"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."
From the abstract: "this study investigated how the perspectives of the non-computer science educators changed after learning game-programming and how it could be fitted into the K-12 curriculum. Fourteen non-computer science educators and/or administrators in the K - 16 educational systems who made up a cohort at Sam Houston State University, Master of Education/Instructional Technology Program participated in this study. The participants were required to learn two free Web 2.0 game-programming applications and reflect on an article related to reviving interest in math and science as part of their program. Qualitative data consisted of online reflections, and peer-review processes through Facebook. A quantitative component was added to the analysis. The findings indicated that: (a) the perspectives of the participants changed from negative to positive as they reflected on their own game-programming learning experiences; (b) participants came to understand how game programming could build up students' logical concepts and critical thinking skills improving performances in math, science, and other subjects; and (c) due to the benefits of logical concepts and critical thinking skills game programming could have immense benefits if built into the K-12 curriculum."
Abstract :"Drawing from Gee's learning principles developed from the digital games environment, we
provide a critical analysis of the difference between using these principles in a literacy
environment as opposed to a mathematical environment. Using stimulated recall, primary
school-aged students played with a number of contemporary digital games. Feedback was
sought. This was compared with the descriptions provided by experienced adult gamers.
Both players provided insights into the cognitive process used by gamers when engaging
with games. Collectively, these sources allow us to propose that the learning principles may
restrict deep learning processes for mathematical learning."
Abstract: "A simulated academic career was combined with inquiry-based learning in an upper-division
undergraduate mathematics course. Concepts such as tenure, professional conferences and
journals were simulated. Simulation procedures were combined with student-led, inquirybased
classroom formats. A qualitative analysis (ethnography) describes the culture that
emerged within the simulation during a pilot test. A discussion follows evaluating the
potential for career simulations to invite students to consider graduate studies and academic
careers in the STEM disciplines."
"a century ago this week. Mathematician Andrey A. Markov delivered a lecture that day to the Imperial Academy of Sciences in St. Petersburg on a computational technique now called the Markov chain.
Little noticed in its day, his idea for modeling probability is fundamental to all of present-day science, statistics, and scientific computing. Any attempt to simulate probable events based on vast amounts of data - the weather, a Google search, the behavior of liquids - relies on Markov's idea."
Abstract: "In traditional mathematics education, students have typically been asked to solve lots of tedious and uninteresting exercises for developing the arithmetic skills of addition and subtraction. The paper provides an account of learning arithmetic skills in a more interesting way through the collaborative playing of a puzzle game. 83 students in three classes in Grade 4 were asked to solve arithmetic problems with three different methods: via playing an adapted "cross number puzzle" game on Group Scribbles (GS) collaboratively, via playing the same game on GS individually, and via the traditional method of teaching and learning, i.e. with no games at all. Analysis of the pre and post learning achievement data reveals that the two classes who played the game performed better than the control class, with the collaborative class students achieving better than the individual class students. By playing the game, low-ability students, in particular, made the most significant progress in arithmetic capability and in building up their confidence in doing arithmetic calculations."
Abstract:"Prime Climb is an educational game that provides individual support for learning
number factorization skills in the form of hints based on a model of student learning. Previous
studies with Prime Climb indicated that students may not always be paying attention to
the hints, even when they are justified (i.e. based on a student model's assessment). In this
thesis we will discuss the test-bed game, Prime Climb, and our re-implementation of the
game which allowed us to modify the game dynamically and will allow for more rapid prototyping
in the future. To assist students as they play the game, Prime Climb includes a pedagogical
agent which provides individualized support by providing user-adaptive hints. We
then move into our work with the eye-tracker to better understand if and how students process
the agent's personalized hints. We will conclude with a user study in which we use eyetracking
data to capture user attention patterns as impacted by factors related to existing user
knowledge, hint types, and attitude towards getting help in general. We plan to leverage these
results in the future to make hint delivery more effective."
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
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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
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."
Review of Conway's Mathematical Connections, written for undergraduate mathematics courses, with the aim that instructors help students find connections across branches of math. Two similar books for undergraduates, recently published, are mentioned as well.
"All the time you hear what is the use of learning math? Auto racing is full of math applications and concepts. For a race team to be successful they must understand math. "
A pre-college bridge program using an assessment software is described, with some note of increased mentoring, tutoring availability and accommodations between first and second year implementation
How Many Really? compares the number of people involved in key historical events or situations to the people you know through Facebook or Twitter. You can also add your own numbers - for example, the amount of students in your class.
Choose a story to get started.
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).
Great resource for developing a protocol for looking at student work with your PLC, staff, department. Offers not only protocols, but strategies for introducing the idea to your group, supporting the activity long-term to meet the needs of your staff/PLC.
Anything from Wolfram Alpha is going to be rigorous and well done. I like their descriptions. Although I wish there was a more dynamic kind of presentation of derivatives and integrals, etc.
Statistics that lie! This is a great example of data that isn't reported correctly. The article decries the death of Netbooks, when in fact it is more about a stabalization of sales. I encourage math teachers to let students read the article and at least the first two responses. It's a great example of blatant misinformation.