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David Wetzel

Solving Weaknesses in Math Education using Project Based Learning - 1 views

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    A framework is provided for making connections between everyday math problem and solving real world math problems. Connections are made regarding project based learning for teachers new to the process, along with recommendations for teachers who are veterans of project based learning.
David Wetzel

Integrating Technology into Project Based Learning - 2 views

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    "Integration of technology is an integral part of project based learning, because technology is an integral part of life outside the classroom as revealed in this part of the definition - "types of learning and work people do in the everyday world outside the classroom.""
David Wetzel

6 Online Project Based Learning Resources for Science and Math - 14 views

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    When students are engaged in learning science or math which is personal to them (real world problem solving), they become more engaged in the learning process. Project based learning situations in science and math increase opportunity for students to internalize and make connections.
David Wetzel

Saving the Sports Complex Algebra Project - 3 views

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    An algebra project focusing on a theme which interests students is more likely to engage them in the project, so lets take a look at sports. Many students participate in sports at some level, whether as part of a school team or a community team. For the most part these same students do not understand the costs involved to host the sport. Also, they do not understand how much money is needed to ensure a profitable season so the sport can continue from year to year.
David Wetzel

Project Based Learning in Mathematics: Learning Activities in Math Designed to Extend C... - 18 views

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    Six math projects that integrate real-world math problems are presented as a teaching strategy for helping students develop a greater understanding of math.
David Wetzel

Three Project Based Learning Resources: Free Online Resources for Student Collaboration... - 1 views

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    Project based learning using all or any of the three online resources offers a dynamic approach to teaching in which students explore real-world problems and challenges.
Maggie Verster

The Intergeo Project - 5 views

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    The main objective of the Intergeo Project is to make digital content for mathematics teaching in Europe more accessible, usable and exploitable. Intergeo will... * offer content in a searchable and metadata-tagged portal. * enable users to use their software of choice by specifying a common file format based on open standards. * test available material in the classroom. All stakeholders, software teams, resource authors, teachers and learners will be involved, in order to promote quality enhancement cycles.
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    The main objective of the Intergeo Project is to make digital content for mathematics teaching in Europe more accessible, usable and exploitable. Intergeo will... * offer content in a searchable and metadata-tagged portal. * enable users to use their software of choice by specifying a common file format based on open standards. * test available material in the classroom. All stakeholders, software teams, resource authors, teachers and learners will be involved, in order to promote quality enhancement cycles.
Julie Shy

Math Thinking | Sharing thinking about math from students - 0 views

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    The objective of this site is to show examples of thinking in math, whether it is original solutions from students of problems, or ways to include an inquiry based approach in mathematics education. The idea for the project came from Chris Hunter as a comment on a blog post. I, David Wees, think it is such a terrific idea that I am working on implementing it. I welcome ideas and input from anyone who is interested and would like to help support student thinking in mathematics. Please send an email with your example of original mathematical thinking by a student, or an example of a project students can do to support inquiry in mathematics
MariaDroujkova

Math Future event Tuesday March 13th 8pm ET: Supporting Collaborative Mathematics Explo... - 0 views

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    LOGIN: http://tinyurl.com/math20event Mind the Daylight Saving Time! Geoff Roulet and Jill Lazarus will discuss their use of wikis, GeoGebra and Jing with students, and invite participants for an extended DIY exploration. More details concerning the software required are below. All events in the Math Future weekly series: http://mathfuture.wikispaces.com/events The recording will be at: http://mathfuture.wikispaces.com/SupportingCollaborativeMath Your time zone: http://bit.ly/z69yzS About Blended Mathematical Collaboration using a Wiki, GeoGebra and Jing This discussion centers on the use of computer tools in a high school class. The goal was to develop a "math-talk learning community" to establish mathematics communication and collaboration as a classroom norm. In support of this we have combined the use of a wiki, GeoGebra, and Jing. We would like to invite educators who have experience with wikis, GeoGebra and screencasts, or who would like to learn more, to discuss our project and share their ideas. Event Hosts Geoff is the skipper of and Jill a crew member on Jeannie, a J35 racing yacht. When not sailing, they are mathematics educators. After graduate work at the University of Waterloo, Geoff Roulet began teaching mathematics, computer science, and chemistry at Roland Michener Secondary School in Timmins, northern Ontario. In the late 1970s, when personal computers for computer science were placed in the back of his classroom, Geoff began using these to support student learning in mathematics. Since then he has been involved in ICT use in teaching and learning at all grades and in all subjects, but with a particular focus on mathematics. Teaching was followed by a short spell of curriculum development and support work with the Ontario Ministry of Education and then in 1990 a move to the Faculty of Education, Queen's University at Kingston. Along the way Geoff completed M.Ed. and D.Ed. degrees at the Ontario Institute for Studies
Julie Shy

I Speak Math | Integrating Technology and Mathematics - 0 views

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    I Speak Math is an sidea-filled and informative blog from a math teacher currently at a project-based private school in North Carolina. Posts are updated often and include pictures of classroom projects along with links to resources used. Examples include a kinesthetic box and whisk-ers plot activity, foldables for functions and graphing, and reflections upon students grading their own tests. Explore the site further by viewing top posts through the link on the side bar. Search the site using the search box on the top of the page. Most posts include several tags. Click on a tag to find other posts with the same topic or click on popular tags located in the tag cloud on the side bar.
MariaDroujkova

Join John Mason Wednesday, February 22, 2pm ET at Math Future online - 2 views

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    LOG IN February 22, 2012 at 2pm Eastern US time: http://tinyurl.com/math20event During the event, John Mason will lead a conversation about multiplication as scaling, and answer questions about his books, projects and communities. All events in the Math Future weekly series: http://mathfuture.wikispaces.com/events The recording will be at: http://mathfuture.wikispaces.com/JohnMason Your time zone: http://bit.ly/wQYN1Y Event challenge! What good multiplication tasks about scaling do you know? Share links and thoughts! John writes about elastic multiplication: "It is often said that 'multiplication is repeated addition' when what is meant is that 'repeated addition is an instance of multiplication'. I have been developing some tasks which present 'scaling as multiplication' based around familiarity with elastic bands. Participants would benefit from having an elastic (rubber) band to hand which they have cut so as to make a strip; wider is better than thinner if you have a choice." About John Mason John Mason has been teaching mathematics ever since he was asked to tutor a fellow student when he was fifteen. In college he was at first unofficial tutor, then later an official tutor for mathematics students in the years behind him, while tutoring school students as well. After a BSc at Trinity College, Toronto in Mathematics, and an MSc at Massey College, Toronto, he went to Madison Wisconsin where he encountered Polya's film 'Let Us Teach Guessing', and completed a PhD in Combinatorial Geometry. The film released a style of teaching he had experienced at high school from his mathematics teacher Geoff Steel, and his teaching changed overnight. His first appointment was at the Open University, which involved among other things the design and implementation of the first mathematics summer school (5000 students over 11 weeks on three sites in parallel). He called upon his experience of being taught, to institute active-problem-solving sessions, w
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."
Julie Shy

The Gateway to Educational Materials - 0 views

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    The Gateway expands educators' capability to access Internet-based lesson plans, instructional units and other educational materials in all forms and formats. The Gateway's goal is to improve the organization and accessibility of the substantial collections of materials that are already available on various federal, state, university, non-profit, and commercial Internet sites. The Gateway has been serving teachers continuously since 1996 which makes it one of the oldest publically accessible U.S. repositories of education resources on the Web. The Gateway contains a variety of educational resource types from activities and lesson plans to online projects to assessment items.
Maggie Verster

Welcome to the mathtwitterblogosphere - Home - 14 views

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    Curious how social media might benefit you as a math teacher? Check out mathtwitterblogosphere, which encourages math teachers to tweet and blog in order to "get your own creative juices flowing" and participate in a "world-class faculty lounge with colleagues who care about what they do." Come see profiles of math teachers who use blogs and Twitter, learn about "how to take the leap" with those social media, and find recommendations of tweeps and bloggers to follow, categorized by academic level, or interests such as arts and craft in the math classroom games and gamification in math interdisciplinary Work modeling approach to teaching standard-based grading projects and rich tasks technology in the math classroom
Maggie Verster

A numeracy in context site to support teachers with materials - 12 views

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    InBalance has been been developed by a team of European research and learning institutions.The purpose of the project is to support and develop adult tutors of numeracy and provide structured and engaging materials for learners of several abilities. InBalance is a realistic & systematic methodology based on the needs of individual learners & their practical everyday experiences.The InBalance website presents you with a European Numeracy Framework. It describes in detail European levels of competence in numeracy relating to real life situations. There is also a bank of learning materials & an assessment tool for you to use with your own learners; and an exercise maker which will assist you to create your own learning materials.
Andrew Williamson

Norfar Logic / Weekly Outlook - 0 views

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    Algebra Maths wiki Project Based learning online classroom: Logic Inc is a fictitious consulting company created by Mrs. Norfar, a mathematics instructor. The company was created to enable students to develop real-world skills while learning Algebra I, Algebra II, Algebra III, Statistics and Geometry principals. This site is designed to keep parents and students up to date on what is occurring in the classroom. 
Garrett Eastman

Correlating Questionnaire Data With Actual Usage Data in a Mobile Learning Study for Hi... - 1 views

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    Abstract: "A mobile learning research project was conducted in Trinidad and Tobago to determine if mobile learning can assist high school students in learning mathematics. Several innovative techniques were used in this research to address the problem of high failure rates of mathematics in high schools in the Caribbean. A mobile learning application was developed based on a subset of the high school mathematics curriculum used in the English-speaking Caribbean. Game-based learning, personalization and multiple learning strategies were used in conjunction with mobile learning to assist students in improving their performance in mathematics. Three evaluation studies were conducted with the mobile learning application. During the studies, usage data was captured automatically by the system and this was used to determine the extent to which the students actually used the mobile application. At the end of each study, a questionnaire was used to capture student opinions of the mobile learning application. Questionnaire data is based solely on student responses and there is no guarantee of its accuracy and reliability. This paper focuses on the responses of the students to the questionnaire and seeks to determine if the usage data can increase the reliability of the questionnaire data. It summarizes the behaviour patterns of the students gleaned from the usage logs and compares this to the students' responses to the questionnaire. Generally it was found that the students' responses agreed with the usage data, though there were occasions when the responses diverged."
David Wetzel

Stimulating Critical Thinking through a Technological Lens - 9 views

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    Stimulating critical thinking using technology has the potential to create more in depth understanding of science and math content by students when engaged in learning activities which integrate in-class and on-line technology resources. Technology tools support stimulation of both inquiry-based and critical thinking skills by engaging students in exploring, thinking, reading, writing, researching, inventing, problem-solving, and experiencing the world outside their classroom. This is accomplished through learning content through the lens of video to multimedia to the internet (Using Technology to Improve Student Achievement, NCREL, 2005).
MariaDroujkova

Home Base (Classroom Launch) - 10 views

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    Great collaborative project. Simple yet fun.
MariaDroujkova

Math Publications - Middle School Portal - 0 views

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    The Middle School Portal 2: Math and Science Pathways project (MSP2) is a component of the National Science Digital Library (NSDL) that supports middle school educators and youth by offering contextualized, high-quality resources and promotes interactivity, collaboration, and knowledge-sharing among its users. Educators can access MSP2 to increase content knowledge in the areas of science, mathematics, and technology, and to build knowledge on developmentally appropriate pedagogy for youth aged 10 to 15. MSP2 also connects middle school youth to fun and engaging information on math, science, and technology, as well as health, safety, and career exploration. Web tools such as blogs, wikis, podcasts, RSS feeds, and social networking services are being used in the continued development of MSP2 to transform passive, text-based information into a dynamic, collaborative experience that promotes the creation, modification, and sharing of resources, and facilitates professional development. MSP2 is a project of The Ohio State University, National Middle School Association, and Education Development Center, Inc., and is funded by the National Science Foundation.
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