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Martin Burrett

'Singapore' approach to teaching maths can work in UK classrooms - 0 views

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    "Mastery - an approach to teaching maths commonly used in East Asian countries - can significantly benefit children in UK schools, a University of Exeter academic has found. The independent research, conducted by the Oxford University Department of Education, is the first academic study to show this teaching method, now supported by the UK Government, can be effective."
Martin Burrett

Moving towards mathematics mastery by @primaryreflect - 0 views

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    "In September we introduced the new curriculum across all subjects and all of our school. This was scaffolding using the Chris Quigley's Essentials materials, during the previous year we had used a numeracy curriculum created by teachers within the Deal Learning Alliance, which a great source and piece of collaborative work in its own right, held too many links back to APP statement and old national curriculum levels. As as school we were finding that the DLA maths document did not provide the scaffold for the raised expectations in mathematics primary curriculum, furthermore, the deeper into the curriculum we delved, the harder it seemed to make the teaching, learning and assessment work efficiently."
David Wetzel

Advantages of Active Learning in Science and Math Classrooms - 9 views

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    Active learning has a powerful impact on student learning. How? Student achievement increases through mastery of science and math content as a result of this technique. Students also develop improved problem solving, communication, and higher order thinking skills.
Garrett Eastman

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

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    "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

Braingenie - 13 views

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    "Braingenie builds deep mastery and sharpens problem-solving skills. Learn, practice, and quiz yourself on 5,000+ skills. Compete in real-time multiplayer matches. Win badges and go for a top spot on the leaderboard. Sign up now (it's free!) Explore Learning Zone"
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