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Garrett Eastman

The Views of High School Geometry Teachers regarding the Effect of Technology on Studen... - 9 views

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    From the abstract: "The purpose of this study was to find out from current high school math teachers, of geometry specifically, what their views of technology are. The goal of the study was to ask these teachers which technologies they use and whether they believe technology has beneficial effects on student learning. Data was collected for the survey by asking teachers to take brief electronic surveys and conduct in-person interviews. All questions in both the survey and interviews were focused on the effects of technology that they see in their classrooms. The scope of the participants was restricted to Columbus, Ohio, and thus, generalizations for any classroom or any school building cannot be made. However, this study did find a consensus among the participants as to which technologies they felt were the most beneficial in their classrooms, as well as those that might not be needed at all in a classroom. The three technologies that these teachers claimed to be the most beneficial were SMART boards, TI-nspire calculators and Geometer's Sketchpad/GeoGebra. Again, this study cannot make solid conclusions, but it is safe to say that this study gives insight into teachers' viewpoints, which, in a sense, are more important than those of outside researchers. The teachers agreed on a few technologies that are the most beneficial and thus future studies should focus on really studying the effects of these technologies as well as focus on getting a wider range of teachers' opinions on this topic."
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
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

Integrating Technology into Project Based Learning - 2 views

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    "Integration of technology is an integral part of project based learning, because technology is an integral part of life outside the classroom as revealed in this part of the definition - "types of learning and work people do in the everyday world outside the classroom.""
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).
David Wetzel

What Does the Online Digital Footprint in Your Classroom Look Like? - 16 views

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    In contrast to the digital footprint you use for your personal learning network, this focus is on the online digital footprint students' use in your science or math classroom. The power of a well designed digital footprint brings the capacity to transform a classroom into an online learning community. Within this community your students use digital tools to create and develop a personal learning network.
David Wetzel

Tips and Resources for Using the iPod Touch in Science and Math - 1 views

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    These management and technical issues include how to name the iPods, recharging , syncing, accessories, play-lists, transferring apps, iTunes account, and many more. Like all technology tools, classroom management is always an issue. Here are a few recommended " Dos" tailored for a classroom set of iPod Touches.
David Wetzel

Why Use an iPod Touch in Science and Math Classrooms? - 9 views

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    The iPod Touch brings a new dimension to teaching and learning in the science or math classroom - Mobile Learning! No longer are students required to only learn within the confines of their classroom when using this digital tool.
David Wetzel

10 Tips and Tricks for Using the iPod Touch in Classrooms - 6 views

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    Tips and tricks for the iPod Touch are needed to assist teachers in making the process easier when using this digital device for teaching and learning. As these digital devices become more widespread in classrooms, the need for more efficient use of these tools is coming to the forefront. This evolutionary course of action is resulting in more efficient and time saving strategies. The purpose of these 10 tips and tricks is to provide teachers, both novice and experienced, with features and applications (apps) designed to make an iPod Touch's functions easier to use. These features and apps offer the ability to customize this device to resolve management issues and integrate efficiently with other digital devices, such as a Mac laptop.
Maggie Verster

Welcome to the mathtwitterblogosphere - Home - 14 views

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    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
David Wetzel

Warning: Flipping Your Classroom May Lead to Increased Student Understanding | Teaching... - 14 views

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    Flipping a classroom is not a teaching technique, it is more in line with a philosophy or way of teaching. It involves using technology as a tool, not the main focus, for helping students increase their understanding of science or math concepts.
David Wetzel

Making the Most of Wikis in Your Science or Math Classroom - 15 views

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    Wikis are the most popular Web 2.0 tool being used in science and math classrooms. Based on a survey of readers - 43 percent use them to support their teaching and student learning. A Wiki is appealing, encourages participation, supports collaboration, and promotes interaction by students who love to use technology. By the way - this includes most students today!
Mary Avina

Teach Science and Math - 13 views

  • An interactive White Board (IWB) or SMART Board has the potential to deliver content better than traditional methods of teaching. Why? Because it provides multi-media functional interaction across audio, video, and computer media. It is also ideal for visual, auditory, and kinesthetic learners.
  • Ineffective Uses of IWBs
  • Teacher Centered Instruction
  • ...10 more annotations...
  • Canned Lessons
  • Effective Uses of IWBs
  • Effective Uses of IWBs
  • Effective Uses of IWBs
  • Drag and Drop
  • Hide and Reveal
  • Immediate Feedback
  • Matching Items
  • Most teachers lack adequate professional development on how to create and find quality interactive lessons, along with how to integrate the technology effectively into classroom instruction. This is the huge contributing factor as to why IWBs
  • IWBs or SMART Boards are used ineffectively in many classrooms.
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    An interactive White Board (IWB) or SMART Board has the potential to deliver content better than traditional methods of teaching. Why? Because it provides multi-media functional interaction across audio, video, and computer media. It is also ideal for visual, auditory, and kinesthetic learners. These qualities of an IWB also promote the dynamic delivery of content (if used to its full potential) in an engaging manner, which allows students to interact with science or math content their self. Examples include: * data manipulation * responding to data * even creating data So with all these attributes - "How are interactive white boards unsuccessfully used in science and math classrooms?" For the most part - not effectively!
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."
Maggie Verster

GeoGebra: Do The Math! - Download free content from Maine Department of Education on iT... - 10 views

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    GeoGebra: Do the Math is a series of screencast tutorials for teachers and/or students. The tutorials were initiated as a project to support Maine math teachers in the integration of technology in the classroom. What is GeoGebra provides an overview of the program and its capabilities. Several tutorials present the program's menu options and tools in step-by-step format. Another group of tutorials provides examples of GeoGebra learning activities in major math content areas. These tutorials are intended as a visual supplement to printed guides and documentation. GeoGebra users can find a wealth of guidance and examples at www.geogebra.org. A web search such as "GeoGebra Pythagorean Theorem" will yield hundreds of additional articles, examples, and applets.
Julie Shy

I Speak Math | Integrating Technology and Mathematics - 0 views

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    I Speak Math is an sidea-filled and informative blog from a math teacher currently at a project-based private school in North Carolina. Posts are updated often and include pictures of classroom projects along with links to resources used. Examples include a kinesthetic box and whisk-ers plot activity, foldables for functions and graphing, and reflections upon students grading their own tests. Explore the site further by viewing top posts through the link on the side bar. Search the site using the search box on the top of the page. Most posts include several tags. Click on a tag to find other posts with the same topic or click on popular tags located in the tag cloud on the side bar.
Ced Paine

Interactive Math Lesson - Grades 3-5 - 0 views

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    This is a collection of interactive lessons from a Grade 4 Math course developed by Winpossible - the course uses an innovative instruction format by combining an engaging animated character's visual and voice with Winpossible's unique ChalkTalk™ technology (patent pending) in order to replicate the "classroom experience" for students. The course matches with the Grade 4 correlations of most states in the US.
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. 
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