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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
MariaDroujkova

Math Future event: mathematics in Crowd Sciences Feb 15 at 3pm ET - 2 views

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    LOGIN Wednesday February 15 at 3pm Eastern US time: http://tinyurl.com/math20event During the event, Dr. Keith Still of SaferCrowds.com will introduce his Crowd Sciences work and explain the relevance of mathematics in it: "If you don't do the maths, you could end up in court on a manslaughter charge!" All events in the Math Future weekly series: http://mathfuture.wikispaces.com/events The recording will be at http://mathfuture.wikispaces.com/CrowdSciences Pose questions and comments for Keith before the event Math Future wiki: http://mathfuture.wikispaces.com/message/list/CrowdSciences LinkedIn group: http://www.linkedin.com/groupItem?view=&gid=33207&type=member&item=94871153&qid=b29a6dbc-6474-425f-865a-b319bd33dcb9 Email group: http://groups.google.com/group/mathfuture/browse_thread/thread/931328aab6d87b03 How to join Follow this link at the time of the event: http://tinyurl.com/math20event Wednesday, February 15 2012 we will meet online at noon Pacific, 3 pm Eastern time. WorldClock for your time zone. Click "OK" and "Accept" several times as your browser installs the software. When you see Session Log-In, enter your name and click the "Login" button If this is your first time, come a few minutes earlier to check out the technology. Crowd Modelling + Crowd Monitoring + Crowd Management = Safer Crowds Crowd Modelling is the scientific approach to the development of safe, robust, crowd management plans. This can be achieved without the need for expensive, complex, time consuming computer simulations. In simple terms Crowd Modelling is understanding how, where, when and why crowds arrive, move around and leave an events/venues. The majority of this can be accomplished using tried, tested and simple to apply methodologies. "Keith Still is what I term an intuitive mathematician. He is one of the most creative and original thinkers that I know. He adds drive and determination, as well as considerable intellectual power to any group of which h
MariaDroujkova

mathfuture - Karismath - 8 views

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    During the live online event Saturday January 14th 2pm ET, Shad Moarif, the founder of Karismath, will lead brainstorming about mathematical videos and dynamic mathematics in general. Event challenge! What types of the Grid do you see from the pedagogical perspective? Discussions beginning before the event This wiki: discussion tab http://mathfuture.wikispaces.com/message/list/Karismath LinkedIn: "Math, Math Education, Math Culture" group http://www.linkedin.com/groupItem?view=&gid=33207&type=member&item=88774229&qid=00e42ab4-4f69-453e-8a79-0a181ab07bc9 Facebook: http://www.facebook.com/karismath/posts/334691806549990 Math Future email group: http://groups.google.com/group/mathfuture/browse_thread/thread/071299f3319650cf# In a grid, there is an obvious connection between the product cell and the simultaneity of two bits of information coexisting within it. Shad is exploring ways of breaking this connection down into a sequence of transitional steps by distilling them visually. Shad has categorized the Grid into eleven types according to their uses for storing, sorting, and displaying numerical information (see below). What pedagogical types of the Grid come to your mind? How to join Follow this link at the time of the event: http://tinyurl.com/math20event
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."
macapeco

Best content in Math Links | Diigo - Groups - 0 views

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    A group of educators sharing interesting resources around the teaching and learning of mathematics.
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    A group of educators sharing interesting resources around the teaching and learning of mathematics.
Garrett Eastman

Exploring quadrilaterals in a small group computing environment - 2 views

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    From the abstract (full text requires subscription or purchase): "Though cooperative learning has been a topic of considerable interest in educational research, there has been little study specific to learning in the mathematics content area of geometry. This paper seeks to address that gap through a design experiment featuring a novel small-group computing environment for supporting student learning about quadrilaterals. In this design, each student controls a unique point in a shared geometric space, and those points are linked such that a group of four students collectively forms a quadrilateral. We first present results from pre- and post-measures to show how the students learned from the activities and developed in terms of geometric reasoning. We then present three episodes, elaborated with the notion of appropriation, to explain how students took up ways of using the technological tools and of talking about geometric concepts from one another in the interactive environment. Our study found that students achieved learning gains in this novel environment, that the environment provided rich opportunities for peer interaction around geometric objects, and that student learning opportunities and interactions were characterized by processes of appropriating ways of talking about and using software features."
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

Helping Parents to Motivate Adolescents in Mathematics and Science - 1 views

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    (Abstract only online, full text requires subscription) "The pipeline toward careers in science, technology, engineering, and mathematics (STEM) begins to leak in high school, when some students choose not to take advanced mathematics and science courses. We conducted a field experiment testing whether a theory-based intervention that was designed to help parents convey the importance of mathematics and science courses to their high school-aged children would lead them to take more mathematics and science courses in high school. The three-part intervention consisted of two brochures mailed to parents and a Web site, all highlighting the usefulness of STEM courses. This relatively simple intervention led students whose parents were in the experimental group to take, on average, nearly one semester more of science and mathematics in the last 2 years of high school, compared with the control group. Parents are an untapped resource for increasing STEM motivation in adolescents, and the results demonstrate that motivational theory can be applied to this important pipeline problem. "
MariaDroujkova

Mathematica for Primary and Secondary Education - 17 views

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    I wish we could add tags to other people's items without overwriting their authorship!
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    Maria, sorry but you lost me with your comment. How do I add tags to other people without overwriting their authorship? Please advise.
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    Steven, you shared a link and I wanted to add a tag to it. However, Diigo does not have a separate "add tag" function. The only way to add a new tag is to share the same link to the group, again. However, it overrides the author - now the link says "Shared by Maria Droujkova" even though you linked it first. I hope it makes sense. We discussed it with Darren when I first started to use Diigo Groups: http://groups.diigo.com/group/math-links/content/can-you-add-tags-to-other-people-s-bookmarks-959243
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    Hi Maria, thank you for the clarification. I now understand your first comment.
David Wees

Flickr: Bad graphs - 0 views

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    This Flickr group (which I just started) has "bad graphs" which I am collecting as a resource for math educators. Please apply to join the group if you are interested in adding your own resources to it. Otherwise, feel free to use the graphs and data visualizations we've collected.
Garrett Eastman

The School of Mathematics - 12 views

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    A group in New York City. "The School of Mathematics was founded to cultivate a natural and stress-free environment where anyone can study, discuss, explore, and experience mathematics. No prior knowledge is assumed. Whether you are an avid student of mathematics or have always shied away saying "math is not for me", you are welcome. " Features a Meetup page listing events and articles describing mathematical principles. See "The Power of Mathematics" http://pulse.me/s/3iW2A and A Mathematician's Lament http://thewe.net/math/lockhart.pdf
Garrett Eastman

Integrating Writing into Mathematics Classroom to Increase Students' Problem Solving Sk... - 8 views

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    Abstract: "Middle school students lack efficient problem solving skills due to several factors. The writing process has been linked to the development of students' problem solving skills. The present study investigated the impact of the writing process on the mathema tical problem solving skills for middle grades students. N = 96 students participated in a six weeks, after school STEM program, and they were randomly assigned into two groups: one focused on the writing process with mathematical problem solving and the o ther on homework/high stakes test preparation with mathematical problem solving. In this quantitative study, the results provide evidence that the students from the writing process group were more likely to generate and apply better problem solving skills as compared to the control group. This study further contributes to the support and importance of integrating different subjects across the generalized learning realm"
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    today hindi news,today news talmi,hindi news www.killdo.de.gg
Maggie Verster

Math 2.0 interest group - 13 views

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    The Math 2.0 Interest Group is an international network of researchers, educators, families, community leaders and technology enablers. We are collaborating on a variety of research and development projects and conversation threads about social media as it relates to mathematics and mathematics education.
Joey Lee

math links - 0 views

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    A group of educators sharing interesting resources around the teaching and learning of mathematics.
Garrett Eastman

Flexible intuitions of Euclidean geometry in an Amazonian indigene group - 1 views

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    From the abstract: "We tested the hypothesis that certain aspects of nonperceptible Euclidian geometry map onto intuitions of space that are present in all humans, even in the absence of formal mathematical education. Our tests probed intuitions of points, lines, and surfaces in participants from an indigene group in the Amazon, the Mundurucu, as well as adults and age-matched children controls from the United States and France and younger US children without education in geometry. The responses of Mundurucu adults and children converged with that of mathematically educated adults and children and revealed an intuitive understanding of essential properties of Euclidean geometry." (Full text requires subscription.
anonymous

Professional resources - Group | Diigo - 0 views

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    Comprehensive up-to-date news coverage, aggregated from sources all over theworld by Google News.‎Finance - ‎About Google News - ‎Languages and regions - ‎Editors' Pickswww.killdo.de.ggNews Online from Australia and the World ...News headlines from Australia and the world. The latest national, world, business, sport, entertainment and technology news from News Limited news papers.www.killdo.de.ggBreaking News Updates | Latest News Headlines ...Breaking News, Latest News and Current News from FOXNews.com. Breakingnews and video. Latest Current News: U.S., World, Entertainment, Health, ...www.killdo.de.gg
anonymous

Picasa in education - Group | Diigo - 1 views

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    We share resources for education in picasa. Compartimos recursos para la educación en Picasa. Compartim recursos educatius a Picasa.
Garrett Eastman

LEARNING MATHEMATICS NEEDED FOR TEACHING THROUGH DESIGNING, IMPLEMENTING, AND TESTING L... - 1 views

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    Abstract:"This paper discusses the results of a pilot st udy that explored how prospective secondary school teachers are shaped by learni ng experiences during their undergraduate mathematics education. The collabora tive study, which was conducted by a mathematician and a mathematics educator, dr ew from the experiences of prospective teachers in a non-traditional undergraduate ma thematics program that makes extensive use of technology. Analysis of data collect ed from detailed questionnaires, journals, and focus group discussions strongly suggests that designing, implementing, and testing Learning Objects promotes prospective teache rs' learning of the mathematics needed for teaching. Furthermore, the analysis shows t hat prospective teachers' experiences of ownership, engagement, and pride are key to positive learning experiences. "
Martin Burrett

Maths Champs - 0 views

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    This site has a great set of maths games that are sorted into different primary age groups. Practise multiplication, more/less than, decimals and much more. No sign in or registration needed. http://ictmagic.wikispaces.com/Maths
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."
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