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Guess my X and other patterns for teaching and learning mathematics

. Proceedings of the 13th European Conference on Pattern Languages of Programs (EuroPLoP 2008), page 348-384. CEUR-WS, (2010)

Abstract

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.

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