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."
Postings include tips on teaching math facts, and information about two math practice books, Two Plus Two Is Not Five: Easy Methods to Learn Addition and Subtraction and Five Times Five Is Not Ten: Make Multiplication Easy.
The Middle School Portal 2: Math and Science Pathways project (MSP2) is a component of the National Science Digital Library (NSDL) that supports middle school educators and youth by offering contextualized, high-quality resources and promotes interactivity, collaboration, and knowledge-sharing among its users. Educators can access MSP2 to increase content knowledge in the areas of science, mathematics, and technology, and to build knowledge on developmentally appropriate pedagogy for youth aged 10 to 15. MSP2 also connects middle school youth to fun and engaging information on math, science, and technology, as well as health, safety, and career exploration. Web tools such as blogs, wikis, podcasts, RSS feeds, and social networking services are being used in the continued development of MSP2 to transform passive, text-based information into a dynamic, collaborative experience that promotes the creation, modification, and sharing of resources, and facilitates professional development. MSP2 is a project of The Ohio State University, National Middle School Association, and Education Development Center, Inc., and is funded by the National Science Foundation.
Each game goes through important information for a certain subject matter for grades Kindergarten through 6th grade. The math games are great if you need to review your math facts for addition, subtraction , or division. Be sure to check out our new games for other subjects.
Math Central is an Internet service for mathematics students and teachers. It is available in English, French, and Spanish.
The site includes:
* Resource Room: teaching resources and glossaries
* Quandaries and Queries: ask a question or search and browse answers
* Mathematics with a Human Face: biographies and career information
* Teachers' Bulletin Board: conferences, organizations, newsletters and periodicals
* Outreach Activities: Canadian educational outreach opportunities
* Math Beyond School: articles addressing "where will I ever use this?"
* Problem of the Month: see a new problem in September
"it turns out that most people who consider themselves proficient at digesting number based health information, when called upon, often end up performing quite poorly on problems requiring numeracy." (thanx Johan 4 sharing this link)
HSSageMath.org is a website designed for High School and Middle School level students and educators. We hope to use this wiki and Sage notebook server to share helpful Sage tools and information with the world.
Published 2012. "Spherical trigonometry was at the heart of astronomy and ocean-going navigation for two millennia. The discipline was a mainstay of mathematics education for centuries, and it was a standard subject in high schools until the 1950s. Today, however, it is rarely taught. Heavenly Mathematics traces the rich history of this forgotten art, revealing how the cultures of classical Greece, medieval Islam, and the modern West used spherical trigonometry to chart the heavens and the Earth. Glen Van Brummelen explores this exquisite branch of mathematics and its role in ancient astronomy, geography, and cartography; Islamic religious rituals; celestial navigation; polyhedra; stereographic projection; and more. He conveys the sheer beauty of spherical trigonometry, providing readers with a new appreciation for its elegant proofs and often surprising conclusions.
Heavenly Mathematics is illustrated throughout with stunning historical images and informative drawings and diagrams that have been used to teach the subject in the past. This unique compendium also features easy-to-use appendixes as well as exercises at the end of each chapter that originally appeared in textbooks from the eighteenth to the early twentieth centuries."
Published March 2013. "The Golden Ticket provides a nontechnical introduction to P-NP, its rich history, and its algorithmic implications for everything we do with computers and beyond. In this informative and entertaining book, Lance Fortnow traces how the problem arose during the Cold War on both sides of the Iron Curtain, and gives examples of the problem from a variety of disciplines, including economics, physics, and biology. He explores problems that capture the full difficulty of the P-NP dilemma, from discovering the shortest route through all the rides at Disney World to finding large groups of friends on Facebook. But difficulty also has its advantages. Hard problems allow us to safely conduct electronic commerce and maintain privacy in our online lives.
The Golden Ticket explores what we truly can and cannot achieve computationally, describing the benefits and unexpected challenges of this compelling problem."
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."
"Fascinating Mathematical People is a collection of informal interviews and memoirs of sixteen prominent members of the mathematical community of the twentieth century, many still active. The candid portraits collected here demonstrate that while these men and women vary widely in terms of their backgrounds, life stories, and worldviews, they all share a deep and abiding sense of wonder about mathematics."
"Abstract
What does it mean to have random numbers? Without understanding where a group of
numbers came from, it is impossible to know if they were randomly generated. However,
common sense claims that if the process to generate these numbers is truly understood,
then the numbers could not be random. Methods that are able to let their internal
workings be known without sacrificing random results are what this paper sets out to
describe. Beginning with a study of what it really means for something to be random, this
paper dives into the topic of random number generators and summarizes the key areas. It
covers the two main groups of generators, true-random and pseudo-random, and gives
practical examples of both. To make the information more applicable, real life examples
of currently used and currently available generators are provided as well. Knowing the
how and why of a number sequence without knowing the values that will come is
possible, and this thesis explains how it is accomplished."
This site features a math category, math concepts explained informed by the principle that "math is no about equations than poetry is about spelling .. .[but exist] to convey an idea."
From the abstract: :The first aim of this discussion is to suggest a framework for designing
serious games based on game features in commercial games, opinions of fourth graders and their teachers, literary studies,
contemporary learning theories, as well as successful and unsuccessful similar endeavours. The second part of this paper
describes a concrete example of a maths game based on the proposed framework that implicitly tests math and collaboration
skills. The game is made of three components: the game itself, a social network, and a teacher reporting tool. Despite a
growing interest in GBL, some teachers are reluctant to use serious games in school. To increase usage of serious games as
resource, it is important to equip teachers with information and address their concerns. The paper concludes with the idea
that serious games need to be designed well in order to provide the immersion and collaborative active learning that most
learning theories recommend."
Welcome to TELMME, the mathematics site of the three technical universities of the Netherlands. Here you find material and information on various mathematics courses that prepare you for a study at one of these three technical universities.