Abstract
American pop culture is everywhere, reaching the entire globe. While many aspects of this culture might seem to be superficial, there are many others that, on the other hand, have significant value. This chapter will look a several domains of pop culture where math figures prominently, including comic books, movies, television, and video games. The pedagogical aspects of the integration of “pop math” with “school math” are discussed throughout.
I think the key divide between the interactive media and the narrative media is the difficulty in opening up an empathic pathway between the gamer and the character, as differentiated from the audience and the characters in a movie or a television show.
Stephen Spielberg (b. 1946)
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Danesi, M. (2016). Pop Culture in Math Pedagogy. In: Learning and Teaching Mathematics in The Global Village. Mathematics Education in the Digital Era, vol 6. Springer, Cham. https://doi.org/10.1007/978-3-319-32280-3_4
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