1. Digital Games and Learning: What's New Is Already Old? Tom
Lowrie and Robyn Jorgensen(Zevenbergen) (Australia).- 2.
Mathematics and Non-School Gameplay. Antri Avraamidou, John
Monaghan and Aisha Walker (United Kingdom).- 3. Integration of
Digital Games in Learning and e-Learning Environments: Connecting
Experiences and Context. Begona Gros (Spain).- 4. The
Construction of Electronic Games as an Environment for Mathematics
Education. Rodrigo Dalla Vecchia, Marcus V. Maltempi and
Marcelo C. Borba (Brazil).- 5. Digital Games, Mathematics and
Visuospatial Reasoning. Tom Lowrie (Australia).- 6. Digital
Games and Equity: Implications for Issues of Social Class and
Rurality. Robyn Jorgensen(Zevenbergen) (Australia).- 7.
Multimodal Literacy, Digital Games and Curriculum. Catherine
Beavis (Australia).- 8. Apples and Coconuts: Young Children
'Kinect-ing' with Mathematics and Sesame Street. Meagan
Rothschild and Caroline C. Williams (United States).- 9. SAPS
and Digital Games: Improving Mathematics Transfer and Attitudes in
Schools. Richard N. Van Eck (United States).- 10.
Mathematics and Educational Psychology: Construction of Learning
Environments. Cesare Fregola (Italy).- 11. Serious Games and
Gaming. Terry Bossomaier (Australia).- 12. Apps:
Appropriate, Applicable and Appealing? Nigel Calder (New
Zealand).- 13. "An App! An App! My Kingdom for an App": An 18
Month Quest to Determine Whether Apps Support Mathematical
Knowledge Building. Kevin Larkin (Australia).- 14. Digital Games
and Mathematics Learning: The State of Play. Tracy Logan and Kim
Tom Lowrie is Director at the Research Institute for Professional Practice, Learning and Education (RIPPLE) has an established international research profile in the discipline area of mathematics education. His research focuses on the extent to which young children use spatial reasoning and visual imagery to solve mathematics problems, and the role and nature of graphics in mathematics assessment. Specifically, his most recent research also investigates the influence digital technologies may have on disadvantaged students' (particularly Indigenous students, and students living in remote areas).His impact and contribution to the field includes attracting more than $1.6m in nationally , refereed journals and conference presentations. competitive research grants from the Australian Research Council and the Department of Education, Science and Training and over 130 publications in books.Professor Jorgensen has an international reputation for her excellence in research in mathematics education, particularly that which is focused on equity and classroom practice. She has been a Chief Investigator on 10 Australian Research Council grants and has published widely from these grants. She has been Chair of the Queensland Studies Authority's Curriculum Advisory Board (Mathematics) and has been the mathematics advisor for the Queensland Ministerial Committee for Science, Technology, Engineering and Mathematics (STEM). She has served on the Executive for the Mathematics Education Research Group of Australasia as secretary and Vice President.Professor Jorgensen has a strong affiliation with the Springer publishing house including chief editor of the Mathematics Education Research Journal and is a member of the Editorial Board for the International Journal for Science and Mathematics Education. She was co-editor of "Research socio-political dimensions in mathematics education". She has published in a number of Springer publications including edited books and journals.She has also been an editor of MERGA conference proceedings and was editor of two other books. She has produced 50 publications -books, edited books, book chapters, journal articles and fully-refereed conference papers in the past 5 years.
"One of the most interesting aspects of the book is the wide variety of approaches taken to investigate the use of digital games in the mathematics classroom. ... this book is most useful for people interested in researching how digital games relate to the mathematics classroom. ... For the mathematics educator, the book is useful in the way it illustrates the benefits that gamification can lead to in the classroom." (Adam Graham-Squire, MAA Reviews, maa.org, December, 2015)