Geared toward developing good instructional strategies for entry level geo-science courses at the post-secondary setting, the suggestions can easily be applied to 6-12 setting and are just good instructional practices.
Well organized and includes different perspectives and connected content.
I thoroughly agree with the mathematical modeling discussion. It's worth reading
The Multiplication Tool supports the teaching and learning of multi-digit multiplication, a critical elementary math skill that many students have difficulty mastering, but which is essential to success in middle and high school mathematics and beyond.
The goal of the Multiplication Tool is to help learners significantly improve their ability to multiply. To teach multiplication, this tool models three common solving methods, including Standard, Partial Products and Lattice. Students, or teachers, can choose the method they find most intuitive, or use the method they find most challenging.
"overview of the landscape of K-12 STEM education by considering different school models, highlighting research on effective STEM education practices, and identifying some conditions that promote and limit school- and student-level success in STEM. It can serve as a guide for those involved in K-12 education at all levels: policy makers; decision makers at the school and district levels; local, state, and federal government agencies; curriculum developers; educators; and parent and education advocacy groups." Findings, according to a Science magazine news story indicate that STEM teaching matters more than specialized STEM schools. Report does indicate steps to improve STEM education, involving investments in resources and teacher training, see :http://bit.ly/kRPyH3
"Making Every Maths Lesson Count is underpinned by six pedagogical principles - challenge, explanation, modelling, practice, feedback and questioning - and presents 52 high-impact strategies designed to streamline teacher workload and ramp up the level of challenge in the maths classroom.
Throughout this book, Emma McCrea (through extensive research and practice) explores how to manage mathematical misconceptions with practical ideas on many areas of the required curriculum. The six pedagogical principles mentioned above form the heart of the book, with metacognitive questioning given space in developing cognitive strategies with pupils. "
Abstract: "The purpose of this study is to propose a design principle and framework of
educational control (in particular, method for collaborative learning support) that induces
and activates interaction between learners intentionally to create a learning opportunity that
is based on the knowledge understanding model of each learner. In this paper, we explain the
design philosophy and the framework of our game-based learning environment (GBLE)
called "Who becomes the king in the country of mathematics?". In addition, we describe the
method of collaborative learning support control that incorporates a "learner support agent"
to support each learner and a "game control agent" to control the game into the learning
environment."
(Self-directed-Learning) "SDL model for planning, managing, and
directing the development of student progress when using the
educational games while learning math."
Curious how social media might benefit you as a math teacher? Check out mathtwitterblogosphere, which encourages math teachers to tweet and blog in order to "get your own creative juices flowing" and participate in a "world-class faculty lounge with colleagues who care about what they do."
Come see profiles of math teachers who use blogs and Twitter, learn about "how to take the leap" with those social media, and find recommendations of tweeps and bloggers to follow, categorized by academic level, or interests such as
arts and craft in the math classroom
games and gamification in math
interdisciplinary Work
modeling approach to teaching
standard-based grading
projects and rich tasks
technology in the math classroom
"Kill Math is my umbrella project for techniques that enable people to model and solve meaningful problems of quantity using concrete representations and intuition-guided exploration. In the long term, I hope to develop a widely-usable, insight-generating alternative to symbolic math."
On Vi Hart's math concept video creations (graduate of Stony Brook, refers to herself as a mathemusician). She is shown with her balloon icosahedron model
From the abstract (full text requires subscription): "Many organisms can predict future events from the statistics of past experience, but humans also excel at making predictions by pure reasoning: integrating multiple sources of information, guided by abstract knowledge, to form rational expectations about novel situations, never directly experienced. Here, we show that this reasoning is surprisingly rich, powerful, and coherent even in preverbal infants. When 12-month-old infants view complex displays of multiple moving objects, they form time-varying expectations about future events that are a systematic and rational function of several stimulus variables. Infants' looking times are consistent with a Bayesian ideal observer embodying abstract principles of object motion. The model explains infants' statistical expectations and classic qualitative findings about object cognition in younger babies, not originally viewed as probabilistic inferences."
National Center for Academic Transformation (NCAT) describes the success of the "Emporium Model" in college math teaching with examples of institutions that have put best practices into effect
Abstract:
This research paper has been designed to develop an online tutoring system for pre
-
K to middle
school Math students. The research methodology applied in this study has used both qualitative and
quantitative research methods in terms of external and internal Web or software metrics to obtain the
usable parameters to design an effective tutoring system to learn Math.
Today online hypermedia
applications are increasingly becoming more feature rich,
important and also the most popular means for
communication among school students for e
-
learning. This paper is divided into four parts: part 'I' presents
the introduction of
Kumon
based after school education; part 'II'
describes the
research
proposal
to
identify measures, model, and methodology to develop the Web
-
based online learning system for Pre
-
K to
middle school math students
; part 'III' elaborates the role of using static analysis, dynamic, and
comparative analysis
that can be applied to check the
characteristics and authenticity of data obtained for
each student separately; and finally part 'IV' investigates the
behaviour of online tutoring system
to find the
failure points and to calculate reliability aspects using
Web page trace algorithms and We
b page
replacement policies.
In this paper, an attempt has been made to systematically explain the state of the art
and their practices to design, analyze, and
test the functionality of
online learning systems for pre
-
K to
middle school Math students
"a century ago this week. Mathematician Andrey A. Markov delivered a lecture that day to the Imperial Academy of Sciences in St. Petersburg on a computational technique now called the Markov chain.
Little noticed in its day, his idea for modeling probability is fundamental to all of present-day science, statistics, and scientific computing. Any attempt to simulate probable events based on vast amounts of data - the weather, a Google search, the behavior of liquids - relies on Markov's idea."
Abstract:"Prime Climb is an educational game that provides individual support for learning
number factorization skills in the form of hints based on a model of student learning. Previous
studies with Prime Climb indicated that students may not always be paying attention to
the hints, even when they are justified (i.e. based on a student model's assessment). In this
thesis we will discuss the test-bed game, Prime Climb, and our re-implementation of the
game which allowed us to modify the game dynamically and will allow for more rapid prototyping
in the future. To assist students as they play the game, Prime Climb includes a pedagogical
agent which provides individualized support by providing user-adaptive hints. We
then move into our work with the eye-tracker to better understand if and how students process
the agent's personalized hints. We will conclude with a user study in which we use eyetracking
data to capture user attention patterns as impacted by factors related to existing user
knowledge, hint types, and attitude towards getting help in general. We plan to leverage these
results in the future to make hint delivery more effective."
"In this paper, we will describe work that we have done in this direction using as a test-bed an edu-game for number factorization, Prime Climb. This game includes a pedagogical agent that provides adaptive interventions during game playing based on a model of student learning [13, 18]. Here we focus on how we re-implemented the original Prime Climb game into a framework that enables rapid prototyping and testing of different design hypothesis. We also discuss preliminary work on using eye tracking data on user attention patterns to better understand if and how students process the agent‟s adaptive interventions." (from the introduction)
"If a 6-month-old can distinguish between 20 dots and 10 dots, she's more likely to be a good at math in preschool. That's the conclusion of a new study, which finds that part of our proficiency at addition and subtraction may simply be something we're born with."