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Mike Kammerzell

How to Encourage Critical Thinking in Science and Math | Teaching Science and Math - 28 views

  • Viewpoint
  • Implication
  • How could you ask that question differently?
  • ...13 more annotations...
  • What did you learn from solving this problem?
  • Is this the most important question to ask when solving the problem?
  • What questions need to be answered before answering this question?
  • What does this presume?
  • When you ask these and similar questions, you are encouraging your students to move from passive to active learning.
  • Avoiding Questions Easily Answered on the Internet
  • The following examples are referred to “Google-Proofing” in some circles.
  • the frequency of questions is not as important as the quality of questions.
  • the following are factors to consider when asking students questions.
  • The average level of questions asked by teachers are 60 percent lower cognitive, 20 percent procedural, and 20 percent higher cognitive. 
  • Increasing the frequency of higher cognitive questions to the 50
  • With predominate use of lower cognitive questions; students tend toward lower achievement
  • The use of higher cognitive questions tends to elicit longer student answers in complete sentences, quality inference and conjecture by students, and the forming of higher level questions.
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    Encouraging students to use critical thinking is more than an extension activity in science and math lessons, it is the basis of true learning. Teaching students how to think critically helps them move beyond basic comprehension and rote memorization. They shift to a new level of increased awareness when calculating, analyzing, problem solving, and evaluating.
congnifit

Unlock Your Potential: Advanced Brain Training Techniques - 0 views

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    Unlock your potential with Brain Training. The ultimate solution for advanced cognitive enhancement. Designed by CogniFit, this innovative program utilizes cutting-edge techniques to sharpen your memory, improve focus, and boost overall brain performance. With personalized training programs tailored to your unique needs, you'll experience noticeable improvements in just a few weeks. Take control of your mental fitness and unleash your full cognitive potential with Brain Training.
congnifit

Unlock Your Potential: Advanced Brain Training Techniques - 0 views

shared by congnifit on 28 Dec 23 - No Cached
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    Unlock your potential with Brain Training. The ultimate solution for advanced cognitive enhancement. Designed by CogniFit, this innovative program utilizes cutting-edge techniques to sharpen your memory, improve focus, and boost overall brain performance. With personalized training programs tailored to your unique needs, you'll experience noticeable improvements in just a few weeks. Take control of your mental fitness and unleash your full cognitive potential with Brain Training.
Garrett Eastman

Pure Reasoning in 12-Month-Old Infants as Probabilistic Inference - 3 views

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    From the abstract (full text requires subscription): "Many organisms can predict future events from the statistics of past experience, but humans also excel at making predictions by pure reasoning: integrating multiple sources of information, guided by abstract knowledge, to form rational expectations about novel situations, never directly experienced. Here, we show that this reasoning is surprisingly rich, powerful, and coherent even in preverbal infants. When 12-month-old infants view complex displays of multiple moving objects, they form time-varying expectations about future events that are a systematic and rational function of several stimulus variables. Infants' looking times are consistent with a Bayesian ideal observer embodying abstract principles of object motion. The model explains infants' statistical expectations and classic qualitative findings about object cognition in younger babies, not originally viewed as probabilistic inferences."
Garrett Eastman

Digital Games for Learning Mathematics: Possibilities and Limitations - 5 views

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    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."
Maggie Verster

The nature and quality of the mathematical connections teachers make - 4 views

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    Current reforms in mathematics education emphasise the need for pedagogy because it offers learners opportunities to develop their proficiency with complex high-level cognitive processes. One has always associated the ability to make mathematical connections, together with the teacher's role in teaching them, with deep mathematical understanding. This article examines the nature and quality of the mathematical connections that the teachers' representations of those connections enabled or constrained. The researchers made video recordings of four Grade 11 teachers as they taught a series of five lessons on algebra-related topics. The results showed that the teachers' representations of mathematical connections were either faulty or superficial in most cases. It compromised the learners' opportunities for making meaningful mathematical connections. The researchers concluded by suggesting that helping teachers to build their representation repertoires could increase the effectiveness of their instructional practices.
Garrett Eastman

Measuring Engagement Effects of Educational Games and Virtual Manipulatives on Mathematics - 9 views

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    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 iii 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
John Evans

The Impact Of Technology On Curiosity - 4 views

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    "Curiosity is the "complex feeling and cognition that accompanies a desire to learn what is unknown," according to Min Jeong Kang and fellow researchers in a 2009 study. Neurological research here focused on, among other areas, the difference in neural activity when answers are presented, and when questions are presented for both high-curiosity and low-curiosity questions."
Garrett Eastman

Math Disability Tied To Bad Number Sense - Science News - 9 views

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    A study of 300 Missouri school children from kindegarten to third grade to determine cognitive defects behind dyscalculia or math learning disability
Martin Burrett

Book: Making every maths lesson count by @MccreaEmma via @CrownHousePub - 0 views

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    "Making Every Maths Lesson Count is underpinned by six pedagogical principles - challenge, explanation, modelling, practice, feedback and questioning - and presents 52 high-impact strategies designed to streamline teacher workload and ramp up the level of challenge in the maths classroom. Throughout this book, Emma McCrea (through extensive research and practice) explores how to manage mathematical misconceptions with practical ideas on many areas of the required curriculum. The six pedagogical principles mentioned above form the heart of the book, with metacognitive questioning given space in developing cognitive strategies with pupils. "
Garrett Eastman

Haptic cues as a utility to perceive and recognize geometry - 0 views

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    "Research has been conducted on how to aid blind peoples' perceptions and cognition of scientific data and, specifically, on how to strengthen their background in mathematics as a means of accomplishing this goal. In search of alternate modes to vision, researchers and practitioners have studied the opportunities of haptics alone and in combination with other modes, such as audio."
Garrett Eastman

IMPACT OF INCENTIVES ON THE USE OF FEEDBACK IN EDUCATIONAL VIDEOGAMES - 3 views

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    Abstract: Educational videogames can be designed to provide instructional feedback that is responsive to specific actions. However, existing research indicates that students tend to ignore videogame feedback and subsequently use less effective help-seeking strategies. Research on help-seeking in learning environments has primarily focused on the role of cognitive factors, the nature of the help, or issues of timing and frequency. There is a noticeable gap in understanding regarding how to motivate and increase the use of feedback for improved learning. Using a pre-algebra videogame, this study examined the relationship between an incentive to use feedback and math achievement. A randomized-control design was employed, which compared learning outcomes of students who received the incentive to those who did not. Results indicated that students given the incentive to use feedback had significantly higher normalized change scores on math items (d = .53), with stronger effects for students with low academic intrinsic motivation (d = .88 - 1.17).
Garrett Eastman

Space, Time and Number in the Brain by Dehaene & Brannon Life Sciences Books and ebooks... - 1 views

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    a neuroscientific approach to mathematical concepts
Garrett Eastman

How humans learn to think mathematically - 13 views

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    David Tall, emeritus professor from Warwick in the UK, published this book in 2013, and this links to his summary and a sample chapter. His papers and other math resources are on his website: http://homepages.warwick.ac.uk/staff/David.Tall/index.html
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