Do as many problems as you need to, at whatever pace you wish to go. The problems are generated at random. They're different every time. Every time you get to see the answer, and how to do the problem!
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.
Hosted by Dr Junaid Mubeen and Fiona Goddard. This webinar reveals simple strategies for adding sparkle to your lessons to help engage and amaze Key Stage 1 and Key Stage 2 students with maths.
"This is a maths resource that can be used to challenge pupils to complete a magic square, using only the numbers provided, to make sure that each row, column and diagonal all add up to the focused magic number. The resource provided challenges students to add up to 9, 12, 15 & 18, and could be used as a homework challenge, an additional classroom activity, or as a main activity within a maths lesson. Challenge pupils to work on two different methods for each magic number. This activity could be adapted with larger number, and other mathematic operations"
In the portal you'll find a dynamic textbook, lesson plans, widgets, interactive Demonstrations, and more built by Wolfram education experts. Absolutely a great resource. Builds in representations, applets, explanations of variable use etc. Great tool.
Since it is in Beta, I am wondering how long it will be free and what their plans are for the future.
"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."
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."
"SRI International, Worcester Polytechnic Institute (WPI), and the University of Maine have received a $3.5 million award from the Institute of Education Sciences at the U.S. Department of Education to evaluate the effectiveness of an online tutoring system for mathematics homework. The research team will study seventh-grade mathematics students and teachers in more than 50 schools throughout Maine using WPI's ASSISTments system.
ASSISTments aims to transform homework by giving students instant feedback and tutoring adapted to their individual needs. It also provides teachers with customized reports each morning on their students' nightly progress. Teachers in the study will receive training in how to use these reports to adapt their lesson plans to better suit students' needs."
Design Zone, at Franklin Institute in Philadelphia through April 1, introduces children to creative challenges at intersection of math engineering and science.
Abstract: "Shoot x Shoot is the first game for EduTurtle. It's a 6th grade Math game that combines topics like "Multiples", "Cartesian Plane", "International and English measurement systems", "Percentages and fractions". Through a pre game test we obtain a score of the students on the subjects then is a game time and before this time we measure again with a similar test the score of the students in order to measure an influence of the game on the students about this subjects. The online platform EduTurlte offers educational games for elementary schools children. In a near future at http://www.eduturtle.com girls and boys may come to play (and at the same time learn and reinforce their knowledge) by keeping track of their progress in games on various topics at different grades. It is also a way to reinforce the lessons learned in the classroom and/or books through games that capture their attention over entertainment. "