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.
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.
… extremely thought provoking and well worth reading. … I highly
recommend this book to anyone interested in reflecting on why and
how we teach mathematics as well as how we could bring some of the
energy that students expend in video games to the mathematics
classroom.
—Larry Feldman, Mathematics Teacher, November 2012Well-written and
accessible, with a few illustrations, the book delineates
characteristics that teachers might look for when examining games,
types of mathematics ideally suited for such an environment, and
advantages that such a transformation might have, specifically a
self-paced learning environment and motivation for reluctant
learners. Devlin includes a collection of resources, both Web and
print based, for those interested in further exploring the topic. …
Highly recommended.
—S.T. Schroth, CHOICE, November 2011Keith 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 2011Keith Devlin is well
qualified to explore these important questions. … Devlin makes the
seemingly subtle but very important distinction between ‘doing
Math’ and ‘being Math.’ … I hope that educational games designers
use his ideas in crafting educational opportunities. And, in the
meantime, teachers (and Math circle leaders) would do well to
borrow some of the ideas of what works in the virtual worlds for
their classrooms.
—Sol Lederman, Wild About Math blog, June 2011Keith 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 LiteracyKeith 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 UniversityMathematics 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 AgeKeith 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
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