Use your knowledge of coordinates and shape transformation to keep on par with this transformation golf whiteboard reasource.
http://ictmagic.wikispaces.com/Maths
These tutorials have ben developed by the Western Cape DoE and covers Number patterns and sequences, Functions and graphs, Algebra and equations, Finance, Analytical Geometry, Transformation, Trigonometry and Mensuration, Data handling
Abstract: "The principal aim of this study is to find the weaknesses of secondary school students at geometry questions of measures ,
angles and shapes , transformations and construction and 3-D shapes. The year 7 curriculum contains 4 geometry topics out
of 17 mathematics topics. In addition to this , this study aims to find out the mistakes, 28 , 7th grade students made in the last
4 exams including two midterms and two final exams.To collect data, students were tested on two midterms and two final
exams using open-ended questions on geometry to analyze their problem solving skills and to test how much they acquired
during the year.Frequency tables were used in data analysis.To fulfill this aim in the first midterm exam the subject measures
were tested.In the first final exam which followed the first midterm exam in addition to measures and angles shapes skills
were also tested. Following these tests , in the second midterm we tested the students on transformation and construction. A
descriptive methodology and student interview were used in the study to analyze and interpret the results. The results from
this study revealed that 7th grade secondary school students have a number of misconceptions, lack of background
knowledge, reasoning and basic operation mistakes at the topics mentioned above."
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.
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.
Experience Geometry on your desktop and on the web
Easily create startling geometric constructions! Starting from simple triangle relations, continuing with trigonometric theorems up to fractals and transformation groups Cinderella lets you create and manipulate visualizations in an intuitive, yet powerful way. Using Java® technologies, constructions are seamlessly exported to the WWW. And even better: you can get this for free!
from the abstract: "Mathematics is now at a remarkable
in exion point, with new technology radically extending the power and limits of individuals. Crowd-
sourcing pulls together diverse experts to solve problems; symbolic computation tackles huge routine
calculations; and computers check proofs too long and complicated for humans to comprehend.
The
Study of Mathematical Practice
is an emerging interdisciplinary eld which draws on philoso-
phy and social science to understand how mathematics is produced. Online mathematical activity
provides a novel and rich source of data for empirical investigation of mathematical practice - for
example the community question-answering system
mathover ow
contains around 40,000 mathe-
matical conversations, and
polymath
collaborations provide transcripts of the process of discovering
proofs. Our preliminary investigations have demonstrated the importance of \soft" aspects such as
analogy and creativity, alongside deduction and proof, in the production of mathematics, and have
given us new ways to think about the roles of people and machines in creating new mathematical
knowledge. We discuss further investigation of these resources and what it might reveal.
Crowdsourced mathematical activity is an example of a \social machine", a new paradigm, identi-
ed by Berners-Lee, for viewing a combination of people and computers as a single problem-solving
entity, and the subject of major international research endeavours. We outline a future research
agenda for mathematics social machines, a combination of people, computers, and mathematical
archives to create and apply mathematics, with the potential to change the way people do mathe-
matics, and to transform the reach, pace, and impact of mathematics research."
From the abstract: "is research develops around a technological intervention intended to transform
a peer produced reference resource into a peer produced learning environment. An
early Web 2.0 community for mathematics, PlanetMath.org, will henceforth become a
mathematical practicum, and a laboratory for learning science."
Abstract: "Together, brain science and learning design inform Adaptive Interaction Design (AID), a technique for curriculum planning and development. Mathematics is a particular case in which AID can help. The Way of the Game is vital to learning design. There are many definitions of "game." Here, we mean game to be the means by which spontaneous play becomes responsible learning. That innovative games figure as the centerpiece of many 21st century curricula is no accident. Games are a critical element in modern theories of learning design especially when related to insights from neuroscience and online learning/teaching methods. But beyond simple gamification, can games provide the disruptive transformation to mathematics education that is required to effect substantive and sustainable improvement? Can we game the educational system to ensure students' success in mathematics? To find out, we will look at the AID process and two sample products for the development of mathematical thinking and practice based on the Way of the Game."
"SRI International, Worcester Polytechnic Institute (WPI), and the University of Maine have received a $3.5 million award from the Institute of Education Sciences at the U.S. Department of Education to evaluate the effectiveness of an online tutoring system for mathematics homework. The research team will study seventh-grade mathematics students and teachers in more than 50 schools throughout Maine using WPI's ASSISTments system.
ASSISTments aims to transform homework by giving students instant feedback and tutoring adapted to their individual needs. It also provides teachers with customized reports each morning on their students' nightly progress. Teachers in the study will receive training in how to use these reports to adapt their lesson plans to better suit students' needs."
A great maths site with flash resources, online tests and worksheets on a range of maths topics to print or use on your whiteboard.
http://ictmagic.wikispaces.com/Maths
A game where students can practise their coordinates by moving shapes to fit in the correct space and using rotation, translation and reflection.
http://ictmagic.wikispaces.com/Maths
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.
This multimedia resource includes interactive math activities, print activities, learning strategies, and videos that illustrate how math is used in everyday life. The resource addresses the following mathematics topics: Fractions; Integers; Percentages; Rate/Ratio/Proportion; Square Roots; Exponents; Patterns; Algebra; Linear Equations; Polynomials; Angles; Circles; Surface Area and Volume; Area and Perimeter; Triangles; Pythagoras; Trigonometry; Similarity and Congruence; Transformations; Shape Classification; Data Display and Graphs; Central Tendency and Distribution; and Probability.
A great general maths site with lots of tutorials, activities and games which will help your students at school and at home.
http://ictmagic.wikispaces.com/Maths