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Garrett Eastman

Measuring Engagement Effects of Educational Games and Virtual Manipulatives on Mathematics - 9 views

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    Abstract: "the researcher attempted to investigate how to better measure engagement and refine the measurement of engagement in this study. To frame the engagement, three domains of engagement - behavioral, cognitive, and emotional- are analyzed in detail to be able to examine the qualities of each type. Moreover, three game attributes -clear goals, immediate feedback, and balance between challenges and skills- are presented and discussed as fundamental features of virtual manipulatives and educational games used in this study to make an impact on students' engagement. To measure effects of educational games and virtual manipulatives on three domains of engagement, the researcher designed an engagement survey that examines each domain separately with their sub-domains. The Cronbach's alphas for engagement pre-test and post-test were found .89 and .91 respectively. In this pre-test and post-test quasi-experimental design, four fifth-grade classrooms (N=86) from four schools in southwest Virginia were assigned as three experimental groups and one control group. In the first experimental group, participants played an educational game called Candy Factory and in the second experimental group, the students played another educational game called Pearl Diver on iPod Touch for eight days consecutively, for 20 minutes each. In the third experimental group, participants performed activities with virtual manipulatives, whereas in the control group, participants did paper-and-pencil iii drills for the same duration. All of the groups studied on the same topic, fractions. According to the results of ANCOVA, experimental group students' engagement scores were found significantly higher than control group students', F(1,80)=11.568, p=.001. When three domains of engagement were analyzed, significant differences were found among all three domains between experimental and control groups. When the researcher conducted separate analysis for educational games group and vir
Garrett Eastman

Empowering Science and Mathematics Education in Urban Schools - Angela Calabr... - 4 views

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    Published by University of Chicago Press, July 2012. "Math and science hold powerful places in contemporary society, setting the foundations for entry into some of the most robust and highest-paying industries. However, effective math and science education is not equally available to all students, with some of the poorest students-those who would benefit most-going egregiously underserved. This ongoing problem with education highlights one of the core causes of the widening class gap. While this educational inequality can be attributed to a number of economic and political causes, in Empowering Science and Mathematics Education in Urban Communities, Angela Calabrese Barton and Edna Tan demonstrate that it is augmented by a consistent failure to integrate student history, culture, and social needs into the core curriculum. They argue that teachers and schools should create hybrid third spaces-neither classroom nor home-in which underserved students can merge their personal worlds with those of math and science. A host of examples buttress this argument: schools where these spaces have been instituted now provide students not only an immediate motivation to engage the subjects most critical to their future livelihoods but also the broader math and science literacy necessary for robust societal engagement. A unique look at a frustratingly understudied subject, Empowering Science and Mathematics Education pushes beyond the idea of teaching for social justice and into larger questions of how and why students participate in math and science. " Excerpts in Google Books
Garrett Eastman

Why Learn It? Informing, Engaging, and Inspiring the next generation of students throug... - 7 views

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    "Why Learn It (WLI) aims to address the issue of motivation around learning math by helping students explore the beauty and relevance of what they would otherwise dismiss as inconsequential in school. Targeting late middle-school and early high-school students, WLI takes a hybrid approach to cultivat- ing motivation. It leverages the engagement value of short (approximately three-minute long) videos depicting real people talking about how math and computational thinking are critical to their successes in a number of professional areas. Students then complete a series of interactive exercises that help students explore an application area discussed in the video in more detail. These exercises, however, are not simply drill problems aimed at making students experts in a particular content area. Instead, they are multi-step assignments that require the students to draw upon both detailed mathematical knowledge and a big picture view of how this knowledge can be used to draw useful, meaningful conclusions. The exercises are focused on bridging the worlds of number, images, and sounds in or- der to help students build intuition around a particular topic. Therefore, while some questions have objectively correct responses, others require students to gather knowledge they have built through answering previous questions within the packet to draw new inferences. Hints are provided along the 1 way to ensure students receive assistance when necessary. Finally, WLI is housed online and is oered for free, signifying minimal barriers to usage by educators and students."
Cassie Banka

Lure of the Labyrinth - 0 views

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    Lure of the Labyrinth is today's innovative catch Lure of the Labyrinth is a game for middle school pre-algebra students designed to improve math and literacy skills. It includes intriguing math-based puzzles embedded in a narrative game in which students work to find their lost pet and save the world from monsters. Linked to mathematics standards, the game gives students a chance to think like mathematicians. Lure of the Labyrinth Home Page In Lure of the Labyrinth, students progress through three sections, or wings each related to a different math strand that is part of a the typical pre-algebra curriculum: * Proportions (including fractions and ratios) * Variables and Equations * Number and Operations (including geometry, order of operations and modular arithmetic) Each of the three wings includes three puzzles, and each of the puzzles has three levels progressing from easy to hard. Students have to successfully solve each puzzle three times before they can advance through the game. Lure of the Labyrinth Library Page A professional development video specifically designed for pre-algebra teachers takes them step-by-step through the things they need to do to make this engaging game the focal point of great classroom learning experiences. Planning resources include links to standards, directions for working with specific puzzles, lesson plans, explanations of the background math, and graphic organizers. Video - Lure of the Labyrinth Lure of the Labyrinth was created by Maryland Public Television and MIT Education Arcade in cooperation with FableVision.
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    For prealgebra students.
Martin Burrett

Study finds cash and coins help engage primary maths students - 0 views

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    "Primary school students are more likely to understand and engage with maths if classes use real money and real-life projects, according to a Western Sydney University pilot study. The findings come as Australian students lag behind other countries in maths, with Year 4 students dropping from 18th to 28th out of 49 countries in year 4 maths in the latest Trends in International Mathematics and Science study."
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).
MariaDroujkova

Math Future event Tuesday March 13th 8pm ET: Supporting Collaborative Mathematics Explo... - 0 views

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    LOGIN: http://tinyurl.com/math20event Mind the Daylight Saving Time! Geoff Roulet and Jill Lazarus will discuss their use of wikis, GeoGebra and Jing with students, and invite participants for an extended DIY exploration. More details concerning the software required are below. All events in the Math Future weekly series: http://mathfuture.wikispaces.com/events The recording will be at: http://mathfuture.wikispaces.com/SupportingCollaborativeMath Your time zone: http://bit.ly/z69yzS About Blended Mathematical Collaboration using a Wiki, GeoGebra and Jing This discussion centers on the use of computer tools in a high school class. The goal was to develop a "math-talk learning community" to establish mathematics communication and collaboration as a classroom norm. In support of this we have combined the use of a wiki, GeoGebra, and Jing. We would like to invite educators who have experience with wikis, GeoGebra and screencasts, or who would like to learn more, to discuss our project and share their ideas. Event Hosts Geoff is the skipper of and Jill a crew member on Jeannie, a J35 racing yacht. When not sailing, they are mathematics educators. After graduate work at the University of Waterloo, Geoff Roulet began teaching mathematics, computer science, and chemistry at Roland Michener Secondary School in Timmins, northern Ontario. In the late 1970s, when personal computers for computer science were placed in the back of his classroom, Geoff began using these to support student learning in mathematics. Since then he has been involved in ICT use in teaching and learning at all grades and in all subjects, but with a particular focus on mathematics. Teaching was followed by a short spell of curriculum development and support work with the Ontario Ministry of Education and then in 1990 a move to the Faculty of Education, Queen's University at Kingston. Along the way Geoff completed M.Ed. and D.Ed. degrees at the Ontario Institute for Studies
Roland O'Daniel

Arcademic Skill Builders: Online Educational Games - 1 views

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    Play these online or on the Wii
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    The website says: "THE Place For Educational Games!Our research-based and standards-aligned free educational math games and language arts games will engage, motivate, and help teach students. Click a button below to play our free multi-player and single-player games! In the future we'll add features enabling you to save records, tailor content for differentiated instruction, and pinpoint student problem areas." I think using the games in conjunction with a holistic approach to developing skills would make for a great way of getting students to practices some skills. Let students play, set goals, monitor those goals, reflect on their progress, and apply strategies/heuristics to specific problems they struggle with would create an environment in the classroom where learning was fun, self-monitored, and successful. 
David Wetzel

6 Online Project Based Learning Resources for Science and Math - 14 views

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    When students are engaged in learning science or math which is personal to them (real world problem solving), they become more engaged in the learning process. Project based learning situations in science and math increase opportunity for students to internalize and make connections.
Garrett Eastman

About the STEM Challenge - 4 views

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    "The Middle School Stream aims to motivate and engage middle school students (grades 5 through 8) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games. The High School Stream aims to motivate and engage high school students (grades 9 through 12) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games. The Collegiate Stream challenges emerging game developers at the graduate and undergraduate levels to design video games for children (grades pre-K through 8) that teach key STEM concepts and foster an interest in STEM subject areas. The Educator Stream challenges educators to design video games for children (grades pre-K through 12) that teach key STEM concepts and foster an interest in STEM subject areas."
Midhul Mohandas

Kids World Fun Organizes Little Champs Video Contest for Preschoolers - 0 views

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    The popular educational portal www.kidsworldfun.com is organizing a unique Little Champs Video Contest for preschoolers (3-6 years old) around the world. The contest intends to discover the very young bright stars around the world who are exceptional in a variety of activities such as reading, writing, singing, dancing, doing chores around home, playing with friends, gardening, and so on. Parents, who are interested, should make a video portfolio of their child, of about 3-5 minutes duration, stringing together the various activities he/she engages in at different times, in natural situations. The winners will be selected based on how well and happily the child engages in the task, how independently he/she is able to perform, how much effort is put in, and how skilled he/she is, in each activity engaged in. The terms and conditions of the contest are given at http://www.kidsworldfun.com/video-contest/ The Little Champs Video Contest is the second international contest that the KidsWorldFun is organizing, the first being the prestigious International Short Story Contest for School Children that debuted in 2016.
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.
David Wetzel

Wiki or Blog: Which is Better? - 4 views

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    Both wikis and blogs provide teachers with a a dynamic process for integrating Web 2.0 technology in their science and math classes. These two types of online tools offer students a more engaging process for learning. Both are relatively easy tools which do not require teachers or students to learn any special program tools or computer skills. Their uses and applications are only limited by the vision and purpose for helping students learn.
David Wetzel

Google Search Tips and Tricks for Science and Math Classes - 8 views

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    Google is not just useful for conducting searches for information on the Internet. In fact, it can be used and manipulated with cool and tricks in ways which help you and your students search for information about science and math with more effectiveness. Along with all subject areas students are engaged in school. The tips and tricks designed to help you and your science or math students take advantage of Google's search engine.
Roland O'Daniel

Census at School - United States - 5 views

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    Census at School is an international classroom project that engages students in grades 4-12 in statistical problemsolving. Students complete a brief online survey, analyze their class census results, and compare their class with random samples of students in the United States and other countries.
Judy Hagemann

MathMovesU | making middle school math fun - 3 views

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    MathMovesU is an innovative program sponsored by Raytheon designed to engage middle-school students with math. MathMovesU.com features content that appeals to things they are most passionate about, such as sports, music, and fashion, while delivering math subject matter in engaging ways, like games, polls, and fun math facts. Play math games, win prizes, and more!
Garrett Eastman

WGBH Innovation Math Challenge - 2 views

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    Description: "The Innovation Fund is a challenge for educators, student teams, gamers, programmers, and anyone who has a great idea to create fun and engaging math educational media. WGBH Educational Foundation is seeking up to 100 educational media digital resources (videos, games, interactives, infographics, and manipulatives) that are directed towards middle school students and loosely aligned with the Common Core State Standards for Mathematics. The digital resources selected will be showcased on PBS LearningMedia as part of a middle school math resource collection. WGBH is looking for content that engages a wide range of students by reflecting a wide range of culturally responsive perspectives and learning styles. Digital resources should be engaging, rich in content and context, and go beyond strictly procedural teaching. In other words, no talking heads."
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David Wetzel

Engaging Students with Digital Media in Science and Math - 11 views

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    Digital Media follows the old adage "A picture is worth a thousand words!" when it comes to science and math. The use of visuals is ideal for helping students construct background knowledge for developing a better understanding of science and math concepts.
Maggie Verster

Math4Mobile: Design & Implementation Challenges - 13 views

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    "Calls are frequently heard for improving schooling by closing the gap between children's life out-of-school and traditional learning styles, and by broadening the space and span for life-long learning opportunities. The Math4Mobile development endeavors to engage all students with mathematical ideas. It provides a collection of tools that could be included in a variety of activities to support students' mathematical skills, conceptual understanding, and creative mathematical thinking. "
Garrett Eastman

A Smart Way To Engage Math-Haters - 13 views

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    An approach with high school students that combines problem solving and skill building
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