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Garrett Eastman

Bublz!: Playing with Bubbles to Develop Mathematical Thinking - 13 views

    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."
Garrett Eastman

The Best Language for Math - 13 views

    "Studies have linked confusing English number names to weaker arithmetic skills in children. Chinese, Japanese, Korean and Turkish express math concepts more clearly." Also explores how math games at an early age develop appreciation and skills.

Playing With Math - the Book - crowdfund and pre-order! - 6 views

    Playing With Math: Stories from Math Circles, Homeschoolers, and Passionate Teachers brings together the stories of over thirty authors who share their math enthusiasm with their communities, families, or students. After every chapter is a puzzle, game, or activity to get you and your kids playing with math too.

5-year-olds can learn calculus - 7 views

    A discussion of early advanced mathematics.
Garrett Eastman

Adaptive Interaction Design for Online Mathematics Education: The Way of the Game - 8 views

    Abstract: "Together, brain science and learning design inform Adaptive Interaction Design (AID), a technique for curriculum planning and development. Mathematics is a particular case in which AID can help. The Way of the Game is vital to learning design. There are many definitions of "game." Here, we mean game to be the means by which spontaneous play becomes responsible learning. That innovative games figure as the centerpiece of many 21st century curricula is no accident. Games are a critical element in modern theories of learning design especially when related to insights from neuroscience and online learning/teaching methods. But beyond simple gamification, can games provide the disruptive transformation to mathematics education that is required to effect substantive and sustainable improvement? Can we game the educational system to ensure students' success in mathematics? To find out, we will look at the AID process and two sample products for the development of mathematical thinking and practice based on the Way of the Game."
Garrett Eastman

WGBH Innovation Math Challenge - 2 views

    Description: "The Innovation Fund is a challenge for educators, student teams, gamers, programmers, and anyone who has a great idea to create fun and engaging math educational media.

    WGBH Educational Foundation is seeking up to 100 educational media digital resources (videos, games, interactives, infographics, and manipulatives) that are directed towards middle school students and loosely aligned with the Common Core State Standards for Mathematics. The digital resources selected will be showcased on PBS LearningMedia as part of a middle school math resource collection.

    WGBH is looking for content that engages a wide range of students by reflecting a wide range of culturally responsive perspectives and learning styles.

    Digital resources should be engaging, rich in content and context, and go beyond strictly procedural teaching. In other words, no talking heads."
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Garrett Eastman

Peer-supported problem solving and mathematical knowledge - 4 views

    From the abstract: "is research develops around a technological intervention intended to transform
    a peer produced reference resource into a peer produced learning environment. An
    early Web 2.0 community for mathematics,, will henceforth become a
    mathematical practicum, and a laboratory for learning science."
Garrett Eastman

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

    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

April is Math Awareness Month - 4 views

    A collection of resources, noting that the theme this year is mathematics of sustainability
Garrett Eastman

Slate Science Launches SlateMath: A Game Changing Math Learning Apps Series - 10 views

    Press release announcing new math learning product, accessible in the Apps store, and successful funding initiative
Garrett Eastman

The Music of Math Games - 7 views

    "Video games that provide good mathematics learning should look to the piano as a model"
Garrett Eastman

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

    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
Garrett Eastman

Fifth-Graders Having a Blast with Algebra - 7 views

    from the article: "it's algebra, the academic subject that more than any other strikes fear in grown-ups' hearts. But these are 5th graders. And some are struggling learners.

    The lesson is plenty rigorous, as you'll see.

    But the kids get a useful assist from the "manipulatives," concrete objects -- pawns and blocks -- that support a program called Hands-on Equations. Kids use the objects to build and break down algebraic equations."
Garrett Eastman

Games that Encourage and Enhance Mathematical Reasoning and Sense-Making - 12 views

    Live recording of a webinar presented in August 2012 by Sarah DeLeeuw and Patrick Vennebush from the National Council of Teachers of Mathematics
Garrett Eastman

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

    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."
Garrett Eastman


    From the abstract: "Studies on creative mathematics conducted in the past decades revealed that the importance of
    creation of learning and teaching environment favourable to the identification and nurturing
    creativity in mathematics. Based on psychological, methodological and didactical models created
    by Krutetskii (2006), Shchedrovtiskii (2008), Brousseau (2007) and Sierpinska (2004), we have
    developed our challenging situation approach. During 5 years of field study in the elementary
    grade VII classroom, we collected sufficient amount of data that demonstrate how these
    challenging situations help to discover and to boost mathematical creativity in very young
    children, keeping and increasing their interest towards more advanced mathematics curriculum.
    This article is an humble attempt to present our model and illustrate how it works in the mixedability
    classroom. We will also discuss different roles that teachers and students might play in
    this kind of environment and how each side could benefit from it."
Garrett Eastman

Magical Maths - 14 views

    A blog featuring math games puzzles, activities, teaching and instruction tips.
Garrett Eastman


    abstract: "In this paper I address the use of digital tools (GeoGebra) in open ended design
    activities, with primary school children. I present results from the research and
    development project "Creative Digital Mathematics", which aims to use the pupil's
    development of mathematical board games as a vehicle for teaching skills with
    GeoGebra, as well as an entrepreneurial attitude towards mathematics. Using the
    instrumental approach I discuss how open ended transdisciplinary design activities
    can support instrumental genesis, by considering the extent to which the pupils
    address mathematical knowledge in their work with GeoGebra and how they relate
    their work with GeoGebra and mathematics to fellow pupils and real life situations.
    The results show that pupils' consider development of board games as meaningful
    mathematical activity, and that they develop skills with GeoGebra, furthermore the
    pupils considers potential use of their board game by classmates in their design
Garrett Eastman

Resources optimization in (video) games: a novel approach to teach applied mathematics? - 2 views

    Abstract: "In spite of the efficacy of Operations Research (OR), its tools are still
    underused, due to the difficulties that people experience when describing a
    problem through a mathematical model. For this reason, teaching how to approach
    and model complex problems is still an open issue. A strong relation exists
    between (video) games and learning: for this reason we explore to which
    extent (real time) simulation video games could be envisaged to be an innovative,
    stimulating and compelling approach to teach OR techniques."
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