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David Wetzel

Solving Weaknesses in Math Education using Project Based Learning - 1 views

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    A framework is provided for making connections between everyday math problem and solving real world math problems. Connections are made regarding project based learning for teachers new to the process, along with recommendations for teachers who are veterans of project based learning.
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

6 Online Project Based Learning Resources for Science and Math - 14 views

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    When students are engaged in learning science or math which is personal to them (real world problem solving), they become more engaged in the learning process. Project based learning situations in science and math increase opportunity for students to internalize and make connections.
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."
Garrett Eastman

A Design Principle and Collaborative Learning Support Method in Game-based Learning Env... - 4 views

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    Abstract: "The purpose of this study is to propose a design principle and framework of educational control (in particular, method for collaborative learning support) that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our game-based learning environment (GBLE) called "Who becomes the king in the country of mathematics?". In addition, we describe the method of collaborative learning support control that incorporates a "learner support agent" to support each learner and a "game control agent" to control the game into the learning environment."
Admission Times

MAT February 2014 Exam results expected on Feb 25 - 0 views

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    Management Aptitude Test (MAT) February 2014, conducted by All India Management Association is set to begin from February 2 for the paper based exam, and February 8 for the computer based exam. The results for MAT are expected to be released on February 25, 2014, at the official AIMA MAT website.
David Wetzel

Three Project Based Learning Resources: Free Online Resources for Student Collaboration... - 1 views

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    Project based learning using all or any of the three online resources offers a dynamic approach to teaching in which students explore real-world problems and challenges.
Judy Hagemann

Gizmos! Online simulations that power inquiry and understanding. | ExploreLearning - 10 views

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    World's largest and most advanced online repository of math and science simulations for grades 3-12. Research-proven, inquiry-based learning tools for teachers and students. Web-based for anytime, anywhere learning.
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.
Martin Burrett

Rangoli Symmetry - 0 views

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    Rangoli based symmetry exercise - An activity based on Rangoli Patterns to provide opportunities for illustrating reflective and rotational symmetry of order 4.
Garrett Eastman

Can Preschoolers Profit from a Teachable Agent Based Play-and-Learn Game in Mathematics? - 1 views

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    abstract: "A large number of studies carried out on pupils aged 8-14 have shown that teachable agent (TA) based games are beneficial for learning. The present pi- oneering study aimed to initiate research looking at whether TA based games can be used as far down as preschool age. Around the age of four, theory of mind (ToM) is under development and it is not unlikely that a fully developed ToM is necessary to benefit from a TA's socially engaging characteristics. 10 preschool children participated in an experiment of playing a mathematics game. The partic- ipants playing a TA-version of the game engaged socially with the TA and were not disturbed by his presence. Thus, this study unveil exciting possibilities for further research of the hypothesised educational benefits in store for preschoolers with regard to play-and-learn games employing TAs."
Garrett Eastman

Development of Web based Learning System for Pre-K to Middle School Math Students: Opti... - 7 views

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    Abstract: This research paper has been designed to develop an online tutoring system for pre - K to middle school Math students. The research methodology applied in this study has used both qualitative and quantitative research methods in terms of external and internal Web or software metrics to obtain the usable parameters to design an effective tutoring system to learn Math. Today online hypermedia applications are increasingly becoming more feature rich, important and also the most popular means for communication among school students for e - learning. This paper is divided into four parts: part 'I' presents the introduction of Kumon based after school education; part 'II' describes the research proposal to identify measures, model, and methodology to develop the Web - based online learning system for Pre - K to middle school math students ; part 'III' elaborates the role of using static analysis, dynamic, and comparative analysis that can be applied to check the characteristics and authenticity of data obtained for each student separately; and finally part 'IV' investigates the behaviour of online tutoring system to find the failure points and to calculate reliability aspects using Web page trace algorithms and We b page replacement policies. In this paper, an attempt has been made to systematically explain the state of the art and their practices to design, analyze, and test the functionality of online learning systems for pre - K to middle school Math students
Garrett Eastman

Correlating Questionnaire Data With Actual Usage Data in a Mobile Learning Study for Hi... - 1 views

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    Abstract: "A mobile learning research project was conducted in Trinidad and Tobago to determine if mobile learning can assist high school students in learning mathematics. Several innovative techniques were used in this research to address the problem of high failure rates of mathematics in high schools in the Caribbean. A mobile learning application was developed based on a subset of the high school mathematics curriculum used in the English-speaking Caribbean. Game-based learning, personalization and multiple learning strategies were used in conjunction with mobile learning to assist students in improving their performance in mathematics. Three evaluation studies were conducted with the mobile learning application. During the studies, usage data was captured automatically by the system and this was used to determine the extent to which the students actually used the mobile application. At the end of each study, a questionnaire was used to capture student opinions of the mobile learning application. Questionnaire data is based solely on student responses and there is no guarantee of its accuracy and reliability. This paper focuses on the responses of the students to the questionnaire and seeks to determine if the usage data can increase the reliability of the questionnaire data. It summarizes the behaviour patterns of the students gleaned from the usage logs and compares this to the students' responses to the questionnaire. Generally it was found that the students' responses agreed with the usage data, though there were occasions when the responses diverged."
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).
Maggie Verster

The Intergeo Project - 5 views

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    The main objective of the Intergeo Project is to make digital content for mathematics teaching in Europe more accessible, usable and exploitable. Intergeo will... * offer content in a searchable and metadata-tagged portal. * enable users to use their software of choice by specifying a common file format based on open standards. * test available material in the classroom. All stakeholders, software teams, resource authors, teachers and learners will be involved, in order to promote quality enhancement cycles.
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    The main objective of the Intergeo Project is to make digital content for mathematics teaching in Europe more accessible, usable and exploitable. Intergeo will... * offer content in a searchable and metadata-tagged portal. * enable users to use their software of choice by specifying a common file format based on open standards. * test available material in the classroom. All stakeholders, software teams, resource authors, teachers and learners will be involved, in order to promote quality enhancement cycles.
Cassie Banka

Ohio Resource Center > for Mathematics Educators > Problem Corner > Problems - 15 views

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    ORC enhances teaching and learning by promoting standards-based best practices in mathematics, science, and reading for Ohio schools and universities. ORC serves as a trusted source of easily accessible, peer-reviewed, high-quality, and effective resources.
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    ORC enhances teaching and learning by promoting standards-based best practices in mathematics, science, and reading for Ohio schools and universities. ORC serves as a trusted source of easily accessible, peer-reviewed, high-quality, and effective resources.
David Wetzel

Project Based Learning in Mathematics: Learning Activities in Math Designed to Extend C... - 18 views

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    Six math projects that integrate real-world math problems are presented as a teaching strategy for helping students develop a greater understanding of math.
Gareth Jones

Learnalot - 0 views

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    Learnalot is an exciting educational portal that uses high-quality game-based learning resources to engage and challenge its students in maths.
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."
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