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Mike Kammerzell

How to Encourage Critical Thinking in Science and Math | Teaching Science and Math - 28 views

  • Viewpoint
  • Implication
  • How could you ask that question differently?
  • ...13 more annotations...
  • What did you learn from solving this problem?
  • Is this the most important question to ask when solving the problem?
  • What questions need to be answered before answering this question?
  • What does this presume?
  • When you ask these and similar questions, you are encouraging your students to move from passive to active learning.
  • Avoiding Questions Easily Answered on the Internet
  • The following examples are referred to “Google-Proofing” in some circles.
  • the frequency of questions is not as important as the quality of questions.
  • the following are factors to consider when asking students questions.
  • The average level of questions asked by teachers are 60 percent lower cognitive, 20 percent procedural, and 20 percent higher cognitive. 
  • Increasing the frequency of higher cognitive questions to the 50
  • With predominate use of lower cognitive questions; students tend toward lower achievement
  • The use of higher cognitive questions tends to elicit longer student answers in complete sentences, quality inference and conjecture by students, and the forming of higher level questions.
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    Encouraging students to use critical thinking is more than an extension activity in science and math lessons, it is the basis of true learning. Teaching students how to think critically helps them move beyond basic comprehension and rote memorization. They shift to a new level of increased awareness when calculating, analyzing, problem solving, and evaluating.
David Wetzel

Saving the Sports Complex Algebra Project - 3 views

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    An algebra project focusing on a theme which interests students is more likely to engage them in the project, so lets take a look at sports. Many students participate in sports at some level, whether as part of a school team or a community team. For the most part these same students do not understand the costs involved to host the sport. Also, they do not understand how much money is needed to ensure a profitable season so the sport can continue from year to year.
Garrett Eastman

Grant To Fund Video Repository of Teaching Excellence in Math and Science - 2 views

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    "A consortium of education organizations will be developing an online repository of classroom videos to help new teachers learn from master instructors how to teach math and science topics in third through sixth grades. The video repository is part of a project funded by a $3 million grant from the United States Department of Education and includes participants from Stanford University and the American Association of Colleges for Teacher Education (AACTE), as well as the Teacher Performance Assessment Consortium (TPAC), which AACTE helps to operate."
Julie Shy

nrich.maths.org : nrich.maths.org - 0 views

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    The NRICH Project aims to enrich the mathematical experiences of all learners. To support this aim, members of the NRICH team work in a wide range of capacities, including providing professional development for teachers wishing to embed rich mathematical tasks into everyday classroom practice. More information on many of our other activities can be found here. On our website you will find thousands of our free mathematics enrichment materials (problems, articles and games) for teachers and learners from ages 5 to 19 years. All the resources are designed to develop subject knowledge, problem-solving and mathematical thinking skills. The website is updated with new material on the first day of every month. For guidance on how to find the right resources for you, go to the Help section of the site.
David Wetzel

3 Best Practices of Successful Science and Math Teachers - 17 views

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    What does it mean to be a successful science or math teacher? The definition of success is an elusive thing and measured in many ways. Merriam-Webster dictionary defines success as - resulting in or gaining a favorable outcome. This, without a doubt, is your and every other teacher's goal for their students.
Garrett Eastman

84-year-old math tutor retiring - 3 views

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    Profile of Don Cohen, author of "Calculus by and for young people"
Garrett Eastman

Project Euclid Enables MathJax for 20 Journals | MathJax - 6 views

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    Cornell and Duke University presses jointly publish the online math journal community Project Euclid and recently announced that MathJax software would used for rendering equations in articles
Maggie Verster

ACE Maths Project (OER Africa) - 0 views

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    The aim of SAIDE ACEMaths project was to pilot a collaborative process for the selection, adaptation and use of OER materials for teacher education programmes in South Africa. Over a period of two years we adapted, piloted and revised a set of materials on the teaching and learning of maths for teacher education. These are now available for downloading FOR FREE in two formats - for printing (PDF), and for adaptation (Word). See the ACEMaths Module to have a look.
Mike McIlveen

College Math Project - CMP - 1 views

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    Investigates the mathematics achievement of first year College students in Ontario. The College Mathematics Project (CMP) is a collaborative project involving Colleges of Applied Arts & Technology and District School Boards in Ontario.
Maggie Verster

Math 2.0 interest group - 13 views

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    The Math 2.0 Interest Group is an international network of researchers, educators, families, community leaders and technology enablers. We are collaborating on a variety of research and development projects and conversation threads about social media as it relates to mathematics and mathematics education.
Garrett Eastman

Correlating Questionnaire Data With Actual Usage Data in a Mobile Learning Study for Hi... - 1 views

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    Abstract: "A mobile learning research project was conducted in Trinidad and Tobago to determine if mobile learning can assist high school students in learning mathematics. Several innovative techniques were used in this research to address the problem of high failure rates of mathematics in high schools in the Caribbean. A mobile learning application was developed based on a subset of the high school mathematics curriculum used in the English-speaking Caribbean. Game-based learning, personalization and multiple learning strategies were used in conjunction with mobile learning to assist students in improving their performance in mathematics. Three evaluation studies were conducted with the mobile learning application. During the studies, usage data was captured automatically by the system and this was used to determine the extent to which the students actually used the mobile application. At the end of each study, a questionnaire was used to capture student opinions of the mobile learning application. Questionnaire data is based solely on student responses and there is no guarantee of its accuracy and reliability. This paper focuses on the responses of the students to the questionnaire and seeks to determine if the usage data can increase the reliability of the questionnaire data. It summarizes the behaviour patterns of the students gleaned from the usage logs and compares this to the students' responses to the questionnaire. Generally it was found that the students' responses agreed with the usage data, though there were occasions when the responses diverged."
Garrett Eastman

INTEGRATING ICT WITH EDUCATION: DESIGNING AN EDUCATIONAL COMPUTER GAME FOR TEACHING FUN... - 4 views

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    Abstract: "This research seeks to look into the design process that promotes the development of an educational computer game that supports teaching and learning processes. The research specifically looks at the design of an educational computer game for teaching and learning of the topic of functions. The topic is essential in the teaching and learning of Mathematics courses such as Discrete Mathematics, Real Analysis and Calculus among others at Jomo Kenyatta University of Agriculture and Technology (JKUAT) Kenya. The computer game was developed using the Basic Unified process (BUP) which is a streamlined version of the rational unified process (RUP). This is an object oriented methodology mostly used for small projects with few end users. Due to the few numbers of end users we used interview method of data collection to gather requirements for the computer game. A paper prototype was used to validate the requirements. Use cases were used for both analysis and design of the game while Class diagrams and activity diagrams were purely used for the design of the game. Owens' six top level design anatomy aided in the design of the computer game. The overall computer game design was based on Crawfords' computer game design sequence model. The well designed and developed game met all its user requirements and was able to facilitate the teaching and learning of functions to Bachelor of Science in Mathematics and Computer Science students who were taking Discrete mathematics in their first year of study at JKUATs' Taita/Taveta campus. Development of heuristics for measuring interest, fun and motivation are recommendations given to aid in the evaluation of user satisfaction of educational computer games."
Andrew Williamson

Norfar Logic / Weekly Outlook - 0 views

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    Algebra Maths wiki Project Based learning online classroom: Logic Inc is a fictitious consulting company created by Mrs. Norfar, a mathematics instructor. The company was created to enable students to develop real-world skills while learning Algebra I, Algebra II, Algebra III, Statistics and Geometry principals. This site is designed to keep parents and students up to date on what is occurring in the classroom. 
Martin Burrett

Mathematics with a Twist by @RTBCoaching - 0 views

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    "I began my personal journey into the world of Cubing when I was attending Regis University in Denver, Colorado in 2009. My senior thesis project involved devising a cryptosystem using the Rubik's Cube to encode and decode messages. Although my involvement with the Rubik's Cube waned post-graduation, it was rekindled shortly after I became a secondary teacher of mathematics in 2014. I had several Rubik's Cubes in my possession from my college days and these decorated the shelves in my classroom. I recall these puzzles catching the eyes of many curious pupils. After months of traditional curriculum presentation, I determined that my students were in need of a novel lesson, one that would ignite a passion for problem-solving. This lesson would involve the colourful and alluring hexahedron puzzle on my desk: the Rubik's Cube."
Garrett Eastman

Adding Achievements to Tutoring Applications - 4 views

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    A study on the efficacy of introducing game-like achievements in classroom learning, with math as one of the examples, see appendices
Darren Kuropatwa

Teaching Geometry with Google SketchUp - 2 views

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    Bring Geometry to Life with Google SketchUp Welcome to 3DVinci's Math Forum Page! Google SketchUp is a free, fun, easy-to-use 3D modeling application. Originally created for architects and designers, SketchUp is also a great tool for teaching geometry. The resources on this page will help you bring SketchUp into your classroom and show you some wonderful projects in 2D and 3D geometry.
Garrett Eastman

Mathematical Technology in ER9 - 3 views

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    "The focus of this digitally mediated learning activity centers on the mathematics department in the Easton and Redding (ER9) school district in Connecticut. Currently, ER9 teachers have technology in the classroom, but many teachers have expressed uncertainty about how to implement this technology in their classrooms. Based on the foundations of the constructivist learning theory, math teachers will learn how technology fits into the student learning cycle. Interested teachers will form a community of practice (CoP) to learn about and apply engaging technology in the classroom. Some technologies discussed include game-based learning, mobile/Web 2.0 apps such as Prezi, Animation and Edmodo. As a result of this technology CoP, teachers will learn to implement at least one new technology into their classroom and engage in communication between CoP members using MOODLE. "
David Wetzel

Stimulating Critical Thinking through a Technological Lens - 9 views

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    Stimulating critical thinking using technology has the potential to create more in depth understanding of science and math content by students when engaged in learning activities which integrate in-class and on-line technology resources. Technology tools support stimulation of both inquiry-based and critical thinking skills by engaging students in exploring, thinking, reading, writing, researching, inventing, problem-solving, and experiencing the world outside their classroom. This is accomplished through learning content through the lens of video to multimedia to the internet (Using Technology to Improve Student Achievement, NCREL, 2005).
Garrett Eastman

The Impact of Video Games in Children's Learning of Mathematics - 0 views

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    "This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children's learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students' retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions."
Garrett Eastman

Liberal Education | Spring 2012 | Achieving a Quantitatively Literate Citizenry: Resour... - 3 views

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    Discusses quantitative literacy (QL) as a student learning outcome and the work of Project Kaleidoscope and others towards effecting the curriculum in that direction
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