E052 - Mathematics Education for a New Era: Video Games as a Medium for Learning https://docs.google.com/document/pub?id=1pSiyS8WvVVoVkuFtBAYtP4JHBfgeYNijWLiJT7GUCHY
S052 - Educación Matemática para una Nueva Era: Juegos Video como un Medio de Aprendizaje https://docs.google.com/document/pub?id=11LhISFDReaSca6a-4I9ud_yxEPTSRe033vkG9FDaRWc Carlos Rabassa Volunteer Plan Ceibal Support Network Montevideo, Uruguay On Apr 10, 2011, at 9:12 AM, Maria Droujkova wrote: > > Mathematics Education for a New Era: Video Games as a Medium for Learning > > Join Keith Devlin in a question and answer session about his math game > projects and the new book. > > How to join > > Follow this link at the time of the event: http://tinyurl.com/math20event > Monday, April 11th 2011 we will meet in the LearnCentral online room at > 5:00pm Pacific, 8:00pm Eastern time. WorldClock for your time zone. > Click "OK" and "Accept" several times as your browser installs the software. > When you see Elluminate Session Log-In, enter your name and click the "Login" > button > If this is your first time, come a few minutes earlier to check out the > technology. The room opens half an hour before the event. > > All events in the Math 2.0 weekly series: > http://mathfuture.wikispaces.com/events > About the book > > > > Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, > video games are the ideal medium to teach middle-school math. Aimed primarily > at teachers and education researchers, but also of interest to game > developers who want to produce videogames for mathematics education, > Mathematics Education for a New Era: Video Games as a Medium for Learning > describes exactly what is involved in designing and producing successful math > educational videogames that foster the innovative mathematical thinking > skills necessary for success in a global economy. > > Keith writes in his March 2011 MAA column: > One problem with the majority of math ed video games on the market today that > will quickly strike anyone who takes a look, is that they are little more > than a forced marriage of video game technology and traditional mathematics > pedagogy. In particular, the player of such a game generally encounters the > math in symbolic form, often by way of a transparent screen overlay on top of > the gameworld. > But video-game worlds are not paper-and-pencil symbolic representations; they > are imaginary worlds. They are meant to be lived in and experienced. Putting > symbolic expressions in a math ed game environment is to confuse mathematical > thinking with its static, symbolic representation on a sheet of paper. It's > like the early would-be aviators who tried to fly by building ornithopters - > machines that added flapping wings to four-wheeled cycles. Those pioneers > confused flying with the only instances of flying which they had observed - > birds and insects. Humans achieved flying only when they went back to basics > and analyzed the notion of flying separately from the one particular > implementation they were familiar with. Similarly, to build truly successful > math ed video games, we have to separate the activity of doing mathematics, > which is a form of thinking, from its familiar representation in terms of > symbolic expressions. > > Event Host > > Dr. Keith Devlin is a co-founder and Executive Director of the university's > H-STAR institute, a co-founder of the Stanford Media X research network, and > a Senior Researcher at CSLI. He is a World Economic Forum Fellow and a Fellow > of the American Association for the Advancement of Science. His current > research is focused 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. Other research > interests include: theory of information, models of reasoning, applications > of mathematical techniques in the study of communication, and mathematical > cognition. He has written 30 books and over 80 published research articles. > Recipient of the Pythagoras Prize, the Peano Prize, the Carl Sagan Award, and > the Joint Policy Board for Mathematics Communications Award. In 2003, he was > recognized by the California State Assembly for his "innovative work and > longtime service in the field of mathematics and its relation to logic and > linguistics." He is "the Math Guy" on National Public Radio. > > _______________________________________________ > IAEP -- It's An Education Project (not a laptop project!) > IAEP@lists.sugarlabs.org > http://lists.sugarlabs.org/listinfo/iaep
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