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Designing for learning mathematics through programming: A case study of pupils engaging with place value., , , , и . Int. J. Child Comput. Interact., (2018)Designing for Mathematical Abstraction., и . Int. J. Comput. Math. Learn., 15 (2): 81-97 (2010)Designing a programming-based approach for modelling scientific phenomena., , и . J. Comput. Assist. Learn., 21 (2): 143-158 (2005)The visibility of models: using technology as a bridge between mathematics and engineering., и . nternational Journal of Mathematics Education in Science and Technology., 31 (1): 61-69 (2000)Face-to-face and online collaboration: appreciating rules and adding complexity, , , , и . International Journal of Continuing Engineering Education and Life Long Learning, 12 (5): 521-540 (2002)Making rules in collaborative game design, и . (2004)The Technological Mediation of Mathematics and Its Learning, и . Human Development, 52 (2): 129-147 (2009)Towards a narrative-oriented framework for designing mathematical learning, и . proceedings of the 1st CSCL SIG Symposium, Lausanne, Switzerland, (2004)Windows on Mathematical Meanings : Learning Cultures and Computers, и . Kluwer Academic, Dordrecht, (июня 1996)Touching epistemologies: meanings of average and variation in nursing practice, , и . Educational Studies in Mathematics, V40 (1): 25--51 (сентября 1999)