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Ced Paine

Interactive Math Lesson - Grades 3-5 - 0 views

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    This is a collection of interactive lessons from a Grade 4 Math course developed by Winpossible - the course uses an innovative instruction format by combining an engaging animated character's visual and voice with Winpossible's unique ChalkTalk™ technology (patent pending) in order to replicate the "classroom experience" for students. The course matches with the Grade 4 correlations of most states in the US.
Maggie Verster

National Mathematics Week - 0 views

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    Our activities during Mathematics Week focus attention on Mathematics and Mathematics Education with the aim of making Mathematics more interesting, attractive, relevant, challenging, rewarding and engaging to learners and the community at large, e.g. by highlighting the impact of Mathematics on our daily lives and stressing the importance of Mathematics as a foundation for careers in science, technology and managerial jobs. Mathematics Week is a vehicle to popularise Mathematics and to increase public awareness, understanding and appreciation of Mathematics.
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.
Colin Graham

NSDL.org - National Science Digital Library - 0 views

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    The NSDL was created by the National Science Foundation in 2000 to provide organized access to high quality online resources and tools that support innovations in teaching and learning at all levels of science, technology, engineering, and mathematics education.
Darren Kuropatwa

Who's Counting: John Allen Paulos - ABC News - 1 views

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    John Allen Paulos' column for ABC news: mathematics in daily life as it reads in the news.
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    Comprehensive up-to-date news coverage, aggregated from sources all over theworld by Google News.‎Finance - ‎About Google News - ‎Languages and regions - ‎Editors' Pickswww.killdo.de.ggNews Online from Australia and the World ...News headlines from Australia and the world. The latest national, world, business, sport, entertainment and technology news from News Limited news papers.www.killdo.de.ggBreaking News Updates | Latest News Headlines ...Breaking News, Latest News and Current News from FOXNews.com. Breakingnews and video. Latest Current News: U.S., World, Entertainment, Health, ...www.killdo.de.gg
Roland O'Daniel

Center for Technology and Teacher Education || Macromedia Flash Activities - 17 views

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    Some great applets for use with math classes. From basic arithmetic modeling to modeling of integrals. From the University of Virginia these flash based apps will work on almost any platform except the iPod system (currently).
Mike McIlveen

Mathing… » (A Comic Guide to Limits) Part 1 - When Limits Exist - 19 views

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    Mathing…teaching education mathematics technology games and... Great post on left and right limits in student friendly terms.
Garrett Eastman

MSP2 Middle School Portal - the network for middle school math and science teachers - 16 views

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    "supports middle grades educators with high-quality, standards-based resources and promotes collaboration and knowledge-sharing among its users. Educators use MSP2 to increase content knowledge in science, mathematics, and appropriate pedagogy for youth ages 10 to 15. MSP2 employs social networking and digital tools to foster dynamic experiences that promote creation, modification, and sharing of resources, facilitate professional development, and support the integration of technology into practice."
Maggie Verster

Math4Mobile: Design & Implementation Challenges - 13 views

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    "Calls are frequently heard for improving schooling by closing the gap between children's life out-of-school and traditional learning styles, and by broadening the space and span for life-long learning opportunities. The Math4Mobile development endeavors to engage all students with mathematical ideas. It provides a collection of tools that could be included in a variety of activities to support students' mathematical skills, conceptual understanding, and creative mathematical thinking. "
Maggie Verster

GeoGebra: Do The Math! - Download free content from Maine Department of Education on iT... - 10 views

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    GeoGebra: Do the Math is a series of screencast tutorials for teachers and/or students. The tutorials were initiated as a project to support Maine math teachers in the integration of technology in the classroom. What is GeoGebra provides an overview of the program and its capabilities. Several tutorials present the program's menu options and tools in step-by-step format. Another group of tutorials provides examples of GeoGebra learning activities in major math content areas. These tutorials are intended as a visual supplement to printed guides and documentation. GeoGebra users can find a wealth of guidance and examples at www.geogebra.org. A web search such as "GeoGebra Pythagorean Theorem" will yield hundreds of additional articles, examples, and applets.
Garrett Eastman

Key Findings From Simulation and Technology Research - 1 views

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    A policy brief from the National Center for Research on Evaluation, Standards and Student Testing includes positive findings on computer games used to improve student math performance.
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

Mathematical practice, crowdsourcing, and social machines - 0 views

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    from the abstract: "Mathematics is now at a remarkable in exion point, with new technology radically extending the power and limits of individuals. Crowd- sourcing pulls together diverse experts to solve problems; symbolic computation tackles huge routine calculations; and computers check proofs too long and complicated for humans to comprehend. The Study of Mathematical Practice is an emerging interdisciplinary eld which draws on philoso- phy and social science to understand how mathematics is produced. Online mathematical activity provides a novel and rich source of data for empirical investigation of mathematical practice - for example the community question-answering system mathover ow contains around 40,000 mathe- matical conversations, and polymath collaborations provide transcripts of the process of discovering proofs. Our preliminary investigations have demonstrated the importance of \soft" aspects such as analogy and creativity, alongside deduction and proof, in the production of mathematics, and have given us new ways to think about the roles of people and machines in creating new mathematical knowledge. We discuss further investigation of these resources and what it might reveal. Crowdsourced mathematical activity is an example of a \social machine", a new paradigm, identi- ed by Berners-Lee, for viewing a combination of people and computers as a single problem-solving entity, and the subject of major international research endeavours. We outline a future research agenda for mathematics social machines, a combination of people, computers, and mathematical archives to create and apply mathematics, with the potential to change the way people do mathe- matics, and to transform the reach, pace, and impact of mathematics research."
Garrett Eastman

Peer-supported problem solving and mathematical knowledge - 4 views

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    From the abstract: "is research develops around a technological intervention intended to transform a peer produced reference resource into a peer produced learning environment. An early Web 2.0 community for mathematics, PlanetMath.org, will henceforth become a mathematical practicum, and a laboratory for learning science."
Garrett Eastman

Bridging Game-Programming into theK-12 Curriculum - 1 views

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    From the abstract: "this study investigated how the perspectives of the non-computer science educators changed after learning game-programming and how it could be fitted into the K-12 curriculum. Fourteen non-computer science educators and/or administrators in the K - 16 educational systems who made up a cohort at Sam Houston State University, Master of Education/Instructional Technology Program participated in this study. The participants were required to learn two free Web 2.0 game-programming applications and reflect on an article related to reviving interest in math and science as part of their program. Qualitative data consisted of online reflections, and peer-review processes through Facebook. A quantitative component was added to the analysis. The findings indicated that: (a) the perspectives of the participants changed from negative to positive as they reflected on their own game-programming learning experiences; (b) participants came to understand how game programming could build up students' logical concepts and critical thinking skills improving performances in math, science, and other subjects; and (c) due to the benefits of logical concepts and critical thinking skills game programming could have immense benefits if built into the K-12 curriculum."
Darren Kuropatwa

The UK needs a revolution in the way maths is taught. Here's why… | Education... - 7 views

  • We have confused rigour at hand-calculating with rigour for the wider problem-solving subject of maths – the necessary hand mechanics of past moments with the enduring essence of maths.
    • Darren Kuropatwa
       
      Well summarized important point made here.
  • An example I like to give is to pick up my iPhone, activate its Siri voice recognition and say: "Solve x cubed plus 2x plus one equals zero."
    • Darren Kuropatwa
       
      Do all students have access to this kind of technology? Do we have different learning goals for students in different learning environments?
Maggie Verster

Three Fun and Free Android Apps for #Mathematics Practice #mathchat http://t.co/kUAh8b46jd - 6 views

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    Three Fun and Free Android Apps for #Mathematics Practice #mathchat http://t.co/kUAh8b46jd
Garrett Eastman

60 Apps for Teaching STEAM - 9 views

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    Includes a section on math apps for different grade levels
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    today hindi news,today news talmi,hindi news www.killdo.de.gg
Patricia Donaghy

Egyptian numbering translation - 0 views

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    Comprehensive up-to-date news coverage, aggregated from sources all over theworld by Google News.‎Finance - ‎About Google News - ‎Languages and regions - ‎Editors' Pickswww.killdo.de.ggNews Online from Australia and the World ...News headlines from Australia and the world. The latest national, world, business, sport, entertainment and technology news from News Limited news papers.www.killdo.de.ggBreaking News Updates | Latest News Headlines ...Breaking News, Latest News and Current News from FOXNews.com. Breakingnews and video. Latest Current News: U.S., World, Entertainment, Health, ...www.killdo.de.gg
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