Skip to main content

Home/ Math Links/ Group items tagged positive

Rss Feed Group items tagged

Martin Burrett

Positive Attitude Toward Maths Predicts Maths Achievement in Children - 0 views

  •  
    "For the first time, scientists have identified the brain pathway that links a positive attitude toward maths to achievement in the subject. In a study of elementary school students, researchers at the Stanford University School of Medicine found that having a positive attitude about maths was connected to the better function of the hippocampus, an important memory centre in the brain, during the performance of arithmetic problems. The findings will be published online Jan. 24 in Psychological Science."
David Wetzel

Algebra: Investigating Positive and Negative Slopes - 1 views

  •  
    Learning algebra is difficult for most students. Ask any student what they are learning in algebra and you will probably receive an answer similar to this (after - Why do I need to know this?). "Using Xs and Ys a lot, a bunch of numbers and symbols, and memorizing a lot of rules." This often comes with learning algebra without connection to anything students can relate to. When students learn basic math, they can make a lot of connections.
Darren Kuropatwa

McNugget Number -- from Wolfram MathWorld - 0 views

  •  
    "A McNugget number is a positive integer that can be obtained by adding together orders of McDonald's® Chicken McNuggets" While these numbers are interesting in themselves, I'm particularly taken by the idea of building an interesting problem based on consumer or popular culture. What other prompts might we find in a similar vien?
  •  
    "A McNugget number is a positive integer that can be obtained by adding together orders of McDonald's® Chicken McNuggets" Find the largest number that IS NOT a McNugget number.
Matthew Leingang

finalreport.pdf (application/pdf Object) - 0 views

  •  
    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). ix
  •  
    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). ix
Garrett Eastman

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

  •  
    "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

LEARNING MATHEMATICS NEEDED FOR TEACHING THROUGH DESIGNING, IMPLEMENTING, AND TESTING L... - 1 views

  •  
    Abstract:"This paper discusses the results of a pilot st udy that explored how prospective secondary school teachers are shaped by learni ng experiences during their undergraduate mathematics education. The collabora tive study, which was conducted by a mathematician and a mathematics educator, dr ew from the experiences of prospective teachers in a non-traditional undergraduate ma thematics program that makes extensive use of technology. Analysis of data collect ed from detailed questionnaires, journals, and focus group discussions strongly suggests that designing, implementing, and testing Learning Objects promotes prospective teache rs' learning of the mathematics needed for teaching. Furthermore, the analysis shows t hat prospective teachers' experiences of ownership, engagement, and pride are key to positive learning experiences. "
Maggie Verster

Don't Use Khan Academy without Watching this First - EdTech Researcher - Education Week - 4 views

  •  
    "In previous posts, I have summed up my position on Khan Academy as follows: Khan Academy teaches only one part of mathematics-procedures-and that isn't the most important part. Writing about mathematics, developing a disposition for mathematical thinking, demonstrating a conceptual understanding of mathematical topics are all more important than procedures. That said, procedures are still important, and Khan Academy provides one venue where students can learn them. In the end, I think every young person should have an account there. Even if only one in a thousand or ten thousand benefit, that would be a terrific outcome. "
Martin Burrett

Equivalence - 0 views

  •  
    Help your students understand equivalence between fractions, decimals and percentages with this visual number line flash resource. Peg the value to the correct position. http://ictmagic.wikispaces.com/Maths
Martin Burrett

Coordinates games - 0 views

  •  
    A four quadrant coordinates game. Set the position of your characters and try to find where the computer or a friend has hidden them. http://ictmagic.wikispaces.com/Maths
Milen Smiler

Same Day Payday Loans: Affirmative And Instant Cash Relief - 0 views

  •  
    Same day payday loans can be attained without having to face too many hurdles. The loans are indeed easy to apply for and are made available to almost all the applicants, provided they are in a position to meet the desired criteria.
Garrett Eastman

The Number Line, or Using Math to Balance Emotion in Excess - 14 views

  •  
    a creative way of thinking about positive and negative numbers
Martin Burrett

Pearl Diver - 0 views

  •  
    A maths game which teaches about positive and negative number lines. http://ictmagic.wikispaces.com/Maths
Garrett Eastman

Key Findings From Simulation and Technology Research - 1 views

  •  
    A policy brief from the National Center for Research on Evaluation, Standards and Student Testing includes positive findings on computer games used to improve student math performance.
Garrett Eastman

Missing Math Experts - 3 views

  •  
    "The number of unfilled positions has been halved since the study's authors last explored the topic in 2006, but institutions surveyed during the 2011-12 academic year still reported they were unable to fill about one-quarter of their job openings. The study will appear in the April 2013 edition of the American Mathematical Society publication Notices."
Garrett Eastman

The Mathematical Sciences in 2025 - 2 views

  •  
    Report from the National Academies. Summary: "The mathematical sciences are part of nearly all aspects of everyday life-the discipline has underpinned such beneficial modern capabilities as Internet search, medical imaging, computer animation, numerical weather predictions, and all types of digital communications. The Mathematical Sciences in 2025 examines the current state of the mathematical sciences and explores the changes needed for the discipline to be in a strong position and able to maximize its contribution to the nation in 2025. It finds the vitality of the discipline excellent and that it contributes in expanding ways to most areas of science and engineering, as well as to the nation as a whole, and recommends that training for future generations of mathematical scientists should be re-assessed in light of the increasingly cross-disciplinary nature of the mathematical sciences. In addition, because of the valuable interplay between ideas and people from all parts of the mathematical sciences, the report emphasizes that universities and the government need to continue to invest in the full spectrum of the mathematical sciences in order for the whole enterprise to continue to flourish long-term."
Garrett Eastman

Bridging Game-Programming into theK-12 Curriculum - 1 views

  •  
    From the abstract: "this study investigated how the perspectives of the non-computer science educators changed after learning game-programming and how it could be fitted into the K-12 curriculum. Fourteen non-computer science educators and/or administrators in the K - 16 educational systems who made up a cohort at Sam Houston State University, Master of Education/Instructional Technology Program participated in this study. The participants were required to learn two free Web 2.0 game-programming applications and reflect on an article related to reviving interest in math and science as part of their program. Qualitative data consisted of online reflections, and peer-review processes through Facebook. A quantitative component was added to the analysis. The findings indicated that: (a) the perspectives of the participants changed from negative to positive as they reflected on their own game-programming learning experiences; (b) participants came to understand how game programming could build up students' logical concepts and critical thinking skills improving performances in math, science, and other subjects; and (c) due to the benefits of logical concepts and critical thinking skills game programming could have immense benefits if built into the K-12 curriculum."
Garrett Eastman

Self-Identified Capabilities and Experiences with Mathematics of Adults Who Have Taken ... - 1 views

  •  
    "Abstract: Some were born to do math, some persevered past fearful environments, while others withdrew. In this qualitative study, adults describe life with algebra and the meaning they sought. For all, pedagogy was critical, either positively or negatively; and all found salvation in intervention."
Garrett Eastman

NCTM Catalog - Motivation and Disposition: Pathways to Learning Mathematics - 73rd Year... - 4 views

  •  
    Motivation and Disposition: Pathways to Learning Mathematics - 73rd Yearbook (2011) Product Description Daniel J. Brahier, Volume Editor and William R. Speer, General Editor "Teaching mathematics is a much broader endeavor than simply helping students to acquire skills and problem-solving strategies. ...NCTM's seventy-third yearbook examines such elements as the demographic composition of a school; the role of movies, television, and the Internet; and nontraditional pedagogy as means of promoting and influencing positive student and teacher dispositions." Of particular interest is Chapter 9 "What Motivates Mathematically Talented Young Women?," which evidently reports on high school girls at a summer camp. Available for .pdf download via purchase, or in a library: http://www.worldcat.org/oclc/715171259
Garrett Eastman

3D Math Primer for Graphics and Game Development, 2nd Edition - CRC Press Book - 6 views

  •  
    "This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves. "Visit the book's companion web site, gamemath.com, to download the example code and access other resources.
Garrett Eastman

GAME-ENHANCED MATHEMATICS LEARNING FOR PRE-SERVICE PRIMARY SCHOOL TEACHERS - 3 views

  •  
    "The article reports the main insights gained from a study that implemented a game-enhanced learning environment for the training of pre-service elementary school teachers. Teachers taking an undergraduate mathematics methods course experienced some of the ways in which online educational games could help students internalize key mathematical concepts across the school curriculum while at the same time improving their attitudes towards the subject. The course also familiarized teachers with the design principles for constructivist gaming environments. Findings indicate a positive impact on teachers' competence in selecting, evaluating, and productively using online games as an instructional tool."
1 - 20 of 26 Next ›
Showing 20 items per page