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Martin Burrett

Mathematics with a Twist by @RTBCoaching - 0 views

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    "I began my personal journey into the world of Cubing when I was attending Regis University in Denver, Colorado in 2009. My senior thesis project involved devising a cryptosystem using the Rubik's Cube to encode and decode messages. Although my involvement with the Rubik's Cube waned post-graduation, it was rekindled shortly after I became a secondary teacher of mathematics in 2014. I had several Rubik's Cubes in my possession from my college days and these decorated the shelves in my classroom. I recall these puzzles catching the eyes of many curious pupils. After months of traditional curriculum presentation, I determined that my students were in need of a novel lesson, one that would ignite a passion for problem-solving. This lesson would involve the colourful and alluring hexahedron puzzle on my desk: the Rubik's Cube."
Debbie Nichols

The Newbie Guide to Google Search | Educational Technology Tips - 0 views

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    I was surprised. I learned things from this article. It can be projected in class to teach students also.
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

Grant To Fund Video Repository of Teaching Excellence in Math and Science - 2 views

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    "A consortium of education organizations will be developing an online repository of classroom videos to help new teachers learn from master instructors how to teach math and science topics in third through sixth grades. The video repository is part of a project funded by a $3 million grant from the United States Department of Education and includes participants from Stanford University and the American Association of Colleges for Teacher Education (AACTE), as well as the Teacher Performance Assessment Consortium (TPAC), which AACTE helps to operate."
Garrett Eastman

Heavenly Mathematics: The Forgotten Art of Spherical Trigonometry - 2 views

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    Published 2012. "Spherical trigonometry was at the heart of astronomy and ocean-going navigation for two millennia. The discipline was a mainstay of mathematics education for centuries, and it was a standard subject in high schools until the 1950s. Today, however, it is rarely taught. Heavenly Mathematics traces the rich history of this forgotten art, revealing how the cultures of classical Greece, medieval Islam, and the modern West used spherical trigonometry to chart the heavens and the Earth. Glen Van Brummelen explores this exquisite branch of mathematics and its role in ancient astronomy, geography, and cartography; Islamic religious rituals; celestial navigation; polyhedra; stereographic projection; and more. He conveys the sheer beauty of spherical trigonometry, providing readers with a new appreciation for its elegant proofs and often surprising conclusions. Heavenly Mathematics is illustrated throughout with stunning historical images and informative drawings and diagrams that have been used to teach the subject in the past. This unique compendium also features easy-to-use appendixes as well as exercises at the end of each chapter that originally appeared in textbooks from the eighteenth to the early twentieth centuries."
Garrett Eastman

INSTRUMENTAL GENESIS IN GEOGEBRA BASED BOARD GAME DESIGN - 2 views

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    abstract: "In this paper I address the use of digital tools (GeoGebra) in open ended design activities, with primary school children. I present results from the research and development project "Creative Digital Mathematics", which aims to use the pupil's development of mathematical board games as a vehicle for teaching skills with GeoGebra, as well as an entrepreneurial attitude towards mathematics. Using the instrumental approach I discuss how open ended transdisciplinary design activities can support instrumental genesis, by considering the extent to which the pupils address mathematical knowledge in their work with GeoGebra and how they relate their work with GeoGebra and mathematics to fellow pupils and real life situations. The results show that pupils' consider development of board games as meaningful mathematical activity, and that they develop skills with GeoGebra, furthermore the pupils considers potential use of their board game by classmates in their design activities."
Garrett Eastman

Estonia Puts Math on the Map - 2 views

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    "Estonia said it plans to adopt an innovative math curriculum developed by a UK-based group called Computer-Based Math. The effort is the brainchild of Conrad Wolfram, brother of Stephen Wolfram who cofounded Mathematica, a computational software program designed to help with project workflows in almost any industry. "
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

84-year-old math tutor retiring - 3 views

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    Profile of Don Cohen, author of "Calculus by and for young people"
MariaDroujkova

Playing With Math - the Book - crowdfund and pre-order! - 6 views

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    Playing With Math: Stories from Math Circles, Homeschoolers, and Passionate Teachers brings together the stories of over thirty authors who share their math enthusiasm with their communities, families, or students. After every chapter is a puzzle, game, or activity to get you and your kids playing with math too.
Garrett Eastman

Sunflowers and Fibonacci - 2 views

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    "An interesting group participation project for the Manchester Science Fair: growing sunflowers" Includes video on Fibonacci sequences in nature with the example of sunflowers
Garrett Eastman

MIT + K12 - 4 views

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    "In December, 2011, Ian Waitz, MIT's Dean of Engineering, launched the MIT-K12 project, driven by a series of questions: How can we change the perception of the role of engineers and scientists in the world? What can MIT do, right now, to improve STEM education at the K12 level? What if MIT became a publicly accessible "experiential partner" to the country's K12 educators? What if MIT students generated short-form videos to complement the work those educators are already doing in their classrooms and homes?"
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."
Garrett Eastman

Mathematics in Popular Culture Essays on Appearances in Film, Fiction, Games, Televisio... - 4 views

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    Mathematics in Popular Culture Essays on Appearances in Film, Fiction, Games, Television and Other Media Edited by Jessica K. Sklar and Elizabeth S. Sklar Foreword by Keith Devlin Print ISBN: 978-0-7864-4978-1 Ebook ISBN: 978-0-7864-8994-7 25 photos, appendices, notes, bibliographies, index 353pp. 2012
Garrett Eastman

Sir Isaac Newton's own annotated Principia Mathematica goes online - 8 views

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    Digitization project at Cambridge University
Garrett Eastman

BRIDGING K-12 AND UNIVERSITY MATHEMATICS: BUILDING THE STAIRCASE FROM THE TOP - 6 views

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    "The aim of this article is to illustrate a pedagogical strategy originally introduced elsewhere [8, 9] of linking the application-oriented, computer-enabled experiential approach to K-12 mathematics with the applied, project-based approach to the teaching of university mathematics at the undergraduate level."
MariaDroujkova

Marcin Ignac : Cindermedusae - 9 views

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    Beautiful generated medusae!
Garrett Eastman

INTEGRATING ICT WITH EDUCATION: DESIGNING AN EDUCATIONAL COMPUTER GAME FOR TEACHING FUN... - 4 views

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    Abstract: "This research seeks to look into the design process that promotes the development of an educational computer game that supports teaching and learning processes. The research specifically looks at the design of an educational computer game for teaching and learning of the topic of functions. The topic is essential in the teaching and learning of Mathematics courses such as Discrete Mathematics, Real Analysis and Calculus among others at Jomo Kenyatta University of Agriculture and Technology (JKUAT) Kenya. The computer game was developed using the Basic Unified process (BUP) which is a streamlined version of the rational unified process (RUP). This is an object oriented methodology mostly used for small projects with few end users. Due to the few numbers of end users we used interview method of data collection to gather requirements for the computer game. A paper prototype was used to validate the requirements. Use cases were used for both analysis and design of the game while Class diagrams and activity diagrams were purely used for the design of the game. Owens' six top level design anatomy aided in the design of the computer game. The overall computer game design was based on Crawfords' computer game design sequence model. The well designed and developed game met all its user requirements and was able to facilitate the teaching and learning of functions to Bachelor of Science in Mathematics and Computer Science students who were taking Discrete mathematics in their first year of study at JKUATs' Taita/Taveta campus. Development of heuristics for measuring interest, fun and motivation are recommendations given to aid in the evaluation of user satisfaction of educational computer games."
Garrett Eastman

Intelligent Computer Mathematics - MKM, Calculemus, DML, and Systems and Projects 2013,... - 1 views

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    A collection of 33 papers presented at the CICM in Bath, UK, July 2013 (full access by purchase or subscription.)
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    today hindi news,today news talmi,hindi news www.killdo.de.gg
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