Skip to main content

Home/ Math Links/ Group items tagged k-12

Rss Feed Group items tagged

Matthew Leingang

finalreport.pdf (application/pdf Object) - 0 views

  •  
    A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction. The difference between student outcomes for online and face-to-face classes-measured as the difference between treatment and control means, divided by the pooled standard deviation-was larger in those studies contrasting conditions that blended elements of online and face-to-face instruction with conditions taught entirely face-to-face. Analysts noted that these blended conditions often included additional learning time and instructional elements not received by students in control conditions. This finding suggests that the positive effects associated with blended learning should not be attributed to the media, per se. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K-12 students. In light of this small corpus, caution is required in generalizing to the K-12 population because the results are derived for the most part from studies in other settings (e.g., medical training, higher education). ix
  •  
    A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. ***The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction.*** The difference between student outcomes for online and face-to-face classes-measured as the difference between treatment and control means, divided by the pooled standard deviation-was larger in those studies contrasting conditions that blended elements of online and face-to-face instruction with conditions taught entirely face-to-face. Analysts noted that these blended conditions often included additional learning time and instructional elements not received by students in control conditions. This finding suggests that the positive effects associated with blended learning should not be attributed to the media, per se. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K-12 students. In light of this small corpus, caution is required in generalizing to the K-12 population because the results are derived for the most part from studies in other settings (e.g., medical training, higher education). ix
Garrett Eastman

Successful K-12 STEM Education: Identifying Effective Approaches in Science, Technology... - 2 views

  •  
    "overview of the landscape of K-12 STEM education by considering different school models, highlighting research on effective STEM education practices, and identifying some conditions that promote and limit school- and student-level success in STEM. It can serve as a guide for those involved in K-12 education at all levels: policy makers; decision makers at the school and district levels; local, state, and federal government agencies; curriculum developers; educators; and parent and education advocacy groups." Findings, according to a Science magazine news story indicate that STEM teaching matters more than specialized STEM schools. Report does indicate steps to improve STEM education, involving investments in resources and teacher training, see :http://bit.ly/kRPyH3
Garrett Eastman

About the STEM Challenge - 4 views

  •  
    "The Middle School Stream aims to motivate and engage middle school students (grades 5 through 8) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games. The High School Stream aims to motivate and engage high school students (grades 9 through 12) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games. The Collegiate Stream challenges emerging game developers at the graduate and undergraduate levels to design video games for children (grades pre-K through 8) that teach key STEM concepts and foster an interest in STEM subject areas. The Educator Stream challenges educators to design video games for children (grades pre-K through 12) that teach key STEM concepts and foster an interest in STEM subject areas."
Maggie Verster

Calculation Nation - Math Games for K-12 - 0 views

  •  
    Calculation Nation is a mathematics game site offering games for most K-12 students. Calculation Nation offers students the opportunity to practice their mathematics skills individually or in a head-to-head format playing against other students. For parents and teachers, Calculation Nation offers PDF suggestions for using Calculation Nation.
Garrett Eastman

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

  •  
    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

BRIDGING K-12 AND UNIVERSITY MATHEMATICS: BUILDING THE STAIRCASE FROM THE TOP - 6 views

  •  
    "The aim of this article is to illustrate a pedagogical strategy originally introduced elsewhere [8, 9] of linking the application-oriented, computer-enabled experiential approach to K-12 mathematics with the applied, project-based approach to the teaching of university mathematics at the undergraduate level."
MariaDroujkova

Let's Play Math! - 0 views

  • Math is a game, playing with ideas. This blog is about learning, teaching, and just playing around with K-12 mathematics.
  •  
    Math is a game, playing with ideas. This blog is about learning, teaching, and just playing around with K-12 mathematics.
hpbookmarks

Purplemath - 1 views

    • Andrew Tweddle
       
      Following this link can provide your students with a great out of class review of topics that they missed or on topics they could just use a little more review.
  •  
    k-12 math help and lessons.
Garrett Eastman

Teague's Tech Tricks - Making Math Meaningful with Core Resources from PBS LearningMedia - 13 views

  •  
    "PBS LearningMedia is a free digital media resource designed to support curriculum-based teaching and learning from for Pre-K through 12th grade. The service offers video clips, audio recordings, photographs, interactive games, primary source documents, and more. For access to PBS LearningMedia's library, register today - it's free!"
Maggie Verster

Computing Technology for Math Excellence - 13 views

  •  
    "Computing Technology for Math Excellence is devoted to resources for teaching and learning mathematics (K-12 and calculus), technology integration, and the standards movement in education."
David Wetzel

Teaching Science and Math Daily - 18 views

  •  
    Daily summary of the stories, articles, and resources for teaching K-12 science and math.
Ced Paine

Calculation Nation - Challenge others. Challenge yourself.™ - 0 views

  •  
    NCTM math games for K-12
Matthew J. Vannice

National Library of Virtual Manipulatives - 8 views

  •  
    Dozens of online math manipulatives K-12
  •  
     ***** "The National Library of Virtual Manipulatives (NLVM) is a library of uniquely interactive, web-based virtual manipulatives or concept tutorials, mostly in the form of Java applets, for mathematics instruction (K-12 emphasis). The project includes dissemination and extensive internal and external evaluation." 
Ced Paine

National Library of Virtual Manipulatives - 0 views

  •  
    Math interactives for K-12
Martin Burrett

A+ Click Math Skill Tests and Problems for Grade K-1 K-12 - 0 views

  •  
    This great maths site has an amazing collection of maths self-marking problem solving questions. Search by age level or topic. This covers both Primary and Secondary levels. Topics include numbers, geometry, algebra, data analysis, probability and more. http://ictmagic.wikispaces.com/Maths
Garrett Eastman

Video Game Creation as a Platform for Mathematical Learning - 4 views

  •  
    by Penta, Michael K., M.S., UNIVERSITY OF MASSACHUSETTS LOWELL, 2011, 83 pages; 1507796 Abstract record for a thesis completed in December 2011, fulltext requires subscription or purchase. A news story on the departmental blog http://blog.uml.edu/cs/2011/12/penta_ms_video_games_for_math_learning.html describes the kinds of games involved, the participants and the results.
Garrett Eastman

Mapping a Personalized Learning Journey - K-­‐12 Students and Parents Connect... - 6 views

  •  
    See in particular, Digital Learning Dot #3, Personalized Learning in Math Class
Garrett Eastman

MIT + K12 - 4 views

  •  
    "In December, 2011, Ian Waitz, MIT's Dean of Engineering, launched the MIT-K12 project, driven by a series of questions: How can we change the perception of the role of engineers and scientists in the world? What can MIT do, right now, to improve STEM education at the K12 level? What if MIT became a publicly accessible "experiential partner" to the country's K12 educators? What if MIT students generated short-form videos to complement the work those educators are already doing in their classrooms and homes?"
1 - 20 of 35 Next ›
Showing 20 items per page