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Roland O'Daniel

exemplarymathinstruction - home - 15 views

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    Examining Exemplary Mathematics Instruction in Howard County Purpose: This wiki has been designed as a repository for resources and for sharing of ideas. Each of the seven visitation teams will have an opportunity to share reflections and pose questions for further analysis. This is a public wikispace so please respect norms related to confidentiality. Keep the conversations about the work...do not include school or teacher names.
Maggie Verster

A naths game to learn about fractions and percentages - 1 views

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    The game aims to help children associate fractions with percentages. A cartoon Santa Clause introduces a snow scene with a group of identical parcels that contain either a fraction or a percentage. It is operated using the mouse, and the goal is to pair up matches, for example 1/3 and 33%, which pop out of the boxes. There are no instructions, but the game would be quite intuitive to children, though perhaps not to less inquisitive adults.
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.
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.
Darren Kuropatwa

You Do The Math: Explaining Basic Concepts Behind Math Problems Improves Children's Lea... - 3 views

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    It would be interesting to build a set a links to similar research results as this and discuss the implications this has for what we do as math teachers in our classrooms.
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    New research from Vanderbilt University has found students benefit more from being taught the concepts behind math problems rather than the exact procedures to solve the problems. The findings offer teachers new insights on how best to shape math instruction to have the greatest impact on student learning.
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    This just confirms what all the other research has been saying. The issue is getting all of us who didn't learn math conceptually, and who were not trained in college conceptually, to teach this way.
Rashmi Kathuria

http://iris.peabody.vanderbilt.edu/info_briefs/k8_access_center/downloads/mnemonics_mat... - 0 views

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    mnemonics instructions in mathematics
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Maggie Verster

Creating Equations in Microsoft Word: Eq editor 3.1 - 0 views

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    Using the equation editor that comes with Microsoft Word, equations can be inserted into Word, PowerPoint, or any application that supports OLE (Object Linking and Embedding). Although most of this document provides instructions pertaining to Word, the procedures for inserting and editing equations in Word are the same as for PowerPoint. Some PowerPoint specific notes can be found at the end of this document.
Roland O'Daniel

Arcademic Skill Builders: Online Educational Games - 1 views

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    Play these online or on the Wii
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    The website says: "THE Place For Educational Games!Our research-based and standards-aligned free educational math games and language arts games will engage, motivate, and help teach students. Click a button below to play our free multi-player and single-player games! In the future we'll add features enabling you to save records, tailor content for differentiated instruction, and pinpoint student problem areas." I think using the games in conjunction with a holistic approach to developing skills would make for a great way of getting students to practices some skills. Let students play, set goals, monitor those goals, reflect on their progress, and apply strategies/heuristics to specific problems they struggle with would create an environment in the classroom where learning was fun, self-monitored, and successful. 
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

Magical Maths - 14 views

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

Bridging Game-Programming into theK-12 Curriculum - 1 views

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    From the abstract: "this study investigated how the perspectives of the non-computer science educators changed after learning game-programming and how it could be fitted into the K-12 curriculum. Fourteen non-computer science educators and/or administrators in the K - 16 educational systems who made up a cohort at Sam Houston State University, Master of Education/Instructional Technology Program participated in this study. The participants were required to learn two free Web 2.0 game-programming applications and reflect on an article related to reviving interest in math and science as part of their program. Qualitative data consisted of online reflections, and peer-review processes through Facebook. A quantitative component was added to the analysis. The findings indicated that: (a) the perspectives of the participants changed from negative to positive as they reflected on their own game-programming learning experiences; (b) participants came to understand how game programming could build up students' logical concepts and critical thinking skills improving performances in math, science, and other subjects; and (c) due to the benefits of logical concepts and critical thinking skills game programming could have immense benefits if built into the K-12 curriculum."
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

Algebra App "Take Back Math" - 6 views

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    "Take Back Math's Algebra, Pre-Algebra, and Algebra Readiness mobile apps are created by a credentialed, experienced California math teacher who has a passion for math education. These apps offer full math courses with easy to follow instruction that can really help students."
Garrett Eastman

IMPACT OF INCENTIVES ON THE USE OF FEEDBACK IN EDUCATIONAL VIDEOGAMES - 3 views

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    Abstract: Educational videogames can be designed to provide instructional feedback that is responsive to specific actions. However, existing research indicates that students tend to ignore videogame feedback and subsequently use less effective help-seeking strategies. Research on help-seeking in learning environments has primarily focused on the role of cognitive factors, the nature of the help, or issues of timing and frequency. There is a noticeable gap in understanding regarding how to motivate and increase the use of feedback for improved learning. Using a pre-algebra videogame, this study examined the relationship between an incentive to use feedback and math achievement. A randomized-control design was employed, which compared learning outcomes of students who received the incentive to those who did not. Results indicated that students given the incentive to use feedback had significantly higher normalized change scores on math items (d = .53), with stronger effects for students with low academic intrinsic motivation (d = .88 - 1.17).
Garrett Eastman

Proceedings of the Fourth Annual Teachers College Educational Technology Conference - 3 views

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    From a conference held May 19-20, 2012, includes: "Math Strategies in Digital Storytelling: Effects of Multiple Pedagogical Agents on Learning Single-Digit Addition Strategies", "Connected to Word Problems: Improving Mathematical Problem Solving While Exergaming," "Digital Modeling Artifacts as Geometric Thinking & Learning: Top, Side and Perspective Views to Improve Spatial Abilities," "Credibility of Culturally Situated Design Tools: Mathematics and Black Identity," "The Use of Dynamic Geometry Software for the development of Specialized Subject Matter Knowledge."
Garrett Eastman

GAME-ENHANCED MATHEMATICS LEARNING FOR PRE-SERVICE PRIMARY SCHOOL TEACHERS - 3 views

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    "The article reports the main insights gained from a study that implemented a game-enhanced learning environment for the training of pre-service elementary school teachers. Teachers taking an undergraduate mathematics methods course experienced some of the ways in which online educational games could help students internalize key mathematical concepts across the school curriculum while at the same time improving their attitudes towards the subject. The course also familiarized teachers with the design principles for constructivist gaming environments. Findings indicate a positive impact on teachers' competence in selecting, evaluating, and productively using online games as an instructional tool."
Garrett Eastman

FOUNDATIONS OF ALGEBRA: INTERVENTIONS FOR SUCCESS - 3 views

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    "the three major sections of the manual will be Fluency with Whole Numbers, Fluency with Fractions, and Particular Aspects of Geometry and Measurement. The Fluency with Whole Numbers section is further broken down into subcategories given the wealth of information for this area. The remaining two sections, Fluency with Fractions, and Particular Aspects of Geometry and Measurement are presented only as broad categories because the amount of available information is considerably limited relative to the whole number literature. Finally, two standard protocol interventions are presented as examples of comprehensive, evidence-based mathematics instruction that have been shown effective at increasing mathematics performance according to the Department of Education's What Works Clearinghouse."
Garrett Eastman

How Do Students Acquire an Understanding of Logarithmic Concepts? - 0 views

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    " The use of logarithms, an important tool for calculus and beyond, has been reduced to symbol manipulation without understanding in most entry-level college algebra courses. The primary aim of this research, therefore, was to investigate college students' understanding of logarithmic concepts through the use of a series of instructional tasks designed to observe what students do as they construct meaning. APOS Theory was used as a framework for analysis of growth. APOS Theory is a useful theoretical framework for studying and explaining conceptual development. Closely linked to Piaget's notions of reflective abstraction, it begins with the hypothesis that mathematical activity develops as students perform actions that become interiorized to form a process understanding of the concept, which eventually leads students to a heightened awareness or object understanding of the concept. Prior to any investigation, the researcher must provide an analysis of the concept development in terms of the essential components of this theory: actions, process, objects, and schemas. This is referred to as the genetic decomposition. The results of this study suggest a framework that a learner may use to construct meaning for logarithmic concepts. Using tasks aligned with the initial genetic decomposition, the researcher made revisions to the proposed genetic decomposition in the process of analyzing the data. The results indicated that historical accounts of the development of this concept might be useful to promote insightful learning. Based on this new set of data, iterations should continue to produce a better understanding of the student's constructions. " (from the abstract)
Garrett Eastman

More and Better Teaching & Learning Mathematics for ALL via Digital Educational Media &... - 2 views

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    "this essay will focus on the implications of the design and implementation of games for teaching and learning mathematics via mobile devices as one specific means to address the gap in achievement in mathematics, and even more specifically, how it might further address the equity gap among minorities. "
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