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Garrett Eastman

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

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    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

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
Garrett Eastman

The Math You Need, When You Need It - 2 views

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    "Math tutorials for students in introductory geosciences"
Brendan Murphy

Math curriculum being revamped in Ball-Chatham schools - Springfield, IL - The State Jo... - 0 views

  • “It’s more complex lessons,” Kimball said. “Rather than just learning the skill and drill, it’s ‘understand the concept.’ ”
  • “Best practices (based) in brain research are best practices overall for instruction.”
Garrett Eastman

Investigating the Relationship Between Puzzles and Learning in Mathematics - 9 views

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    relationship between "puzzle-solving and mathematical skills"
Garrett Eastman

Getting Serious about Math: Serious Game Design Framework & an Example of a Math Educat... - 8 views

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    From the abstract: :The first aim of this discussion is to suggest a framework for designing serious games based on game features in commercial games, opinions of fourth graders and their teachers, literary studies, contemporary learning theories, as well as successful and unsuccessful similar endeavours. The second part of this paper describes a concrete example of a maths game based on the proposed framework that implicitly tests math and collaboration skills. The game is made of three components: the game itself, a social network, and a teacher reporting tool. Despite a growing interest in GBL, some teachers are reluctant to use serious games in school. To increase usage of serious games as resource, it is important to equip teachers with information and address their concerns. The paper concludes with the idea that serious games need to be designed well in order to provide the immersion and collaborative active learning that most learning theories recommend."
Garrett Eastman

A Smart Way To Engage Math-Haters - 13 views

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    An approach with high school students that combines problem solving and skill building
Kristen Ekhoff

SAT Math practice | SAT | Khan Academy - 0 views

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    SAT Math Practice Questions & Quizzes
Wanda Terral

Multiplication Tool: Learn Standard Multiplication, Partial Products Multiplication and... - 1 views

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    The Multiplication Tool supports the teaching and learning of multi-digit multiplication, a critical elementary math skill that many students have difficulty mastering, but which is essential to success in middle and high school mathematics and beyond.
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    The goal of the Multiplication Tool is to help learners significantly improve their ability to multiply. To teach multiplication, this tool models three common solving methods, including Standard, Partial Products and Lattice. Students, or teachers, can choose the method they find most intuitive, or use the method they find most challenging.
Darren Kuropatwa

Math Study Skills : Student Learning Assistance Center : Texas State University - 12 views

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    There's a lot of anecdotal stuff online about the myths of teaching/learning math. These "Twelve Math Myths" seem to come up again and again.
John Evans

Dan Meyer: Math class needs a makeover | Video on TED.com - 6 views

  • Today's math curriculum is teaching students to expect -- and excel at -- paint-by-numbers classwork, robbing kids of a skill more important than solving problems: formulating them. At TEDxNYED, Dan Meyer shows classroom-tested math exercises that prompt students to stop and think.
John Green

Math Summer Programs for Grades 3-10 - 0 views

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    TenMarks offers summer math programs for students in Grades 3-10. There are "Step-Up" programs - a great way to review last year and preview next, and "Foundation" programs - build core skills in Algebra, Geometry, Fractions, Math Facts, and more.
Maggie Verster

MathX is a mxit maths game to hone those basic skills - 11 views

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    "MathX is a mathematical game where the player is given 4 single digit numbers (0-9). The player must apply the basic operators (addition, subtraction, multiplication and division) to each of these numbers, using all the numbers once only, to get to the answer 24."
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