Bring Geometry to Life with Google SketchUp
Welcome to 3DVinci's Math Forum Page!
Google SketchUp is a free, fun, easy-to-use 3D modeling application.
Originally created for architects and designers, SketchUp is also a great
tool for teaching geometry.
The resources on this page will help you bring SketchUp into your classroom
and show you some wonderful projects in 2D and 3D geometry.
Geared toward developing good instructional strategies for entry level geo-science courses at the post-secondary setting, the suggestions can easily be applied to 6-12 setting and are just good instructional practices.
Well organized and includes different perspectives and connected content.
I thoroughly agree with the mathematical modeling discussion. It's worth reading
Math videos to help explain skills/concepts. Tends to be very skill based, but offers multiple takes on the same skill so if a students doesn't get it from one person the next might be a better fit, short videos makes it plausible that a student might use, GREAT integration of vocabulary. Well worth incorporating into classroom practice to help students understand how to use formulas or manipulate equations. Also they are GREAT models if you want kids to create their own.
The Multiplication Tool supports the teaching and learning of multi-digit multiplication, a critical elementary math skill that many students have difficulty mastering, but which is essential to success in middle and high school mathematics and beyond.
The goal of the Multiplication Tool is to help learners significantly improve their ability to multiply. To teach multiplication, this tool models three common solving methods, including Standard, Partial Products and Lattice. Students, or teachers, can choose the method they find most intuitive, or use the method they find most challenging.
On Vi Hart's math concept video creations (graduate of Stony Brook, refers to herself as a mathemusician). She is shown with her balloon icosahedron model
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.
From the abstract (full text requires subscription): "Many organisms can predict future events from the statistics of past experience, but humans also excel at making predictions by pure reasoning: integrating multiple sources of information, guided by abstract knowledge, to form rational expectations about novel situations, never directly experienced. Here, we show that this reasoning is surprisingly rich, powerful, and coherent even in preverbal infants. When 12-month-old infants view complex displays of multiple moving objects, they form time-varying expectations about future events that are a systematic and rational function of several stimulus variables. Infants' looking times are consistent with a Bayesian ideal observer embodying abstract principles of object motion. The model explains infants' statistical expectations and classic qualitative findings about object cognition in younger babies, not originally viewed as probabilistic inferences."
"This model for learning mathematics may be quite different from what teachers experienced themselves in the past where classrooms were less interactive, filled with little activity and conversation. Teachers were generally in control, directing all aspects of what was to be learned; different points of view and approaches seldom brought to the surface new ideas and insights and a high degree of redundancy meant that everybody learned the exact same thing at the exact same time.
Who created mathematics? Where did it begin? To answer these questions, we need to think about what mathematics is. In their work on ethnomathematics, Borba (1990) and D'Ambrosio (1990) define the compnonents of ethnomathematics as the follows:
ethnos - within a cultural environment
mathema - explaining and understanding in order to transcend, managing and coping with reality in order to survive and thrive.
tics - techniques such as counting, ordering, sorting, measuring, weighing, ciphering, classifying, ordering, inferring and modeling.
"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
National Center for Academic Transformation (NCAT) describes the success of the "Emporium Model" in college math teaching with examples of institutions that have put best practices into effect
"Making Every Maths Lesson Count is underpinned by six pedagogical principles - challenge, explanation, modelling, practice, feedback and questioning - and presents 52 high-impact strategies designed to streamline teacher workload and ramp up the level of challenge in the maths classroom.
Throughout this book, Emma McCrea (through extensive research and practice) explores how to manage mathematical misconceptions with practical ideas on many areas of the required curriculum. The six pedagogical principles mentioned above form the heart of the book, with metacognitive questioning given space in developing cognitive strategies with pupils. "
"This is a rather unusual structure for organizing mathematical content, but offers an exciting opportunity for teachers across the nation and abroad to exchange ideas and discuss what they teach. This Wiki will address the underlying central concepts and propose activities that also provide rich opportunity to engage students in the Mathematical Practices.
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Abstract:
This research paper has been designed to develop an online tutoring system for pre
-
K to middle
school Math students. The research methodology applied in this study has used both qualitative and
quantitative research methods in terms of external and internal Web or software metrics to obtain the
usable parameters to design an effective tutoring system to learn Math.
Today online hypermedia
applications are increasingly becoming more feature rich,
important and also the most popular means for
communication among school students for e
-
learning. This paper is divided into four parts: part 'I' presents
the introduction of
Kumon
based after school education; part 'II'
describes the
research
proposal
to
identify measures, model, and methodology to develop the Web
-
based online learning system for Pre
-
K to
middle school math students
; part 'III' elaborates the role of using static analysis, dynamic, and
comparative analysis
that can be applied to check the
characteristics and authenticity of data obtained for
each student separately; and finally part 'IV' investigates the
behaviour of online tutoring system
to find the
failure points and to calculate reliability aspects using
Web page trace algorithms and We
b page
replacement policies.
In this paper, an attempt has been made to systematically explain the state of the art
and their practices to design, analyze, and
test the functionality of
online learning systems for pre
-
K to
middle school Math students
Abstract: "The purpose of this study is to propose a design principle and framework of
educational control (in particular, method for collaborative learning support) that induces
and activates interaction between learners intentionally to create a learning opportunity that
is based on the knowledge understanding model of each learner. In this paper, we explain the
design philosophy and the framework of our game-based learning environment (GBLE)
called "Who becomes the king in the country of mathematics?". In addition, we describe the
method of collaborative learning support control that incorporates a "learner support agent"
to support each learner and a "game control agent" to control the game into the learning
environment."