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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
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
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
Daryl Bambic

Illuminations: Weighing Your Car - 0 views

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    In this lesson, students learn how to measure the area of the tire footprint on a car and to find air pressure using a tire gauge. Students then find the weight of the car using their fraction multiplication skills. Learning Objectives   Students will: Estimate weight of a large object Use a ruler and a tire gauge to take measurements Collect and record data Review square units of measure Calculate area by multiplying fractions Materials   Strips of poster board Ruler Tire gauge How Much Does a Car Weigh? Activity Sheet Computer with internet connection Car Instructional Plan In preparation for this lesson, place a car in a safe lcation for the students to measure the tire footprints and pressure. In case of bad weather, find a covered location. Be sure to measure the tire footprint and the pressure (in PSI) of each tire ahead of time, so that you will be able check the accuracy of students' measurements. Also, check the accuracy of your calculation by comparing to it to the weight of the car listed on the sticker inside the driver's door or in the vehicle manual. By the end of the day, data may change because air has leaked out of the tires while students were using the tire gauge. For safety, check the tires before driving home.
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
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."
MariaDroujkova

mathfuture - HyperbolicGuitarsCourse - 2 views

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    LOG IN January 24th 9pm ET: http://tinyurl.com/MathFutureEvent Music and mathematics have been linked together for thousands of years, but rarely have students had the opportunity to explore the many connections that exist between them. To try to fill this gap, Mike Thayer of Hyperbolic Guitars is developing a course. At the event, we will discuss the course outline, as well as math and music links in general. All events in the Math Future weekly series: http://mathfuture.wikispaces.com/events The recording will be at http://mathfuture.wikispaces.com/HyperbolicGuitarsCourse Event challenge! Help Mike find a resource - a web page, a video, a music piece - to go with one of the topics in the course outline. Full syllabus and details of the outline: http://hyperbolicguitars.wikispaces.com/Math+%26+Music+Course Major topics: What is sound, anyway? The physics of waves The mathematics of waves Resonance Elasticity The generation of sound by "simple" systems The vibrating string The vibrating rod The vibrating plate (e.g., drumhead or cymbal) Open and closed pipes The Helmholtz resonator (--> the vocal chords) White noise, pink noise The concept of "timbre" The perception of sound Human listeners Other "listeners": Digital recording The interaction between the generator and the listener: the science of acoustics What makes sound become music? What does a listener "listen for" in music? Basics of music and musical notation: Musical descriptions Basics of music: Psycho-physical (auditory) descriptions What makes sound "musical" (
Garrett Eastman

Exploring quadrilaterals in a small group computing environment - 2 views

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    From the abstract (full text requires subscription or purchase): "Though cooperative learning has been a topic of considerable interest in educational research, there has been little study specific to learning in the mathematics content area of geometry. This paper seeks to address that gap through a design experiment featuring a novel small-group computing environment for supporting student learning about quadrilaterals. In this design, each student controls a unique point in a shared geometric space, and those points are linked such that a group of four students collectively forms a quadrilateral. We first present results from pre- and post-measures to show how the students learned from the activities and developed in terms of geometric reasoning. We then present three episodes, elaborated with the notion of appropriation, to explain how students took up ways of using the technological tools and of talking about geometric concepts from one another in the interactive environment. Our study found that students achieved learning gains in this novel environment, that the environment provided rich opportunities for peer interaction around geometric objects, and that student learning opportunities and interactions were characterized by processes of appropriating ways of talking about and using software features."
Nikki Red

SEO is a Smart Online Marketing Investment - 2 views

Just a few months ago, my small computer store in Kent was almost to go bankrupt with only a few thousand pounds left in my bank account. Fortunately, a good friend of mine referred me to Nick Redd...

SEO consultant UK education resources interactive science algebra maths

started by Nikki Red on 31 May 11 no follow-up yet
Maggie Verster

Microsoft has released a new version of its math education software - and for the first... - 4 views

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    Microsoft Mathematics 4.0, for students in middle school, high school, and early college, shows how to solve equations while bolstering understanding of fundamental math concepts. It features built-in Ink Handwriting Support, which lets you hand-write math problems and equations in a worksheet area on a tablet or ultra-mobile PCs for immediate solving or later work. The software also includes a graphing calculator capable of plotting in 2D and 3D, a movie editor, a library of formulas and equations, a triangle solver, and more.
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.
David Wetzel

To Blog or Not To Blog in Science or Math Class - 9 views

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    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.
Blair Miller

Math by Design - 0 views

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    A Flash-based interactive resource where students complete a set of challenges based around designing a park and greening a fictional city at its environmental centre.  The challenges involve a variety of skills and are followed by more of a straight math calculation to reinforce connections.
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

If Technology Fails, Use Basic Math Skills - Count Manually!! by @johnkaiser13 - 0 views

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    "Technology has inevitably been inserted to nearly all aspects of our lives today. First and foremost, the use of computerised cash registers have been around for a few decades now. Trying to remember cash registers which operated without a digital display might be nearly impossible. The generation which might be able to do so has been replaced with a new generation who depend on technology to a large degree. The dependence on new technology is starting to 'show signs' of the effect of converting from our analogue counterparts. Below is an example that I recently experienced the effect of technology in a transaction at a doughnut shop."
Nikki Red

A Local-based SEO Consultant is a Good Pick - 1 views

As a businessman in Kent, it has always been my desire to have my sales increased and retain my customers. That is why I put up a website for my tree nursery business. Next, I needed to hire a loca...

SEO consultant

started by Nikki Red on 19 Jul 11 no follow-up yet
Maggie Verster

A naths game to learn about fractions and percentages - 1 views

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    The game aims to help children associate fractions with percentages. A cartoon Santa Clause introduces a snow scene with a group of identical parcels that contain either a fraction or a percentage. It is operated using the mouse, and the goal is to pair up matches, for example 1/3 and 33%, which pop out of the boxes. There are no instructions, but the game would be quite intuitive to children, though perhaps not to less inquisitive adults.
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."
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
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
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