This is a must try site which provides an amazing 3D world which teaches English and maths core skills. Players race against two other randomly chosen online players of a similar level. The questions start out very easy and adapt to the performance of the player. The questions are read out and some are displayed on the screen. The player just clicks on the correct multiple choice answer to increase their speed. There is a download for PCs and Macs as well as apps for iPad and Android. There are teacher accounts which allow you to make logins for lots of children quickly. When there log in students will be asked to design an avatar. Because the resource requires a sizeable download it takes a little time to set up, but because it runs on your local device game play is very smooth and quick.
http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
"This is a rather unusual structure for organizing mathematical content, but offers an exciting opportunity for teachers across the nation and abroad to exchange ideas and discuss what they teach. This Wiki will address the underlying central concepts and propose activities that also provide rich opportunity to engage students in the Mathematical Practices.
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"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. "
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."
My name is Patrick Honner. I teach mathematics at Brooklyn Technical High School, a large, public, specialized high school in Brooklyn, New York.
As a NYC public school teacher I have taught everything from Introductory Algebra to Multivariable Calculus. I mentor student research in mathematics, and I am actively involved in extracurricular mathematics programs both in my school and around New York City.
Math research is an instructional focus of mine. Independent, investigative, mathematical research projects can be crafted by and for students at all levels of knowledge, in all areas of interest. A primary objective of MrHonner.com is to exhibit the math all around us in order to stimulate question-posing and hypothesizing, the first steps in structuring a good research project.
I am a two-time recipient of Math For America's Master Teacher Fellowship, and I am active in MfA's professional community.
From the abstract: "Studies on creative mathematics conducted in the past decades revealed that the importance of
creation of learning and teaching environment favourable to the identification and nurturing
creativity in mathematics. Based on psychological, methodological and didactical models created
by Krutetskii (2006), Shchedrovtiskii (2008), Brousseau (2007) and Sierpinska (2004), we have
developed our challenging situation approach. During 5 years of field study in the elementary
grade VII classroom, we collected sufficient amount of data that demonstrate how these
challenging situations help to discover and to boost mathematical creativity in very young
children, keeping and increasing their interest towards more advanced mathematics curriculum.
This article is an humble attempt to present our model and illustrate how it works in the mixedability
classroom. We will also discuss different roles that teachers and students might play in
this kind of environment and how each side could benefit from it."
Video featuring Abby Brown, Math Teacher, Torrey Pines High School : ""Mathematica has changed how I think about teaching and how my students learn mathematics. The conversations in our classes focus so much more on concepts and ideas and understanding the mathematics rather than how do I solve the problem."
"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. "
Abstract: "Together, brain science and learning design inform Adaptive Interaction Design (AID), a technique for curriculum planning and development. Mathematics is a particular case in which AID can help. The Way of the Game is vital to learning design. There are many definitions of "game." Here, we mean game to be the means by which spontaneous play becomes responsible learning. That innovative games figure as the centerpiece of many 21st century curricula is no accident. Games are a critical element in modern theories of learning design especially when related to insights from neuroscience and online learning/teaching methods. But beyond simple gamification, can games provide the disruptive transformation to mathematics education that is required to effect substantive and sustainable improvement? Can we game the educational system to ensure students' success in mathematics? To find out, we will look at the AID process and two sample products for the development of mathematical thinking and practice based on the Way of the Game."
I'm rubbish at Maths' are words that regularly come out of mouth during my adult life. This fixed mindset is deep rooted. When faced with a Maths challenge I have immediate flashbacks to those bottom set Maths lessons where everyone else were given more complicated problems with bigger numbers to solve. I may have a fixed mindset in terms of my own capabilities, but I believe every child has the capacity to be a fantastic Mathematician, if they are given the opportunity and are encouraged to have the belief in the 'power of yet'.
"This is a really good way of testing out practical measuring skills in Maths lessons.
I always teach 'measuring' by incorporating a Harry Potter themed Potions lesson. Pupils follow potion recipes to create potions from the Harry Potter universe, e.g. Polyjuice Potion or Skele-gro. I have a mixture of powders (cornflour), plants (herbs) and potions (water with food colouring). I then have pipettes, a range of different containers with different scales for measuring liquids, scales for measuring the plants and powders, in addition to gloves for handling the 'poisonous' plants, a pestle and mortar for the plants and stopwatches for timing."
Abstract: "In traditional mathematics education, students have typically been asked to solve lots of tedious and uninteresting exercises for developing the arithmetic skills of addition and subtraction. The paper provides an account of learning arithmetic skills in a more interesting way through the collaborative playing of a puzzle game. 83 students in three classes in Grade 4 were asked to solve arithmetic problems with three different methods: via playing an adapted "cross number puzzle" game on Group Scribbles (GS) collaboratively, via playing the same game on GS individually, and via the traditional method of teaching and learning, i.e. with no games at all. Analysis of the pre and post learning achievement data reveals that the two classes who played the game performed better than the control class, with the collaborative class students achieving better than the individual class students. By playing the game, low-ability students, in particular, made the most significant progress in arithmetic capability and in building up their confidence in doing arithmetic calculations."
A wonderful site for teaching about money. Users go on adventures and earn coins. Travel back in time, play games and have fun... but only if you have the cash!
http://ictmagic.wikispaces.com/Maths
Math Goes to the Movies Burkard Polster and Marty Ross"Mel Gibson teaching Euclidean geometry, Meg Ryan and Tim Robbins acting out Zeno's paradox, Michael Jackson proving in three different ways that 7 x 13 = 28. These are just a few of the intriguing mathematical snippets that occur in hundreds of movies."
"Mathematical Expeditions is a collection of over 500 culturally and historically diverse mathematical problems carefully chosen to enrich mathematics teaching from middle school through the college level." Forthcoming June 2012.
"Our studio was created to help parents who want to give their children a better education than is provided by the majority of schools.....Our program is based on more than 30 years of teaching experience during which time we have synthesized the best of Russian, American, and European logical and thinking developmental programs."