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Garrett Eastman

Why Kids Take On Adults' Math Anxiety - 8 views

    Article discusses the effect of subtle messages communicated to children through adults' anxiety about math and science abilities
John Evans

The Defining Characteristic Of Early 21st Century Learning - 1 views

    "Contrary to what you've probably read, you don't have to be engaging to be a great teacher-at least not in any charismatic and charming sense of the word.

    You can be relatively "boring" and lead students to outstanding academic progress, mainly by staying organized, being reflective, flexible, and in constant contact with an active and ambitious professional learning networking. Teaching differently requires work."
Garrett Eastman

Can Preschoolers Profit from a Teachable Agent Based Play-and-Learn Game in Mathematics? - 1 views

    abstract: "A large number of studies carried out on pupils aged 8-14 have shown
    that teachable agent (TA) based games are beneficial for learning. The present pi-
    oneering study aimed to initiate research looking at whether TA based games can
    be used as far down as preschool age. Around the age of four, theory of mind
    (ToM) is under development and it is not unlikely that a fully developed ToM is
    necessary to benefit from a TA's socially engaging characteristics. 10 preschool
    children participated in an experiment of playing a mathematics game. The partic-
    ipants playing a TA-version of the game engaged socially with the TA and were
    not disturbed by his presence. Thus, this study unveil exciting possibilities for
    further research of the hypothesised educational benefits in store for preschoolers
    with regard to play-and-learn games employing TAs."
Garrett Eastman

Using QR Codes and Mobile Devices to Foster an Inclusive Learning Environment for Mathe... - 6 views

    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."
Garrett Eastman

Assessing our current process of math (mis)placement - 3 views

    A college institutional researcher reveals some data concerning math placement tests and the pressures impacting students to opt for more difficult math courses without adequate preparation and unsatisfactory results. He writes: "In my mind, this disconnect exemplifies the degree to which incoming students and families don't grasp the difference between going to college to acquire content knowledge and going to college to develop skills and dispositions. ... [I]f students understand that college is about developing skills and dispositions, I think that they might be more likely to appreciate the chance to start at the beginning that is appropriate for them, savoring each experience like a slow cooked, seven course meal because they know that the culmination of college is made exponentially better by the particular ordering and integrating of the flavors that have come before."
Leena Helttula

Enjoying Math: Learning Problem Solving with KenKen Puzzles - 16 views

    "126 page free downloadable PDF book for grade 4-7 teachers showing how KenKen puzzles can turn mathematical problem solving into fun and how student motivation can be dramatically increased.
Garrett Eastman

The Impact of Video Games in Children's Learning of Mathematics - 0 views

    "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

Mathematics Education Seminar #1 | Becker College Events - 0 views

    first mathematics education seminar: Understanding Abstract Concepts in the Context of Abstract Algebra.
    Mathematics is a science of numbers, quantity, and space. All of the listed components are abstract ideas. How do we learn abstraction?"
Garrett Eastman

How Computerized Tutors Are Learning to Teach Humans - - 3 views

    New York Times story of Neil Heffernan's creation of a computerized tutor designed to emulate actual teachers, eventually becoming ASSISTments
Garrett Eastman

'You do the math': Mathletics and the play of online learning - 8 views

    Abstract "This article reports on a case study of the web-based educational maths application, Mathletics. The findings are drawn from an ethnographic study of children's technology use in Melbourne, Australia. We explore the experience, governance and commerce of children's Mathletics use, and offer insights into the developing possibilities and challenges emerging through the adoption of Web 2.0 applications for learning and education." (Full text requires subscription or purchase)
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

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 describes the kinds of games involved, the participants and the results.
Garrett Eastman

Relationship between Motivation and Student's Activity on Educational Game - 10 views

    Discusses theory of motivational learning in educational games and presents a research study involving 115 elementary school students in math class using digital game-based learning
Garrett Eastman

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

    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

A Competitive Study towards the impact of educational games on the Student Motivation a... - 6 views

    (Self-directed-Learning) "SDL model for planning, managing, and
    directing the development of student progress when using the
    educational games while learning math."
Garrett Eastman

The Motivational Effects of Using a Computer-Based Tutorial vs. a Traditional Instructi... - 16 views

    Using the MathMind tutorial and observing advantages and disadvantages for students and teachers
Garrett Eastman

Social Inclusion and Higher Education - Tehmina N. Basit, Sally Tomlinson - Google Books - 1 views

    "Broadening participation among women and racial/ethnic minorities in science, technology, engineering and maths" , book chapter excerpt
Garrett Eastman

Mobile Learning Game Improves 5th Graders' Fractions Knowledge and Attitudes - 11 views

    Describes Motion Math, an iPad game, shown in a study to improve 5th graders' facility with fractions
Garrett Eastman

Design of the Learning Module for Math Quest: A Role Playing Game for Learning Numbers - 13 views

    "Math Quest is a role playing game that could be used as a tool to learn numbers and basic
    mathematic operations. The Math Quest package consists of two main modules; learning and game modules
    that can be executed separately. The use of the learning module as a tool in learning will allow for a highly
    individualized and interactive environment. This paper presents the design of the learning module for
    numbers and their mathematics operation. Due to its interactive and stimulating nature, the module is suitable
    for school children age 9 to 12 years old to learn the subject. The development takes into consideration of
    constructivism learning theories where learning is based on students' active participation in problem solving
    and critical thinking regarding activity that they are involved in. The framework for each of module is as
    follows: objectives, concept, examples, exercises, quizzes. A heuristic evaluation on the design was
    conducted and positive feedback was obtained."
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