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Garrett Eastman

WCET Recognizes Institutions for Innovative Uses of Ed Tech - 0 views

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    Among the awardees, "The Monterey Institute of Technology and Education for NROC Developmental Math, a program to help financially disadvantaged students pass developmental math courses before starting college math courses;"
Garrett Eastman

WGBH Innovation Math Challenge - 2 views

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    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

Mathematical Model Could Help Predict and Prevent Future Extinctions - US National Scie... - 7 views

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    Northwestern University scientists created a model to explore food web dynamics towards species conservation. "The goal of this project, funded by the National Science Foundation's Division of Mathematical Sciences, is to develop mathematical methods to study dynamical processes in complex networks. Although the specific application mentioned here may be useful in management of ecosystems, the mathematical foundation underlying the analysis is much more universal. The broad concept is innovative in the area of complex networks because it concludes that large-scale failures can be avoided by focusing on preventing the waves of failure that follow the initial event."
MariaDroujkova

Wolfram Demonstrations Project: About the Wolfram Demonstrations Project - 0 views

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    Conceived by Mathematica creator and scientist Stephen Wolfram as a way to bring computational exploration to the widest possible audience, the Wolfram Demonstrations Project is an open-code resource that uses dynamic computation to illuminate concepts in science, technology, mathematics, art, finance, and a remarkable range of other fields.\n\nIts daily-growing collection of interactive illustrations is created by Mathematica users from around the world, who participate by contributing innovative Demonstrations.
Ced Paine

Interactive Math Lesson - Grades 3-5 - 0 views

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    This is a collection of interactive lessons from a Grade 4 Math course developed by Winpossible - the course uses an innovative instruction format by combining an engaging animated character's visual and voice with Winpossible's unique ChalkTalk™ technology (patent pending) in order to replicate the "classroom experience" for students. The course matches with the Grade 4 correlations of most states in the US.
Cassy Turner

Centre for Research in Pedagogy and Practice - 0 views

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    The Centre brings together researchers, educators and administrators to research, develop and implement new and innovative ways of teaching and learning.
Judy Hagemann

MathMovesU | making middle school math fun - 3 views

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    MathMovesU is an innovative program sponsored by Raytheon designed to engage middle-school students with math. MathMovesU.com features content that appeals to things they are most passionate about, such as sports, music, and fashion, while delivering math subject matter in engaging ways, like games, polls, and fun math facts. Play math games, win prizes, and more!
Cassie Banka

Lure of the Labyrinth - 0 views

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    Lure of the Labyrinth is today's innovative catch Lure of the Labyrinth is a game for middle school pre-algebra students designed to improve math and literacy skills. It includes intriguing math-based puzzles embedded in a narrative game in which students work to find their lost pet and save the world from monsters. Linked to mathematics standards, the game gives students a chance to think like mathematicians. Lure of the Labyrinth Home Page In Lure of the Labyrinth, students progress through three sections, or wings each related to a different math strand that is part of a the typical pre-algebra curriculum: * Proportions (including fractions and ratios) * Variables and Equations * Number and Operations (including geometry, order of operations and modular arithmetic) Each of the three wings includes three puzzles, and each of the puzzles has three levels progressing from easy to hard. Students have to successfully solve each puzzle three times before they can advance through the game. Lure of the Labyrinth Library Page A professional development video specifically designed for pre-algebra teachers takes them step-by-step through the things they need to do to make this engaging game the focal point of great classroom learning experiences. Planning resources include links to standards, directions for working with specific puzzles, lesson plans, explanations of the background math, and graphic organizers. Video - Lure of the Labyrinth Lure of the Labyrinth was created by Maryland Public Television and MIT Education Arcade in cooperation with FableVision.
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    For prealgebra students.
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

What does mathoverflow tell us about the production of mathematics? - 0 views

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    From the abstract: "ew innovations by math- ematicians themselves are starting to harness the power of social computation to create new modes of mathematical production. We study the effectiveness of one such system, and make proposals for enhancement, drawing on AI and computer based mathematics. We analyse the content of a sample of questions and responses in the community ques- tion answering system for research mathematicians, math- overflow . We find that mathoverflow is very effective, with 90% of our sample of questions answered completely or in part. A typical response is an informal dialogue, allowing error and speculation, rather than rigorous mathematical argument: 37% of our sample discussions acknowledged er- ror. Responses typically present information known to the respondent, and readily checked by other users: thus the effectiveness of mathoverflow comes from information shar- ing. We conclude that extending and the power and reach of mathoverflow through a combination of people and machines raises new challenges for artificial intelligence and compu ta- tional mathematics, in particular how to handle error, anal - ogy and informal reasoning."
Garrett Eastman

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

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    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."
Garrett Eastman

Estonia Puts Math on the Map - 2 views

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    "Estonia said it plans to adopt an innovative math curriculum developed by a UK-based group called Computer-Based Math. The effort is the brainchild of Conrad Wolfram, brother of Stephen Wolfram who cofounded Mathematica, a computational software program designed to help with project workflows in almost any industry. "
Garrett Eastman

Edward B. Burger Named Southwestern's 15th President - 1 views

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    "New president is a nationally known math professor and educational innovator" "In 1997, Burger became one of the first individuals to make instructional mathematics videos accessible to a broader audience through mediums such as CD-ROMs and the Internet. Since then, he has created more than 3,000 such videos covering the curriculum from kindergarten through college-level mathematics that are watched by millions of people from around the world. "
Garrett Eastman

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

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    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

84-year-old math tutor retiring - 3 views

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    Profile of Don Cohen, author of "Calculus by and for young people"
Garrett Eastman

Correlating Questionnaire Data With Actual Usage Data in a Mobile Learning Study for Hi... - 1 views

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    Abstract: "A mobile learning research project was conducted in Trinidad and Tobago to determine if mobile learning can assist high school students in learning mathematics. Several innovative techniques were used in this research to address the problem of high failure rates of mathematics in high schools in the Caribbean. A mobile learning application was developed based on a subset of the high school mathematics curriculum used in the English-speaking Caribbean. Game-based learning, personalization and multiple learning strategies were used in conjunction with mobile learning to assist students in improving their performance in mathematics. Three evaluation studies were conducted with the mobile learning application. During the studies, usage data was captured automatically by the system and this was used to determine the extent to which the students actually used the mobile application. At the end of each study, a questionnaire was used to capture student opinions of the mobile learning application. Questionnaire data is based solely on student responses and there is no guarantee of its accuracy and reliability. This paper focuses on the responses of the students to the questionnaire and seeks to determine if the usage data can increase the reliability of the questionnaire data. It summarizes the behaviour patterns of the students gleaned from the usage logs and compares this to the students' responses to the questionnaire. Generally it was found that the students' responses agreed with the usage data, though there were occasions when the responses diverged."
Garrett Eastman

Prepare, Practice, Partner: Innovative Strategies from the Robert Noyce Teacher Schola... - 10 views

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    Report from AAAS on program to recruit new generation of math and science teachers
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