Skip to main content

Home/ Math Links/ Group items tagged testing

Rss Feed Group items tagged

Admission Times

GATE exam 2014 Prepare with Online Mock Tests - 0 views

  •  
    Given that this year GATE exam have moved out online, applicants are looking for ways to get ready for the new test format. For this function IIT Kharagpur has provided applicants with a series of mock tests on its website to make known the candidates with the procedure of the GATE online test.
Garrett Eastman

Want to Ace Your Test? Share Your Feelings - ScienceNOW - 9 views

  •  
    Reports research from UChicago: "Students who spend just ten minutes writing about their worries before a test score higher than" otherwise. Math tests of increasing difficulty and with more daunting circumstances were used in the study.
Garrett Eastman

MISCONCEPTIONS IN GEOMETRY AND SUGGESTED SOLUTIONS FOR SEVENTH GRADE STUDENTS - 5 views

  •  
    Abstract: "The principal aim of this study is to find the weaknesses of secondary school students at geometry questions of measures , angles and shapes , transformations and construction and 3-D shapes. The year 7 curriculum contains 4 geometry topics out of 17 mathematics topics. In addition to this , this study aims to find out the mistakes, 28 , 7th grade students made in the last 4 exams including two midterms and two final exams.To collect data, students were tested on two midterms and two final exams using open-ended questions on geometry to analyze their problem solving skills and to test how much they acquired during the year.Frequency tables were used in data analysis.To fulfill this aim in the first midterm exam the subject measures were tested.In the first final exam which followed the first midterm exam in addition to measures and angles shapes skills were also tested. Following these tests , in the second midterm we tested the students on transformation and construction. A descriptive methodology and student interview were used in the study to analyze and interpret the results. The results from this study revealed that 7th grade secondary school students have a number of misconceptions, lack of background knowledge, reasoning and basic operation mistakes at the topics mentioned above."
Darren Kuropatwa

Virginia State Standards of Learning Science, Math and Technology Practice Tests - 0 views

  •  
    Practice Tests! All of the questions on this site come from test materials released by the Virginia Department of Education
Garrett Eastman

The Impact of Video Games in Children's Learning of Mathematics - 0 views

  •  
    "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

Measuring Engagement Effects of Educational Games and Virtual Manipulatives on Mathematics - 9 views

  •  
    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
Admission Times

GATE Mechanical Engineering Mock Test Question - 0 views

  •  
    High difficulty level Mechanical Engineering question that has high probability of appearing in your GATE exam on 15 - 16 February 2014.
Patricia Donaghy

Glencoe Mathematics - Online Study Tools - 1 views

  •  
    Self-Check Quizzes Chapter Test Standardized Test Practice Vocabulary
Garrett Eastman

Flexible intuitions of Euclidean geometry in an Amazonian indigene group - 1 views

  •  
    From the abstract: "We tested the hypothesis that certain aspects of nonperceptible Euclidian geometry map onto intuitions of space that are present in all humans, even in the absence of formal mathematical education. Our tests probed intuitions of points, lines, and surfaces in participants from an indigene group in the Amazon, the Mundurucu, as well as adults and age-matched children controls from the United States and France and younger US children without education in geometry. The responses of Mundurucu adults and children converged with that of mathematically educated adults and children and revealed an intuitive understanding of essential properties of Euclidean geometry." (Full text requires subscription.
Garrett Eastman

LEARNING MATHEMATICS NEEDED FOR TEACHING THROUGH DESIGNING, IMPLEMENTING, AND TESTING L... - 1 views

  •  
    Abstract:"This paper discusses the results of a pilot st udy that explored how prospective secondary school teachers are shaped by learni ng experiences during their undergraduate mathematics education. The collabora tive study, which was conducted by a mathematician and a mathematics educator, dr ew from the experiences of prospective teachers in a non-traditional undergraduate ma thematics program that makes extensive use of technology. Analysis of data collect ed from detailed questionnaires, journals, and focus group discussions strongly suggests that designing, implementing, and testing Learning Objects promotes prospective teache rs' learning of the mathematics needed for teaching. Furthermore, the analysis shows t hat prospective teachers' experiences of ownership, engagement, and pride are key to positive learning experiences. "
Maggie Verster

The Intergeo Project - 5 views

  •  
    The main objective of the Intergeo Project is to make digital content for mathematics teaching in Europe more accessible, usable and exploitable. Intergeo will... * offer content in a searchable and metadata-tagged portal. * enable users to use their software of choice by specifying a common file format based on open standards. * test available material in the classroom. All stakeholders, software teams, resource authors, teachers and learners will be involved, in order to promote quality enhancement cycles.
  •  
    The main objective of the Intergeo Project is to make digital content for mathematics teaching in Europe more accessible, usable and exploitable. Intergeo will... * offer content in a searchable and metadata-tagged portal. * enable users to use their software of choice by specifying a common file format based on open standards. * test available material in the classroom. All stakeholders, software teams, resource authors, teachers and learners will be involved, in order to promote quality enhancement cycles.
Garrett Eastman

US losing its technological edge? No! - CSMonitor.com - 1 views

  •  
    Profiles a study by the Rand Corporation that contradicts other studies and reports by showing that student test scores in math and science have not declined over the last decade. Whether there is a correlation between student performance and technological growth remains to be seen.
Garrett Eastman

Assessing our current process of math (mis)placement - 3 views

  •  
    A college institutional researcher reveals some data concerning math placement tests and the pressures impacting students to opt for more difficult math courses without adequate preparation and unsatisfactory results. He writes: "In my mind, this disconnect exemplifies the degree to which incoming students and families don't grasp the difference between going to college to acquire content knowledge and going to college to develop skills and dispositions. ... [I]f students understand that college is about developing skills and dispositions, I think that they might be more likely to appreciate the chance to start at the beginning that is appropriate for them, savoring each experience like a slow cooked, seven course meal because they know that the culmination of college is made exponentially better by the particular ordering and integrating of the flavors that have come before."
Garrett Eastman

TYPE OF TASK IN A MATHEMATICAL SKILLS VIDEOGAME AFFECTS CHILDREN'S PERCEPTION OF LEARNI... - 0 views

  •  
    Abstract: "n this study we explored the impact of performing mathematical tasks presented in the context of an "adventure challenge" or a "mathematical challenge" in a videogame. This videogame - "Matemáquina do Tempo" - is being developed to facilitate learning of mathematical skills like counting, grouping, and relating numbers. The videogame consists in various movement control tasks with dynamic (e.g., running) and static (e.g., pointing) interactions. Our goal was to test the impact of the integration of a direct mathematical task versus an indirect mathematical task. A group of 18 five year-old children performed the game in two conditions: a) adventure challenge , which implied movements such as running or climbing trees to perform mathematical tasks of counting and grouping; and b) mathematical challenge , which included swimming after selecting the correct path through counting, followed by a direct mathematical task of pointing to organize numbers in a line. Our assumptions were evaluated according to questionnaires and video analysis of the children playing the game. Results confirmed our hypothesis, showing that players performing the mathematical challenge generally considered that they were learning with the game, and most agreeing that the game was fun. Participants in the adventure challenge condition on the other hand, showed a tendency to evaluate the game as very amusing and were more distributed in the learning evaluation. In conclusion, we suggest that the inclusion of direct mathematical tasks in the videogame might lead to increased perception of learning, although they also seem to result in lower amusement ratings."
Martin Burrett

Real Life Maths: Potions Lesson by @PrimaryLessons - 0 views

  •  
    "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."
MariaDroujkova

Math Future event: mathematics in Crowd Sciences Feb 15 at 3pm ET - 2 views

  •  
    LOGIN Wednesday February 15 at 3pm Eastern US time: http://tinyurl.com/math20event During the event, Dr. Keith Still of SaferCrowds.com will introduce his Crowd Sciences work and explain the relevance of mathematics in it: "If you don't do the maths, you could end up in court on a manslaughter charge!" All events in the Math Future weekly series: http://mathfuture.wikispaces.com/events The recording will be at http://mathfuture.wikispaces.com/CrowdSciences Pose questions and comments for Keith before the event Math Future wiki: http://mathfuture.wikispaces.com/message/list/CrowdSciences LinkedIn group: http://www.linkedin.com/groupItem?view=&gid=33207&type=member&item=94871153&qid=b29a6dbc-6474-425f-865a-b319bd33dcb9 Email group: http://groups.google.com/group/mathfuture/browse_thread/thread/931328aab6d87b03 How to join Follow this link at the time of the event: http://tinyurl.com/math20event Wednesday, February 15 2012 we will meet online at noon Pacific, 3 pm Eastern time. WorldClock for your time zone. Click "OK" and "Accept" several times as your browser installs the software. When you see Session Log-In, enter your name and click the "Login" button If this is your first time, come a few minutes earlier to check out the technology. Crowd Modelling + Crowd Monitoring + Crowd Management = Safer Crowds Crowd Modelling is the scientific approach to the development of safe, robust, crowd management plans. This can be achieved without the need for expensive, complex, time consuming computer simulations. In simple terms Crowd Modelling is understanding how, where, when and why crowds arrive, move around and leave an events/venues. The majority of this can be accomplished using tried, tested and simple to apply methodologies. "Keith Still is what I term an intuitive mathematician. He is one of the most creative and original thinkers that I know. He adds drive and determination, as well as considerable intellectual power to any group of which h
Garrett Eastman

Wayang Outpost - 9 views

  •  
    Electronic tutoring system, to help students with standardized tests gauges students' responses as they learn, received a ONR grant http://www.umass.edu/newsoffice/newsreleases/articles/148281.php
Garrett Eastman

Math and Value Educational Game for Elementary 6th grade - 6 views

  •  
    Abstract: "Shoot x Shoot is the first game for EduTurtle. It's a 6th grade Math game that combines topics like "Multiples", "Cartesian Plane", "International and English measurement systems", "Percentages and fractions". Through a pre game test we obtain a score of the students on the subjects then is a game time and before this time we measure again with a similar test the score of the students in order to measure an influence of the game on the students about this subjects. The online platform EduTurlte offers educational games for elementary schools children. In a near future at http://www.eduturtle.com girls and boys may come to play (and at the same time learn and reinforce their knowledge) by keeping track of their progress in games on various topics at different grades. It is also a way to reinforce the lessons learned in the classroom and/or books through games that capture their attention over entertainment. "
1 - 20 of 64 Next › Last »
Showing 20 items per page