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

_______________________________________________
IAEP -- It's An Education Project (not a laptop project!)
IAEP@lists.sugarlabs.org
http://lists.sugarlabs.org/listinfo/iaep

Reply via email to