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."
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
activities."
Abstract:
This research paper has been designed to develop an online tutoring system for pre
-
K to middle
school Math students. The research methodology applied in this study has used both qualitative and
quantitative research methods in terms of external and internal Web or software metrics to obtain the
usable parameters to design an effective tutoring system to learn Math.
Today online hypermedia
applications are increasingly becoming more feature rich,
important and also the most popular means for
communication among school students for e
-
learning. This paper is divided into four parts: part 'I' presents
the introduction of
Kumon
based after school education; part 'II'
describes the
research
proposal
to
identify measures, model, and methodology to develop the Web
-
based online learning system for Pre
-
K to
middle school math students
; part 'III' elaborates the role of using static analysis, dynamic, and
comparative analysis
that can be applied to check the
characteristics and authenticity of data obtained for
each student separately; and finally part 'IV' investigates the
behaviour of online tutoring system
to find the
failure points and to calculate reliability aspects using
Web page trace algorithms and We
b page
replacement policies.
In this paper, an attempt has been made to systematically explain the state of the art
and their practices to design, analyze, and
test the functionality of
online learning systems for pre
-
K to
middle school Math students
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."
Abstract: "In this paper, students provide insight into their
use of Quick Response (QR) codes and mobile
devices to assist in mathematics homework efforts.
These QR codes were directly linked to instructional
videos related to their unit on fraction algorithms
and were hosted on YouTube. In particular, through
focus-group interviews, the students identified many
strengths associated with the implementation of this
research. The strengths include the manner in which
the YouTube clips of currently accepted instructional
strategies worked to reinforce their classroom
learning, how the mobile devices motivated students
to complete homework in a variety of non-traditional
settings, increased their communication with their
classroom teacher, and how these devices engaged
parents and siblings in the learning process."
"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. "
"To help teachers and students succeed on the Algebra 1 End-of-Course exam (EOC), the University of Florida and Study Edge have created Algebra Nation - a FREE, online, easy-to-use, EOC preparation resource aligned with the latest state standards."
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."
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."
Video featuring Abby Brown, Math Teacher, Torrey Pines High School : ""Mathematica has changed how I think about teaching and how my students learn mathematics. The conversations in our classes focus so much more on concepts and ideas and understanding the mathematics rather than how do I solve the problem."
"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. "
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;"