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Maggie Verster

Usability Report - E-learning Software for Math - 0 views

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    Given that a large percentage of students have difficulty with math. The usability of a math e-learning tool is critical. The easier and more user friendly such an application is the more a student can forget about the e-learning tool and focus on learning the math content. Here is the usability report that was undertaken in the National E-Learning Lab at the National College of Ireland. This is a useful read for users of the Beta version along with Instructional Designers and Software Developers who are involved in similar projects.
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."
Maggie Verster

Mathematics - more Free E-Books - 10 views

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    "E-Books for free online viewing and/or download"
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
Martin Burrett

Real Life Maths: Potions Lesson by @PrimaryLessons - 0 views

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    "This is a really good way of testing out practical measuring skills in Maths lessons. I always teach 'measuring' by incorporating a Harry Potter themed Potions lesson. Pupils follow potion recipes to create potions from the Harry Potter universe, e.g. Polyjuice Potion or Skele-gro. I have a mixture of powders (cornflour), plants (herbs) and potions (water with food colouring). I then have pipettes, a range of different containers with different scales for measuring liquids, scales for measuring the plants and powders, in addition to gloves for handling the 'poisonous' plants, a pestle and mortar for the plants and stopwatches for timing."
Garrett Eastman

Adding Achievements to Tutoring Applications - 4 views

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    A study on the efficacy of introducing game-like achievements in classroom learning, with math as one of the examples, see appendices
Garrett Eastman

Reading, Mathematics, and Science Achievement of Language-Minority Students in Grade 8 - 1 views

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    "This Issue Brief examines 8th-grade achievement in reading, mathematics, and science for language minority students (i.e., those from homes in which the primary language was one other than English) who began kindergarten in the 1998-99 school year. Data come from the Early Childhood Longitudinal Study, Kindergarten Class of 1998-99 (ECLS-K), which tracked the educational experiences of a nationally representative sample of children who were in kindergarten in the 1998-99 school year. The analyses present a picture of students' achievement at the end of the study by focusing on students' scores on the standardized assessments that were administered in the spring of 2007, when most students were in grade 8. Students are categorized into four groups according to language background and English language proficiency. Additionally, assessment scores are reported by three background characteristics-students' race/ethnicity, poverty status, and mother's education-that have been found to be related to achievement."
Garrett Eastman

Application of Artificial Intelligence in a Game-like Tutor - 6 views

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    Using AI and Incorporating game-like elements to enhance learning, math as subject
Maggie Verster

Math Place -Some cool ebooks here - 19 views

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    Math teacher and researcher Tom O'Brien offers resources and activities through this site, with planned updates each month to add more materials. These include books published by the UK's Association of Teachers of Mathematics--some out of print --now downloadable and available for purchase. Excerpts from the e-books are available free, as well as three articles by O'Brien and colleagues. O'Brien recommends software as well, some of which is available free of charge.
Roland O'Daniel

Pauls Online Notes : Calculus I - 7 views

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    An E-book about calculus. I didn't find a lot of dynamic aspects of the online book and wish it was more interactive. There are a lot of color graphical images students can access, and content is presented pretty well. Nice extra resource.
Maggie Verster

National Mathematics Week - 0 views

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    Our activities during Mathematics Week focus attention on Mathematics and Mathematics Education with the aim of making Mathematics more interesting, attractive, relevant, challenging, rewarding and engaging to learners and the community at large, e.g. by highlighting the impact of Mathematics on our daily lives and stressing the importance of Mathematics as a foundation for careers in science, technology and managerial jobs. Mathematics Week is a vehicle to popularise Mathematics and to increase public awareness, understanding and appreciation of Mathematics.
Maggie Verster

Worldometers - real time world statistics -Wooooow - 1 views

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    See real-time data on a host of topics important to daily life around the world!! * world population (e.g., births this year, deaths today, net population growth for today) * government and economics (daily government spending by category; computers sold) * society and media (new book titles published, money spent on video games, Google searches) * environment (forest loss, carbon dioxide emissions, current average temperature) * food (tons of food produced; people who died of hunger) * water (water consumed, people with no access to safe drinking water) * energy (solar energy striking Earth; oil pumped; oil, gas, and coal left) * health (deaths caused by alcohol, suicides, road traffic accident fatalities) Worldometers' algorithm takes the latest statistical data available from the United Nations (UN), the World Health Organization (WHO), the Food and Agriculture Organization (FAO), and other institutions, and then processes them together with its estimated progression to compute figures current up to the millisecond. Available in dozens of languages, this site is part of the Real Time Statistics Project. Read more about that here: http://www.realtimestatistics.org/
Mike McIlveen

Interactivate: Lessons - 19 views

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    Java applets some of which the website claims may be used for assessment. E.g. Venn, Fractions, Geometry Lots for Grades 3-8
MariaDroujkova

GraphSketch - 2 views

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    Beyond simple math and grouping (like "(x+2)(x-4)"), there are some functions you can use as well. Look below to see them all. They are mostly standard functions written as you might expect. You can also use "pi" and "e" as their respective constants.
Garrett Eastman

The other irrational numbers we could celebrate instead of pi - Quartz - 8 views

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    "there are plenty of other infinite decimal (and infinitely useful) numbers to celebrate-Feb. 7 could have been e Day, for example, or Jan. 6, the Day of the Golden Ratio."
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."
Martin Burrett

Triangles - 0 views

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    A great resource for showing children angles inside a triangle. Move the corners to see how the angles change for different types of triangles. http://ictmagic.wikispaces.com/Maths
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
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