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Garrett Eastman

Development of Web based Learning System for Pre-K to Middle School Math Students: Opti... - 7 views

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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
Garrett Eastman

About the STEM Challenge - 4 views

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    "The Middle School Stream aims to motivate and engage middle school students (grades 5 through 8) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games. The High School Stream aims to motivate and engage high school students (grades 9 through 12) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games. The Collegiate Stream challenges emerging game developers at the graduate and undergraduate levels to design video games for children (grades pre-K through 8) that teach key STEM concepts and foster an interest in STEM subject areas. The Educator Stream challenges educators to design video games for children (grades pre-K through 12) that teach key STEM concepts and foster an interest in STEM subject areas."
Cassie Banka

Lure of the Labyrinth - 0 views

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    Lure of the Labyrinth is today's innovative catch Lure of the Labyrinth is a game for middle school pre-algebra students designed to improve math and literacy skills. It includes intriguing math-based puzzles embedded in a narrative game in which students work to find their lost pet and save the world from monsters. Linked to mathematics standards, the game gives students a chance to think like mathematicians. Lure of the Labyrinth Home Page In Lure of the Labyrinth, students progress through three sections, or wings each related to a different math strand that is part of a the typical pre-algebra curriculum: * Proportions (including fractions and ratios) * Variables and Equations * Number and Operations (including geometry, order of operations and modular arithmetic) Each of the three wings includes three puzzles, and each of the puzzles has three levels progressing from easy to hard. Students have to successfully solve each puzzle three times before they can advance through the game. Lure of the Labyrinth Library Page A professional development video specifically designed for pre-algebra teachers takes them step-by-step through the things they need to do to make this engaging game the focal point of great classroom learning experiences. Planning resources include links to standards, directions for working with specific puzzles, lesson plans, explanations of the background math, and graphic organizers. Video - Lure of the Labyrinth Lure of the Labyrinth was created by Maryland Public Television and MIT Education Arcade in cooperation with FableVision.
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    For prealgebra students.
Garrett Eastman

" Strategies Used by Students on a Massively Multiplayer Online Mathematics Game" - 6 views

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    (abstract only, full text requires subscription or purchase) "We analyze the logs of an online mathematics game tournament, played simultaneously by thousands of students. Nearly 10,000 students, coming from 356 schools from all regions in Chile, registered to the fourth tournament instance. The children play in teams of 12 students from the same class, and send their personal bets to a central server every 2 minutes. Each competition lasts about one clock hour and takes place within school hours. Students are pre-registered and trained by their school teacher. The teacher is responsible for reviewing curriculum contents useful for improving performance at the game and coaches students participating in trial tournaments taking place a few weeks before the national tournament. All bets are recorded in a database that enables us to analyze later the sequence of bets made by each student. Using cluster analysis with this information, we have identified three types of players, each with a well-defined strategy. "
Garrett Eastman

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

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    "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."
Garrett Eastman

Australian Pre-Service Teachers Overseas Tour: Implications for Mathematics Teaching an... - 0 views

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    Abstract: "Australian pre-service teachers have to acquire layers of knowledge as school classrooms are multicultural in composition. To what extent does the experience of an overseas professional experience tour contribute to the development of pre-service teachers in meeting recognised professional teaching standards? This paper describes the perceptions of Australian preservice mathematics teachers who participated in educational and cultural activities during planned tours to Malaysia. The data set was collected through the use of questionnaires, interviews and focus group discussions."
Maluvia Haseltine

Algebrator - SOFTMATH - 0 views

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    Solve Algebra problems with the top Software Tutor Program--College, High School or Pre-Algebra Algebrator - the leading Algebra software program available to, students, teachers, working professionals and educational institutions today.
Ced Paine

Lure of the Labyrinth - 1 views

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    Mathematics game from Maryland Public Television designed for middle-school pre-algebra students. The protagonist, a kid who's just had his beloved pet abducted by Bigfoot and taken to a subterranean food mill, has to solve a series of math-based puzzles to get him back. The puzzles focus on proportions, ratios, fractions, and variables.
Garrett Eastman

Measuring Engagement Effects of Educational Games and Virtual Manipulatives on Mathematics - 9 views

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    Abstract: "the researcher attempted to investigate how to better measure engagement and refine the measurement of engagement in this study. To frame the engagement, three domains of engagement - behavioral, cognitive, and emotional- are analyzed in detail to be able to examine the qualities of each type. Moreover, three game attributes -clear goals, immediate feedback, and balance between challenges and skills- are presented and discussed as fundamental features of virtual manipulatives and educational games used in this study to make an impact on students' engagement. To measure effects of educational games and virtual manipulatives on three domains of engagement, the researcher designed an engagement survey that examines each domain separately with their sub-domains. The Cronbach's alphas for engagement pre-test and post-test were found .89 and .91 respectively. In this pre-test and post-test quasi-experimental design, four fifth-grade classrooms (N=86) from four schools in southwest Virginia were assigned as three experimental groups and one control group. In the first experimental group, participants played an educational game called Candy Factory and in the second experimental group, the students played another educational game called Pearl Diver on iPod Touch for eight days consecutively, for 20 minutes each. In the third experimental group, participants performed activities with virtual manipulatives, whereas in the control group, participants did paper-and-pencil iii drills for the same duration. All of the groups studied on the same topic, fractions. According to the results of ANCOVA, experimental group students' engagement scores were found significantly higher than control group students', F(1,80)=11.568, p=.001. When three domains of engagement were analyzed, significant differences were found among all three domains between experimental and control groups. When the researcher conducted separate analysis for educational games group and vir
Roland O'Daniel

AP Calculus AB 2010: Bullis School - 8 views

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    "Stacey Roshan is using an approach dubbed by her students as the "backwards classroom."... The students watch pre-recorded lectures the night before the class, when homework problems are traditionally done, then spend the time in class getting answers to questions, working on additional problems with partners, and getting one-on-one assistance from the teacher. No more lectures in class." from The Backwards Class, by Dian Schaffhauser, THE Journal, 02/02/11
Garrett Eastman

Understanding Numbers in Elementary School Mathematics - 19 views

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    textbook for pre-service teachers and current teachers
hpbookmarks

Cool Math - free online cool math lessons, cool math games & apps, fun math activities,... - 0 views

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    Scroll down for high school level stuff.
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

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. "
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