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Garrett Eastman

Playing with Reality at the Learning and Entertainment Evolution Forum - ProfHacker - T... - 4 views

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    implications for using games for learning
Martin Burrett

Mathopolis - Math Games - 0 views

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    A superb place to find games and questions for the whole of the maths curriculum. Join for free to track progress or just play the games. http://ictmagic.wikispaces.com/Maths
Martin Burrett

Wizenworld - 0 views

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    This is a maths game site which is reminiscent of a Zelda role-playing game. Choose the maths skill to wish to practise and battle through a range of adventures. http://ictmagic.wikispaces.com/Maths
Martin Burrett

'Geek Girl' gamers are more likely to study science and technology degrees - 0 views

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    Girls who play video games are three times more likely to choose physical science, technology, engineering or maths (PSTEM) degrees compared to their non-gaming counterparts, according to new research from the University of Surrey
Martin Burrett

Report examines origins and nature of 'maths anxiety' - 0 views

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    "A report out examined the factors that influence 'maths anxiety' among primary and secondary school students, showing that teachers and parents may inadvertently play a role in a child's development of the condition, and that girls tend to be more affected than boys."
Martin Burrett

Self-concepts of ability in maths and reading predict later attainment - 0 views

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    "Educational and developmental psychologists have tried to understand how skills and motivation are linked to academic achievement. While research supports ties between individuals' concepts of their abilities and their achievement, we lack a complete picture of how these relations develop from childhood to adolescence. A new longitudinal study looked at how youths' self-concepts are linked to their actual academic achievement in maths and reading from middle childhood to adolescence. The study found that students' self-concepts of their abilities in these two academic domains play an important role in motivating their achievements over time and across levels of achievement."
Cassie Banka

Pi Day Collection - 2 views

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    Pi Day Resources
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    Pi Day Resources through LiveBinders
Garrett Eastman

Digital Games for Learning Mathematics: Possibilities and Limitations - 5 views

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    Abstract :"Drawing from Gee's learning principles developed from the digital games environment, we provide a critical analysis of the difference between using these principles in a literacy environment as opposed to a mathematical environment. Using stimulated recall, primary school-aged students played with a number of contemporary digital games. Feedback was sought. This was compared with the descriptions provided by experienced adult gamers. Both players provided insights into the cognitive process used by gamers when engaging with games. Collectively, these sources allow us to propose that the learning principles may restrict deep learning processes for mathematical learning."
Garrett Eastman

CREATIVE LITTLE SCIENTISTS: Enabling Creativity through Science and Mathematics in Pres... - 3 views

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    "This National report examines the way in which teaching, learning and assessment is conceptualised in Welsh policy for early years science and mathematics, and the role for creativity. This report is one of 13 European national policy reports that are contributing to the Creative Little Scientist Project deliverable (D3.2 Report on Mapping and Comparing Recorded Practices) mapping and comparing policy approaches across Europe. In order to map the key messages in Welsh policy, as well as allow comparisons with other nations, this report draws upon a survey instrument used to rate the extent to which certain approaches, and the role of creativity is emphasised across relevant policy documents in this area. In the case of Wales, this was largely based upon the Framework for Children's Learning for 3 to 7 year olds in Wales, Play/Active Learning: overview for 3 to 7 year olds, the National Curriculum documents for Key Stage 2, associated assessment documents and inspection reports. "
Garrett Eastman

Adaptive Interaction Design for Online Mathematics Education: The Way of the Game - 8 views

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    Abstract: "Together, brain science and learning design inform Adaptive Interaction Design (AID), a technique for curriculum planning and development. Mathematics is a particular case in which AID can help. The Way of the Game is vital to learning design. There are many definitions of "game." Here, we mean game to be the means by which spontaneous play becomes responsible learning. That innovative games figure as the centerpiece of many 21st century curricula is no accident. Games are a critical element in modern theories of learning design especially when related to insights from neuroscience and online learning/teaching methods. But beyond simple gamification, can games provide the disruptive transformation to mathematics education that is required to effect substantive and sustainable improvement? Can we game the educational system to ensure students' success in mathematics? To find out, we will look at the AID process and two sample products for the development of mathematical thinking and practice based on the Way of the Game."
Garrett Eastman

Dim Sum Thinking - 2 views

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    "Mathematics is not a series of Statement-Reason proofs punctuated by the occasional "QED". Mathematics, as Paul Lockhart writes in A Mathematician's Lament, is "wondering, playing, amusing yourself with your imagination.""
Garrett Eastman

Prime Climb: An Analysis of Attention to Student-Adaptive Hints in an Educational Game - 4 views

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    Abstract:"Prime Climb is an educational game that provides individual support for learning number factorization skills in the form of hints based on a model of student learning. Previous studies with Prime Climb indicated that students may not always be paying attention to the hints, even when they are justified (i.e. based on a student model's assessment). In this thesis we will discuss the test-bed game, Prime Climb, and our re-implementation of the game which allowed us to modify the game dynamically and will allow for more rapid prototyping in the future. To assist students as they play the game, Prime Climb includes a pedagogical agent which provides individualized support by providing user-adaptive hints. We then move into our work with the eye-tracker to better understand if and how students process the agent's personalized hints. We will conclude with a user study in which we use eyetracking data to capture user attention patterns as impacted by factors related to existing user knowledge, hint types, and attitude towards getting help in general. We plan to leverage these results in the future to make hint delivery more effective."
Garrett Eastman

Icons of Mathematics - 2 views

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    "This book explores 20 geometric diagrams that play crucial roles in visualizing mathematical proofs."
Garrett Eastman

Math and Value Educational Game for Elementary 6th grade - 6 views

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    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. "
Garrett Eastman

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

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    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)
Martin Burrett

Shape Shooter - 0 views

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    A great space-themed 2D-shape maths game. Fly your spaceship into some shapes to collect them and blast the rest to pieces. All in the name of maths of course! http://ictmagic.wikispaces.com/Maths
Garrett Eastman

Prime Climb, User Adaptive Edu-Game for Math - 5 views

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    "In this paper, we will describe work that we have done in this direction using as a test-bed an edu-game for number factorization, Prime Climb. This game includes a pedagogical agent that provides adaptive interventions during game playing based on a model of student learning [13, 18]. Here we focus on how we re-implemented the original Prime Climb game into a framework that enables rapid prototyping and testing of different design hypothesis. We also discuss preliminary work on using eye tracking data on user attention patterns to better understand if and how students process the agent‟s adaptive interventions." (from the introduction)
Garrett Eastman

Motion Math - 10 views

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    "The Motion Math game follows a star trying to return to its home in a far-away galaxy. Moving up through different levels motivates a player to keep playing and keep learning, while bonus levels practice an important variation on the number line theme - is one fraction more or less than another?"
Colleen Young

GeoGebra - 10 views

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    Livebinder
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