Zusammenfassung
Most people see learning mathematics as a demanding, even threatening, endeavour. Consequently,
creating technology-enhanced environments and activities for learning mathematics is a
challenging domain. It requires a synergism of several dimensions of design knowledge: usability,
software design, pedagogical design and subject matter. This paper presents a set of patterns
derived from a study on designing collaborative learning activities in mathematics for children
aged 10-14, and a set of tools to support them.
Nutzer