Demonstrates the utility of exergames for teaching and learning. "Our goal is to design a math game for children aged between 8 and 12. Our focus in basic operations: adding, subtracting, dividing and multiplying. Players must gather a given number of objects in order to properly complete mathematical operations while at the same time avoiding or destroying other objects that cause him to lose energy or reduce the time given to complete the task."
This is a great set of flash maths resources for your whiteboard. Topics include an interactive number square, fraction bars and a set of algebra scales.
http://ictmagic.wikispaces.com/Maths
A great interactive multiplication and division resource from the BBC. Answer the questions to complete the robot themed missions.
http://ictmagic.wikispaces.com/Maths
James Barrett and the Kent ICT team have created this wonderful interactive number square, which has a huge range of options. You can set the square to show whole numbers and decimals, starting at a number of your choice (including zero). You can alter the number of rows shown and use colouring options to highlight particular numbers / groups of numbers…
This website is K-12 with algebra tiles, fractions and interactive games on the computer. It also has a "grapher" that graphs up to 3 functions. I use it to find x and y-intercepts of lines or parabolas
A policy brief from the National Center for Research on Evaluation, Standards and Student Testing includes positive findings on computer games used to improve student math performance.
Abstract: Educational videogames can be designed to provide instructional feedback that is responsive to specific actions. However, existing research indicates that students tend to ignore videogame feedback and subsequently use less effective help-seeking strategies. Research on help-seeking in learning environments has primarily focused on the role of cognitive factors, the nature of the help, or issues of timing and frequency. There is a noticeable gap in understanding regarding how to motivate and increase the use of feedback for improved learning. Using a pre-algebra videogame, this study examined the relationship between an incentive to use feedback and math achievement. A randomized-control design was employed, which compared learning outcomes of students who received the incentive to those who did not. Results indicated that students given the incentive to use feedback had significantly higher normalized change scores on math items (d = .53), with stronger effects for students with low academic intrinsic motivation (d = .88 - 1.17).
From a conference held May 19-20, 2012, includes: "Math Strategies in Digital Storytelling: Effects of Multiple
Pedagogical Agents on Learning Single-Digit Addition Strategies", "Connected to Word Problems: Improving Mathematical Problem Solving
While Exergaming," "Digital Modeling Artifacts as Geometric Thinking & Learning: Top, Side and
Perspective Views to Improve Spatial Abilities," "Credibility of Culturally Situated Design Tools: Mathematics and Black
Identity," "The Use of Dynamic Geometry Software for the development of Specialized
Subject Matter Knowledge."
"a weekly activity for students of grades 8 to 12 and post-secondary students. The activities are something beyond classroom traditional in-class and curriculum-based learning. Presentations by Circle members or by invited mathematicians and scientists, discussion about specific topics and solving math problems, puzzles and games; review math/science history and preparation for maths contests and Olympiads are the main activities in the GMC."