBN |
1-351-25583-5
1-351-25582-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- List of Figures -- List of Tables -- Foreword -- Preface -- Acknowledgments -- Biographical Note -- 1 Culture, Identity, and Mathematics Achievement -- Introduction -- Theoretical Frameworks -- Critical Race Theory -- Black Feminist Thought -- Culturally Specific Pedagogy -- Prior Research on Culturally Based Education -- Early Culturally Based Studies -- Teachers' Beliefs about Culture and Learning Mathematics -- Mathematics Identity and Mathematics Socialization -- Chapter 1 Discussion Questions -- Notes -- 2 Cognition and Cultural Pedagogy -- Culture, Cultural Transmission, and Cultural Capital -- Theories about Cognition and Culture -- Cognitive Theory -- The Saxe Model of Cognition -- Children's Cognition and Learning in Mathematics -- Culture and Children's Mathematical Reasoning -- Car Wash Problem -- Church Problem -- Reform-Based Mathematics Education and Opportunities to Learn -- Summary -- Chapter 2 Discussion Questions -- Notes -- 3 Cultural Pedagogy -- The Need for Cultural Pedagogy -- Studies on Verve and Communal Learning -- Types of Cultural Pedagogy -- Culturally Responsive Pedagogy -- Culturally Relevant Pedagogy -- Culturally Congruent Instruction -- Culturally Responsive Teaching -- Culturally Specific Pedagogy -- Culturally Sustaining Pedagogy -- Culturally Responsive Instruction -- Funds of Knowledge -- Summary -- Chapter 3 Discussion Questions -- Notes -- 4 Computational Thinking, Computer Scaffolding, and Game Design -- Computational Thinking -- Simulations and Game Designs -- Microworlds EX -- Scratch -- Scalable Game Design -- Teaching with Emerging Technology -- Learning for Use -- Universal Learning Design -- The ITEST Study -- The Purpose of the Study -- Participants and Setting -- Methodology -- Instrumentation.
Year 1 Highlights -- Year 2 Highlights -- Year 3 Highlights -- From Research to Practice -- Summary -- Chapter 4 Discussion Questions -- Note -- 5 Robotics, Spatial Ability, and Computational Thinking -- Spatial Abilities -- Computational Thinking and Learning Progression -- Cultural Brokering -- Theoretical Framework -- The Study Context -- Research Questions -- Participants and Setting -- Methodology -- Data Sources -- Instrumentation -- Results -- Spatial Orientation -- Spatial Reasoning, Computational Thinking, and Cultural Brokering -- Teacher Reflections on Robotics Lessons -- Limitations -- Summary -- Chapter 5 Discussion Questions -- 6 Women in Aviation and Space: The Importance of Gender Role Models -- Gender Equity in Mathematics and Science -- Gender and Academic Achievement in Mathematics -- Gender and Teacher Preparation -- Single-Sex Education -- The Bessie Coleman Project -- Using Zoom Earth and Photoshop -- Flight Simulation -- Computer Modeling -- Space Links: Integrating Space Science and Mathematics -- Methodology -- Participants and Setting -- Results -- Discussion -- Implications -- Chapter 6 Discussion Questions -- Note -- 7 Learning Mathematics for Empowerment in Linguistically and Culturally Diverse Classrooms -- Language Diversity and Professional Development -- Teacher Expectations -- Understanding Language Acquisition -- Developing Additive Perspectives -- Fostering Language Literacy in the Mathematics Classroom -- Teaching Mathematics for Cultural Relevance and Social Justice -- Reflections on Classroom Practices -- Culture in the Mathematics Classroom Project -- Summary -- Chapter 7 Discussion Questions -- Notes -- 8 Black Lives Matter: A Context for Teaching Mathematics for Social Justice -- The Educational Debt -- Voting Rights -- Black Lives Matter -- Racial Profiling -- "I Can't Breathe!" -- Flint Water Crisis. Housing Inequality -- Black Firsts in Science and Mathematics -- St. Elmo Brady (1884-1966) -- Martha Euphemia Lofton Haynes (1890-1980) -- Bessie Blount (1914-2009) -- Ed Dwight (1933-) -- Jessie Eugene Russell (1948-) -- Aprille Ericsson-Jackson (1963-) -- Summary -- Chapter 8 Discussion Questions -- Notes -- 9 Race and Achievement in Mathematics: A Historical Perspective -- The Clinton 12 -- Desegregation and School Busing -- Resegregation and Inequitable School Funding -- The Pedagogy of Poverty -- Perspectives on the Achievement Gap -- Mathematics Socialization and Identity among African-American Students -- Links to Everyday Mathematics -- Conclusions and Recommendations -- Chapter 9 Discussion Questions -- Notes -- Appendix A-Computational Thinking Rubric -- Appendix B-Scratch Dance Party Tutorial -- Note -- Appendix C-Knex Data Collection Sheet -- Note -- Appendix D-Sculptris Bison Tutorial -- Note -- References -- Index. |
Record Nr. | UNINA-9910773607103321 |
Leonard Jacqueline
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Taylor & Francis, 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Game-Based Learning, Gamification in Education and Serious Games |
Autore | Vaz de Carvalho Carlos |
Pubbl/distr/stampa | Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022 |
Descrizione fisica | 1 electronic resource (182 p.) |
Soggetto topico |
Humanities
Education |
Soggetto non controllato |
serious game
gamification game-based learning programming teaching sustainability teaching mobile app asynchronous learning COVID-19 dental education distance learning game analytics integrative review remote learning serious games reading comprehension strategy training intelligent tutoring system feedback diabetes self-management RAD methodology game-design-based Software Usability Scale OMD eye-tracking training vision impairment rehabilitation vision teachers edutainment virtual reality traffic safety rollover simulator seat belt awareness digital game-based learning media in education multiplication game digital games usefulness computational thinking Swift Playgrounds 12-year Basic Education Bebras programming emotions emotional intelligence apps augmented reality usability primary school physics |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910566460103321 |
Vaz de Carvalho Carlos
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Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022 | ||
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Lo trovi qui: Univ. Federico II | ||
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Trends on Educational Gamification: Challenges and Learning Opportunities |
Autore | Piñero Charlo José Carlos |
Pubbl/distr/stampa | Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022 |
Descrizione fisica | 1 electronic resource (218 p.) |
Soggetto topico |
Humanities
Education |
Soggetto non controllato |
gamification
education literature survey publication analysis teacher instruction motivation curricular integration mathematics instruction escape room review assessment computational thinking functions future teachers Scratch serious games game-based learning higher education teacher predispositions gamification in education gamifying learning STEAM education mathematics Brazil Spain traditional games ethnomathematics steam intercultural education primary education board games global change environmental engagement teacher training Education for sustainability role-playing games second language instruction educational game board game learning tool teaching-learning process interdisciplinary learning science learning marine environment environmental awareness skills development mathematical problem-solving video games emotions Portal 2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti | Trends on Educational Gamification |
Record Nr. | UNINA-9910566481003321 |
Piñero Charlo José Carlos
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Basel, : MDPI - Multidisciplinary Digital Publishing Institute, 2022 | ||
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Lo trovi qui: Univ. Federico II | ||
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