Prometheus Books The Glorious Golden Ratio [978-1-61614-423-4] - "For centuries, mathematicians, scientists, artists, and architects have been fascinated by a ratio that is ubiquitous in nature and is commonly found across many cultures. It has been called the "Golden Ratio" because of its prevalence as a design element and its seemingly universal esthetic appeal. From the ratio of certain proportions of the human body and the heliacal structure of DNA to the design of ancient Greek statues and temples as well as modern masterpieces, the Golden Ratio is a key pattern that has wide-ranging and perhaps endless applications and manifestations.
What exactly is the Golden Ratio? How was it discovered? Where is it found? These questions and more are thoroughly explained in this engaging tour of one of mathematics' most interesting phenomena.
With their talent for elucidating mathematical mysteries, veteran educators and prolific mathematics writers Alfred S. Posamentier and Ingmar Lehmann begin by tracing the appearance of the Golden Ratio throughout history. They demonstrate a variety of ingenious techniques used to construct it and illustrate the many surprising geometric figures in which the Golden Ratio is embedded. They also point out the intriguing relationship between the Golden Ratio and other famous numbers (such as the Fibonacci numbers, Pythagorean triples, and others). They then explore its prevalence in nature as well as in architecture, art, literature, and technology. "
Abstract "This article reports on a case study of the web-based educational maths application, Mathletics. The findings are drawn from an ethnographic study of children's technology use in Melbourne, Australia. We explore the experience, governance and commerce of children's Mathletics use, and offer insights into the developing possibilities and challenges emerging through the adoption of Web 2.0 applications for learning and education." (Full text requires subscription or purchase)
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.
"The first webinar is July 17, 2012 at 3pm eastern/12noon pacific and will focus on creating accessible math images, giving participants a clear understanding of the end-to-end process of converting conventional math display into digital formats that can be accessed by students with print disabilities. Special attention will be given to the tools being created by the OSEP-funded DIAGRAM Center to facilitate image description. "
"All the time you hear what is the use of learning math? Auto racing is full of math applications and concepts. For a race team to be successful they must understand math. "
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."
Welcome to TELMME, the mathematics site of the three technical universities of the Netherlands. Here you find material and information on various mathematics courses that prepare you for a study at one of these three technical universities.
Are you searching for a way to share documents, presentations, slideshows, or a series of photos or images with your students?
Then Voice Thread is the free Web 2.0 tool for you and your students (teachers can register for a free education account).
Have you ever wanted to create short "how to" video for your students to use for homework, remembering facts, and solving math problems.
How often have your students stated, "I could not complete the homework assignment, because I could not remember the steps and no one could help me."
Well the answer is to create a screencast or video for posting on your class wiki or blog for students to view at home or anywhere else they have web access.