Tools and Mathematics için kapak resmi
Tools and Mathematics
Başlık:
Tools and Mathematics
Yazar:
Monaghan, John. author.
ISBN:
9783319023960
Fiziksel Niteleme:
XXI, 483 p. 133 illus., 92 illus. in color. online resource.
Seri:
Mathematics Education Library, 110
İçindekiler:
Preface.- 1.Introduction to the book -- 2.Doing mathematics with tools: one task, four tools -- 3.The life of modern Homo Habilis Mathematicus: Experimental computation and visual theorems.- 4.Tools, human development and mathematics .- 5.The development of mat hematics practices in the Mesopotamian scribal schools --  6.Discussions of Part A chapters.-  7. Developments relevant to the use of tools in mathematics --  8.Constructionism -- 9.Activity theoretic approaches.- 10.Didactics of mathematics: concepts, roots, interactions and dynamics from France.- 11.Discussion of issues in chapters in Part B --   12.Integrating tools as an ordinary component of the curriculum in mathematics education.- 13.The calculator debate.- 14.        Tools and mathematics in the real world.- 15.Mathematics teachers and digital tools.- 16.        Tasks and digital tools.- 17.Games: artefacts in gameplay.- 18.Connectivity in mathematics education: Drawing some lessons from the current experiences and questioning the future of the concept.- Epilogue.
Özet:
This book is an exploration of tools and mathematics and issues in mathematics education related to tool use. The book has four parts. The first part sets the scene with a reflection on doing a mathematical task with different tools, a mathematician's account of tool use in his work and historical considerations of tool use. The second part opens with a broad review of technology and intellectual trends, circa 1970, and continues with three case studies of approaches in mathematics education and the place of tools in these approaches. The third part considers issues related to mathematics instructions: curriculum, assessment and policy; the calculator debate; mathematics in the real world; and teachers' use of technology. The final part looks to the future and digital tools: task design; the importance of artefacts in gameplay; and new forms of activity via connectivity.