A conference scheduled for July 20-21, 2011 in Bertinoro, Italy, aims at formulating strategies for a comprehensive digital mathematics literature library, addressing such considerations as algorithms, standards, technology, formats, markup languages, interoperability and publishing models.
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).
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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).
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A Kickstarter project for a children's math and science-oriented detective story: "This is the made up story about two very real girls - Ada, the world's first computer programmer, and Mary, the world's first science fiction author - caught up in a steampunk world of hot-air balloons and steam engines, jewel thieves and mechanical contraptions. For readers 8-12.
"This is a pro-math, pro-science, pro-history and pro-literature adventure novel for and about girls, who use their education to solve problems and catch a jewel thief. Ada and Mary encounter real historical characters, such as Percy Shelley, Charles Babbage, Michael Faraday, and Charles Dickens - people whom the girls actually knew. If Jane Austen wrote about zeppelins and brass goggles, this would be the book."
A publisher of academic and scholarly monographs in the humanities and social sciences, including African Studies, American History, American Literature, Anthropology/Archaeology, Art History, Asian Studies, Biblical Studies, Catholicism, Classics, Communications, Criminology, Drama, East European/Slavic Studies, Eastern Religion, Economic Development, Economics, Education, Ethics, European History, Foreign Languages, Gender/Women's Studies, Geography/Environment, Higher Education, Hispanic/Latin American Studies, International Studies, Judaic Studies, Labor Studies, Legal Studies, Linguistics, Literature, Middle Eastern Studies, Military Studies, Minorities in Education, Minorities in Politics, Minority Studies, Organizations and Leadership, Peace/Conflict Studies, Philosophy, Political Science, Psychology, Public Health, Religious Studies, Research in Education/Social Sciences, Sociology, Urban Studies, US Public Policy, World History
Mathematics has a reading protocol all its own, and just as we learn to read literature, we should learn to read mathematics. Students need to learn how to read mathematics, in the same way they learn how to read a novel or a poem, listen to music, or view a painting.
"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."
"As Markov chains have become commonplace tools, the story of their origin has largely faded from memory. The story is worth retelling. It features an unusual conjunction of mathematics and literature, as well as a bit of politics and even theology."
"Developing a 21st Century Global Library for Mathematics Research discusses how information about what the mathematical literature contains can be formalized and made easier to express, encode, and explore. Many of the tools necessary to make this information system a reality will require much more than indexing and will instead depend on community input paired with machine learning, where mathematicians' expertise can fill the gaps of automatization. This report proposes the establishment of an organization; the development of a set of platforms, tools, and services; the deployment of an ongoing applied research program to complement the development work; and the mobilization and coordination of the mathematical community to take the first steps toward these capabilities. The report recommends building on the extensive work done by many dedicated individuals under the rubric of the World Digital Mathematical Library, as well as many other community initiatives. Developing a 21st Century Global Library for Mathematics envisions a combination of machine learning methods and community-based editorial effort that makes a significantly greater portion of the information and knowledge in the global mathematical corpus available to researchers as linked open data through a central organizational entity-referred to in the report as the Digital Mathematics Library. This report describes how such a library might operate - discussing development and research needs, role in facilitating discover and interaction, and establishing partnerships with publishers."
A platform combining a searchable database of the "Jahrbuch �ber die Fortschritte der Mathematik" (1868-1942) and digitized mathematical publications from the Digital Library Göttingen. Cannot tell if the project is active or being updated at the moment.
Prometheus Books The Glorious Golden Ratio [978-1-61614-423-4] - "For centuries, mathematicians, scientists, artists, and architects have been fascinated by a ratio that is ubiquitous in nature and is commonly found across many cultures. It has been called the "Golden Ratio" because of its prevalence as a design element and its seemingly universal esthetic appeal. From the ratio of certain proportions of the human body and the heliacal structure of DNA to the design of ancient Greek statues and temples as well as modern masterpieces, the Golden Ratio is a key pattern that has wide-ranging and perhaps endless applications and manifestations.
What exactly is the Golden Ratio? How was it discovered? Where is it found? These questions and more are thoroughly explained in this engaging tour of one of mathematics' most interesting phenomena.
With their talent for elucidating mathematical mysteries, veteran educators and prolific mathematics writers Alfred S. Posamentier and Ingmar Lehmann begin by tracing the appearance of the Golden Ratio throughout history. They demonstrate a variety of ingenious techniques used to construct it and illustrate the many surprising geometric figures in which the Golden Ratio is embedded. They also point out the intriguing relationship between the Golden Ratio and other famous numbers (such as the Fibonacci numbers, Pythagorean triples, and others). They then explore its prevalence in nature as well as in architecture, art, literature, and technology. "
"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."
(Self-directed-Learning) "SDL model for planning, managing, and
directing the development of student progress when using the
educational games while learning math."