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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

Social Inclusion and Higher Education - Tehmina N. Basit, Sally Tomlinson - Google Books - 1 views

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    "Broadening participation among women and racial/ethnic minorities in science, technology, engineering and maths" , book chapter excerpt
David Wetzel

To Blog or Not To Blog in Science or Math Class - 9 views

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    The primary purpose of blog is to facilitate interaction between a teacher and his or her students. This is possible because a blog is a dynamic tool which can be easily updated or transformed as necessary to meet the needs of a science or math class. The integration of blog technology in a class requires an investment of time. Because of this commitment, additional evidence is needed to support the integration this technology in a science or math class curriculum.
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

Indian tutors teach mathematics online to UK kids | Springwise - 8 views

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    "Bright Spark Education is using Indian teachers trained in the UK curriculum to help British students aged 7 to 16" via Skype; "not looked upon favorably by at least one UK teacher"
Telannia Norfar

Fuel Our Future Now - Jumpstart Students' STEM Education with Free Teacher Resources - 0 views

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    A site, powered by Discovery Education, focusing on getting students involved with STEM by trying to find alternative fuel source.
Martin Burrett

STEM education around the world by @HowToSTEM - 0 views

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    "How does STEM education differ between these countries? Who is doing it 'best'? We've done our research and these are the findings"
Garrett Eastman

WCET Recognizes Institutions for Innovative Uses of Ed Tech - 0 views

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    Among the awardees, "The Monterey Institute of Technology and Education for NROC Developmental Math, a program to help financially disadvantaged students pass developmental math courses before starting college math courses;"
Garrett Eastman

Exploring quadrilaterals in a small group computing environment - 2 views

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    From the abstract (full text requires subscription or purchase): "Though cooperative learning has been a topic of considerable interest in educational research, there has been little study specific to learning in the mathematics content area of geometry. This paper seeks to address that gap through a design experiment featuring a novel small-group computing environment for supporting student learning about quadrilaterals. In this design, each student controls a unique point in a shared geometric space, and those points are linked such that a group of four students collectively forms a quadrilateral. We first present results from pre- and post-measures to show how the students learned from the activities and developed in terms of geometric reasoning. We then present three episodes, elaborated with the notion of appropriation, to explain how students took up ways of using the technological tools and of talking about geometric concepts from one another in the interactive environment. Our study found that students achieved learning gains in this novel environment, that the environment provided rich opportunities for peer interaction around geometric objects, and that student learning opportunities and interactions were characterized by processes of appropriating ways of talking about and using software features."
MariaDroujkova

Math Publications - Middle School Portal - 0 views

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    The Middle School Portal 2: Math and Science Pathways project (MSP2) is a component of the National Science Digital Library (NSDL) that supports middle school educators and youth by offering contextualized, high-quality resources and promotes interactivity, collaboration, and knowledge-sharing among its users. Educators can access MSP2 to increase content knowledge in the areas of science, mathematics, and technology, and to build knowledge on developmentally appropriate pedagogy for youth aged 10 to 15. MSP2 also connects middle school youth to fun and engaging information on math, science, and technology, as well as health, safety, and career exploration. Web tools such as blogs, wikis, podcasts, RSS feeds, and social networking services are being used in the continued development of MSP2 to transform passive, text-based information into a dynamic, collaborative experience that promotes the creation, modification, and sharing of resources, and facilitates professional development. MSP2 is a project of The Ohio State University, National Middle School Association, and Education Development Center, Inc., and is funded by the National Science Foundation.
Mike McIlveen

Mathing… » (A Comic Guide to Limits) Part 1 - When Limits Exist - 19 views

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    Mathing…teaching education mathematics technology games and... Great post on left and right limits in student friendly terms.
Garrett Eastman

Why your kids can't add without a calculator - 11 views

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    Criticism of technology in math and science education, particularly asserts studies that outline benefits of tools either lack rigor or are effectively marketing for such resources.
Garrett Eastman

US losing its technological edge? No! - CSMonitor.com - 1 views

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    Profiles a study by the Rand Corporation that contradicts other studies and reports by showing that student test scores in math and science have not declined over the last decade. Whether there is a correlation between student performance and technological growth remains to be seen.
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