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MariaDroujkova

Join John Mason Wednesday, February 22, 2pm ET at Math Future online - 2 views

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    LOG IN February 22, 2012 at 2pm Eastern US time: http://tinyurl.com/math20event During the event, John Mason will lead a conversation about multiplication as scaling, and answer questions about his books, projects and communities. All events in the Math Future weekly series: http://mathfuture.wikispaces.com/events The recording will be at: http://mathfuture.wikispaces.com/JohnMason Your time zone: http://bit.ly/wQYN1Y Event challenge! What good multiplication tasks about scaling do you know? Share links and thoughts! John writes about elastic multiplication: "It is often said that 'multiplication is repeated addition' when what is meant is that 'repeated addition is an instance of multiplication'. I have been developing some tasks which present 'scaling as multiplication' based around familiarity with elastic bands. Participants would benefit from having an elastic (rubber) band to hand which they have cut so as to make a strip; wider is better than thinner if you have a choice." About John Mason John Mason has been teaching mathematics ever since he was asked to tutor a fellow student when he was fifteen. In college he was at first unofficial tutor, then later an official tutor for mathematics students in the years behind him, while tutoring school students as well. After a BSc at Trinity College, Toronto in Mathematics, and an MSc at Massey College, Toronto, he went to Madison Wisconsin where he encountered Polya's film 'Let Us Teach Guessing', and completed a PhD in Combinatorial Geometry. The film released a style of teaching he had experienced at high school from his mathematics teacher Geoff Steel, and his teaching changed overnight. His first appointment was at the Open University, which involved among other things the design and implementation of the first mathematics summer school (5000 students over 11 weeks on three sites in parallel). He called upon his experience of being taught, to institute active-problem-solving sessions, w
Matthew Leingang

finalreport.pdf (application/pdf Object) - 0 views

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    A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction. The difference between student outcomes for online and face-to-face classes-measured as the difference between treatment and control means, divided by the pooled standard deviation-was larger in those studies contrasting conditions that blended elements of online and face-to-face instruction with conditions taught entirely face-to-face. Analysts noted that these blended conditions often included additional learning time and instructional elements not received by students in control conditions. This finding suggests that the positive effects associated with blended learning should not be attributed to the media, per se. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K-12 students. In light of this small corpus, caution is required in generalizing to the K-12 population because the results are derived for the most part from studies in other settings (e.g., medical training, higher education). ix
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    A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. ***The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction.*** The difference between student outcomes for online and face-to-face classes-measured as the difference between treatment and control means, divided by the pooled standard deviation-was larger in those studies contrasting conditions that blended elements of online and face-to-face instruction with conditions taught entirely face-to-face. Analysts noted that these blended conditions often included additional learning time and instructional elements not received by students in control conditions. This finding suggests that the positive effects associated with blended learning should not be attributed to the media, per se. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K-12 students. In light of this small corpus, caution is required in generalizing to the K-12 population because the results are derived for the most part from studies in other settings (e.g., medical training, higher education). ix
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

When What You See Is What You Get: The Consequences of the Objectifying Gaze for Women ... - 6 views

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    From the abstract: "This research examined the effects of the objectifying gaze on math performance, interaction motivation, body surveillance, body shame, and body dissatisfaction. In an experiment, undergraduate participants (67 women and 83 men) received an objectifying gaze during an interaction with a trained confederate of the other sex. As hypothesized, the objectifying gaze caused decrements in women'smath performance but notmen's. Interestingly, the objectifying gaze also increased women's, but notmen's,motivation to engage in subsequent interactions with their partner. Finally, the objectifying gaze did not influence body surveillance, body shame, or body dissatisfaction forwomen or men. One explanation for themath performance and interaction motivation findings is stereotype threat. To the degree that the objectifying gaze arouses stereotype threat, math performance may decrease because it conveys that women's looks are valued over their other qualities. Furthermore, interaction motivation may increase because stereotype threat arouses belonging uncertainty or concerns about social connections. As a result, the objectifying gazemay trigger a vicious cycle in which women underperform but continue to interact with the people who led them to underperform in the first place. Implications for long-term consequences of the objectifying gaze and directions for future research are discussed." (Full text available online (.pdf) )for now) ) (Winner of the 2011 Georgia Babladelis Best Paper Award)
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    Wow, what an amazing study!
Julie Shy

Math Thinking | Sharing thinking about math from students - 0 views

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    The objective of this site is to show examples of thinking in math, whether it is original solutions from students of problems, or ways to include an inquiry based approach in mathematics education. The idea for the project came from Chris Hunter as a comment on a blog post. I, David Wees, think it is such a terrific idea that I am working on implementing it. I welcome ideas and input from anyone who is interested and would like to help support student thinking in mathematics. Please send an email with your example of original mathematical thinking by a student, or an example of a project students can do to support inquiry in mathematics
MariaDroujkova

Math Future event: mathematics in Crowd Sciences Feb 15 at 3pm ET - 2 views

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    LOGIN Wednesday February 15 at 3pm Eastern US time: http://tinyurl.com/math20event During the event, Dr. Keith Still of SaferCrowds.com will introduce his Crowd Sciences work and explain the relevance of mathematics in it: "If you don't do the maths, you could end up in court on a manslaughter charge!" All events in the Math Future weekly series: http://mathfuture.wikispaces.com/events The recording will be at http://mathfuture.wikispaces.com/CrowdSciences Pose questions and comments for Keith before the event Math Future wiki: http://mathfuture.wikispaces.com/message/list/CrowdSciences LinkedIn group: http://www.linkedin.com/groupItem?view=&gid=33207&type=member&item=94871153&qid=b29a6dbc-6474-425f-865a-b319bd33dcb9 Email group: http://groups.google.com/group/mathfuture/browse_thread/thread/931328aab6d87b03 How to join Follow this link at the time of the event: http://tinyurl.com/math20event Wednesday, February 15 2012 we will meet online at noon Pacific, 3 pm Eastern time. WorldClock for your time zone. Click "OK" and "Accept" several times as your browser installs the software. When you see Session Log-In, enter your name and click the "Login" button If this is your first time, come a few minutes earlier to check out the technology. Crowd Modelling + Crowd Monitoring + Crowd Management = Safer Crowds Crowd Modelling is the scientific approach to the development of safe, robust, crowd management plans. This can be achieved without the need for expensive, complex, time consuming computer simulations. In simple terms Crowd Modelling is understanding how, where, when and why crowds arrive, move around and leave an events/venues. The majority of this can be accomplished using tried, tested and simple to apply methodologies. "Keith Still is what I term an intuitive mathematician. He is one of the most creative and original thinkers that I know. He adds drive and determination, as well as considerable intellectual power to any group of which h
Garrett Eastman

Bublz!: Playing with Bubbles to Develop Mathematical Thinking - 17 views

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    Abstract: "We encounter mathematical problems in various forms in our lives, thus making mathematical thinking an important human ability [6]. Of these problems, optimization problems are an important subset: Wall Street traders often have to take instantaneous, strategic decisions to buy and sell shares, with the goal of maximizing their profits at the end of a day's trade. Continuous research on game-based learning and its value [2] [3] led us to ask: can we develop and improve the ability of mathematical thinking in children by guising an optimization problem as a game? In this paper, we present Bublz!, a simple, click-driven game we developed as a first step towards answering our question."
Garrett Eastman

Flexible intuitions of Euclidean geometry in an Amazonian indigene group - 1 views

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    From the abstract: "We tested the hypothesis that certain aspects of nonperceptible Euclidian geometry map onto intuitions of space that are present in all humans, even in the absence of formal mathematical education. Our tests probed intuitions of points, lines, and surfaces in participants from an indigene group in the Amazon, the Mundurucu, as well as adults and age-matched children controls from the United States and France and younger US children without education in geometry. The responses of Mundurucu adults and children converged with that of mathematically educated adults and children and revealed an intuitive understanding of essential properties of Euclidean geometry." (Full text requires subscription.
Garrett Eastman

TYPE OF TASK IN A MATHEMATICAL SKILLS VIDEOGAME AFFECTS CHILDREN'S PERCEPTION OF LEARNI... - 0 views

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    Abstract: "n this study we explored the impact of performing mathematical tasks presented in the context of an "adventure challenge" or a "mathematical challenge" in a videogame. This videogame - "Matemáquina do Tempo" - is being developed to facilitate learning of mathematical skills like counting, grouping, and relating numbers. The videogame consists in various movement control tasks with dynamic (e.g., running) and static (e.g., pointing) interactions. Our goal was to test the impact of the integration of a direct mathematical task versus an indirect mathematical task. A group of 18 five year-old children performed the game in two conditions: a) adventure challenge , which implied movements such as running or climbing trees to perform mathematical tasks of counting and grouping; and b) mathematical challenge , which included swimming after selecting the correct path through counting, followed by a direct mathematical task of pointing to organize numbers in a line. Our assumptions were evaluated according to questionnaires and video analysis of the children playing the game. Results confirmed our hypothesis, showing that players performing the mathematical challenge generally considered that they were learning with the game, and most agreeing that the game was fun. Participants in the adventure challenge condition on the other hand, showed a tendency to evaluate the game as very amusing and were more distributed in the learning evaluation. In conclusion, we suggest that the inclusion of direct mathematical tasks in the videogame might lead to increased perception of learning, although they also seem to result in lower amusement ratings."
Martin Burrett

Skoolbo - 0 views

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    This is a must try site which provides an amazing 3D world which teaches English and maths core skills. Players race against two other randomly chosen online players of a similar level. The questions start out very easy and adapt to the performance of the player. The questions are read out and some are displayed on the screen. The player just clicks on the correct multiple choice answer to increase their speed. There is a download for PCs and Macs as well as apps for iPad and Android. There are teacher accounts which allow you to make logins for lots of children quickly. When there log in students will be asked to design an avatar. Because the resource requires a sizeable download it takes a little time to set up, but because it runs on your local device game play is very smooth and quick. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
Garrett Eastman

Nature of an Attitudes toward Learning Mathematics Questionnaire - 0 views

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    Abstract: "Students' attitudes toward mathematics and its learning have been subject to numerous studies in the past six decades. These studies treat such attitudes as both desirable learning outcomes and correlates of mathematics achievement. Many Likert-type attitude scales have been devised to measure significant constructs underlying mathematics-related attitudes, such as confidence, anxiety, and utility of mathematics. The psychometric properties of these attitude scales may be culture and age dependent. As part of a research project called Singapore Mathematics Assessment and Pedagogy Project (SMAPP), an effort was made to devise and validate an attitude toward learning mathematics scale that can be used with lower secondary school students in Singapore. This paper explains the use of exploratory and confirmatory factor analyses to reduce an initial 57-item questionnaire to one with 24 items that cover these six dimensions: Checking solutions, Confidence, Enjoyment, Use of IT in mathematics learning, Multiple solutions, and Usefulness of mathematics. The data comprise responses from about 890 Secondary 1 (Grade 7) students in 2010, who took the 57-item questionnaire, and another 850 students who took the 24-item questionnaire in 2011. The nature of the final questionnaire is discussed. This effort contributes to the continual effort to devise validated attitude scales that are suitable for different cultures and student groups."
Julie Shy

Venngage - 0 views

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    Like the looks of Infographics but wish it were as easy as creating a Powerpoint? This website aims to empower you to easily create infographics in a short time. It is worth the free registration to gain access. Create beautiful Infographics by creating a title and then choosing a template or color scheme. Create your own templates using a range of color, label, and font choices. Click on the elements on the template to change the words, add widgets, create charts, and more. Use the slider along the top right to move between edit mode and preview mode. Go beyond traditional charts by including word clouds, treemaps, bubble charts, and more. Click Save as Template (helpful in creating labels and examples for students to follow) to save your style for later. Click Publish to make the Infographic public or private. You can save the Infographic as an image, share via URL, or use an embed code to place on a wiki, site, or blog. Click on your dashboard to view additional templates shared by creators and to find your Infographics.
Garrett Eastman

Access to Algebra I: The Effects of Online Mathematics for Grade 8 Students - 14 views

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    U.S. Department of Education report including research that "tested the impact of offering an online Algebra I course on students' algebra achievement at the end of grade 8 and their subsequent likelihood of participating in an advanced mathematics course sequence in high school."
Martin Burrett

Pora Ora : The Online 3D Educational Game for Children - 0 views

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    This is a MUST TRY site. It's not often that I'm amazed be an educational resource, but I am with this one. Pora Ora is a stunning educational virtual world for Primary school aged students. Play truely fun educational games which practise skills in English, maths and many other subjects. The graphics and useably is superb. Online safety is at the heart of this site. The parential admin account can set the student's account to free chat with everyone to completely locked down where they have the world to themselves and everything in between. The site has a language filter and users can report any incidents of trouble. Also, the first task requires the user to complete an online safety task. The site is free with a few premium features coming out later. You have got to try this one! http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
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."
Maggie Verster

A numeracy in context site to support teachers with materials - 12 views

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    InBalance has been been developed by a team of European research and learning institutions.The purpose of the project is to support and develop adult tutors of numeracy and provide structured and engaging materials for learners of several abilities. InBalance is a realistic & systematic methodology based on the needs of individual learners & their practical everyday experiences.The InBalance website presents you with a European Numeracy Framework. It describes in detail European levels of competence in numeracy relating to real life situations. There is also a bank of learning materials & an assessment tool for you to use with your own learners; and an exercise maker which will assist you to create your own learning materials.
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.""
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

Egyptian tomb mystery may be world's first protractor - physics-math - 29 July 2011 - N... - 9 views

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    A physicist argues that an unidentified device found in an ancient Egyptian architect's tomb is a protractor
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."
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