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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

Core foundations of abstract geometry - 4 views

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    Abstract: "Human adults from diverse cultures share intuitions about the points, lines, and figures of Euclidean geometry. Do children develop these intuitions by drawing on phylogenetically ancient and developmentally precocious geometric representations that guide their navigation and their analysis of object shape? In what way might these early-arising representations support later-developing Euclidean intuitions? To approach these questions, we investigated the relations among young children's use of geometry in tasks assessing: navigation; visual form analysis; and the interpretation of symbolic, purely geometric maps. Children's navigation depended on the distance and directional relations of the surface layout and predicted their use of a symbolic map with targets designated by surface distances. In contrast, children's analysis of visual forms depended on the size-invariant shape relations of objects and predicted their use of the same map but with targets designated by corner angles. Even though the two map tasks used identical instructions and map displays, children's performance on these tasks showed no evidence of integrated representations of distance and angle. Instead, young children flexibly recruited geometric representations of either navigable layouts or objects to interpret the same spatial symbols. These findings reveal a link between the early-arising geometric representations that humans share with diverse animals and the flexible geometric intuitions that give rise to human knowledge at its highest reaches. Although young children do not appear to integrate core geometric representations, children's use of the abstract geometry in spatial symbols such as maps may provide the earliest clues to the later construction of Euclidean geometry. "
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Martin Burrett

Mathematics with a Twist by @RTBCoaching - 0 views

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    "I began my personal journey into the world of Cubing when I was attending Regis University in Denver, Colorado in 2009. My senior thesis project involved devising a cryptosystem using the Rubik's Cube to encode and decode messages. Although my involvement with the Rubik's Cube waned post-graduation, it was rekindled shortly after I became a secondary teacher of mathematics in 2014. I had several Rubik's Cubes in my possession from my college days and these decorated the shelves in my classroom. I recall these puzzles catching the eyes of many curious pupils. After months of traditional curriculum presentation, I determined that my students were in need of a novel lesson, one that would ignite a passion for problem-solving. This lesson would involve the colourful and alluring hexahedron puzzle on my desk: the Rubik's Cube."
Garrett Eastman

Development of Web based Learning System for Pre-K to Middle School Math Students: Opti... - 7 views

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    Abstract: This research paper has been designed to develop an online tutoring system for pre - K to middle school Math students. The research methodology applied in this study has used both qualitative and quantitative research methods in terms of external and internal Web or software metrics to obtain the usable parameters to design an effective tutoring system to learn Math. Today online hypermedia applications are increasingly becoming more feature rich, important and also the most popular means for communication among school students for e - learning. This paper is divided into four parts: part 'I' presents the introduction of Kumon based after school education; part 'II' describes the research proposal to identify measures, model, and methodology to develop the Web - based online learning system for Pre - K to middle school math students ; part 'III' elaborates the role of using static analysis, dynamic, and comparative analysis that can be applied to check the characteristics and authenticity of data obtained for each student separately; and finally part 'IV' investigates the behaviour of online tutoring system to find the failure points and to calculate reliability aspects using Web page trace algorithms and We b page replacement policies. In this paper, an attempt has been made to systematically explain the state of the art and their practices to design, analyze, and test the functionality of online learning systems for pre - K to middle school Math students
Garrett Eastman

A COLLABORATIVE CROSS NUMBER PUZZLE GAME TO ENHANCE ELEMENTARY STUDENTS' ARITHMETIC SKILLS - 5 views

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    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."
Garrett Eastman

PREDICTORS OF SUCCESS FOR COMMUNITY COLLEGE DEVELOPMENTAL MATHEMATICS STUDENTS IN ONLIN... - 2 views

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    From the abstract: "The problem addressed by this study is the need to identify practical predictors of success for community college developmental mathematics students in online, hybrid and seated course delivery formats. This study examined two possible predictors of success, mathematics self-efficacy and technology self-efficacy, in the three delivery formats and how they related to performance on a final assessment. The study used a quantitative research design employing binomial logistic regression to determine if the independent variables (math self-efficacy and technology self-efficacy) were significant in predicting the outcome category (score on the final assessment dichotomized about the mean). Next linear regression analysis was used to build a predictor equation for a particular score on the outcome variable. A previously developed survey and an adapted version of another survey were combined to measure the independent variables; demographic factors were also measured for descriptive purposes. Binomial logistic regression analysis showed that math self-efficacy was a valid predictor of success for the developmental math students in this study but technology self-efficacy was not. Regression analysis produced a valid equation to predict standard score from average math selfefficacy score. When separated into groups according to course format, math self-efficacy was only a valid predictor for students in hybrid courses. The implications of these results are discussed and recommendations are made for further research."
Admission Times

Download 5000 University Prospectuses of the World - 0 views

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    Download prospectuses of universities and colleges across the world. Admission Times has the world largest university database and all the prospectuses are free to download. Admission Times expert advice will help you finding the right course, right university and the right career path. Discover universities across the world and share this page across your friends.
Cassy Turner

msmi 2010: Learn the Math Behind the Math You Teach (www) - 10 views

  • Professor of Mathematics, emeritus, Hung-Hsi Wu, of University of California, Berkeley, is the featured speaker.
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    The Middle School Mathematics Institute (msmi 2010) will be held in Saint Paul, MN June 14 - June 18, 2010. This event is for teachers in grades 4 - 8. The institute is a 5 day course, where middle school teachers will learn the mathematics behind the math they teach. This year the subject is fractions, decimals, and percentages.
Garrett Eastman

Street-Fighting Mathematics - The MIT Press - 14 views

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    "Street-Fighting Mathematics: The Art of Educated Guessing and Opportunistic Problem Solving" by Sanjoy Mahajan, published in 2010. "Mahajan describes six tools: dimensional analysis, easy cases, lumping, picture proofs, successive approximation, and reasoning by analogy. Illustrating each tool with numerous examples, he carefully separates the tool-the general principle-from the particular application so that the reader can most easily grasp the tool itself to use on problems of particular interest." Available as a free download (Creative Commons License), .pdf): http://mitpress.mit.edu/books/full_pdfs/Street-Fighting_Mathematics.pdf
Garrett Eastman

Magical Mathematics: The Mathematical Ideas that Animate Great Magic Tricks. - 19 views

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    Book to be published in November 2011
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    Published in 2011, "reveals the secrets of amazing, fun-to-perform card tricks--and the profound mathematical ideas behind them--that will astound even the most accomplished magician. ... Each card trick introduces a new mathematical idea, and varying the tricks in turn takes readers to the very threshold of today's mathematical knowledge. For example, the Gilbreath Principle--a fantastic effect where the cards remain in control despite being shuffled--is found to share an intimate connection with the Mandelbrot set. Other card tricks link to the mathematical secrets of combinatorics, graph theory, number theory, topology, the Riemann hypothesis, and even Fermat's last theorem." Read more about one of the authors here: http://chronicle.com/article/The-Magical-Mind-of-Persi/129404/
Mike Kammerzell

How to Encourage Critical Thinking in Science and Math | Teaching Science and Math - 28 views

  • Viewpoint
  • Implication
  • How could you ask that question differently?
  • ...13 more annotations...
  • What did you learn from solving this problem?
  • Is this the most important question to ask when solving the problem?
  • What questions need to be answered before answering this question?
  • What does this presume?
  • When you ask these and similar questions, you are encouraging your students to move from passive to active learning.
  • Avoiding Questions Easily Answered on the Internet
  • The following examples are referred to “Google-Proofing” in some circles.
  • the frequency of questions is not as important as the quality of questions.
  • the following are factors to consider when asking students questions.
  • The average level of questions asked by teachers are 60 percent lower cognitive, 20 percent procedural, and 20 percent higher cognitive. 
  • Increasing the frequency of higher cognitive questions to the 50
  • With predominate use of lower cognitive questions; students tend toward lower achievement
  • The use of higher cognitive questions tends to elicit longer student answers in complete sentences, quality inference and conjecture by students, and the forming of higher level questions.
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    Encouraging students to use critical thinking is more than an extension activity in science and math lessons, it is the basis of true learning. Teaching students how to think critically helps them move beyond basic comprehension and rote memorization. They shift to a new level of increased awareness when calculating, analyzing, problem solving, and evaluating.
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

Games and Mathematics : Subtle Connections - 9 views

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    Published November 2012. "The first part of the book introduces games, puzzles and mathematical recreations, including knight tours on a chessboard. The second part explains how thinking about playing games can mirror the thinking of a mathematician, using scientific investigation, tactics and strategy, and sharp observation. Finally the author considers game-like features found in a wide range of human behaviours, illuminating the role of mathematics and helping to explain why it exists at all. "
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."
Martin Burrett

Math Champ - 0 views

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    A truly amazing Apple App for learning maths. Download the host or client app to your Apple device and set maths quizzes to complete in real time together in class. The apps communicate through a wireless network or Bluetooth and the host device tracks and keeps all the data for each quiz so you can see where your class need to improve. To set questions you just turn the sections on or off and the app chooses questions from these at random. http://ictmagic.wikispaces.com/Maths
Garrett Eastman

Adaptive Interaction Design for Online Mathematics Education: The Way of the Game - 8 views

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    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."
Martin Burrett

Imaginary Geometry - Kanizsa Figures by @CambridgeMaths - 0 views

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    "Italian psychologist Geatano Kanizsa first described this optical illusion in 1955 as a subjective or illusory contour illusion. The study of such optical illusions has led to an understanding of how the brain and eyes perceive optical information and has been used considerably by artists and designers alike. They show the power of human imagination in filling in the gaps to make implied constructions in our own minds. Kanizsa figures and similar illusions are a really useful way to encourage learners to 'say what they see' and to explain how they see it. It offers a chance for others to become aware of the different views available in a diagram and share their own thoughts without the 'danger' of being wrong; many people see different things."
Martin Burrett

Graphing Stories - 1 views

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    A site with a collection of maths videos designed to get students drawing graphs. Watch the motion of objects or values on scale in the videos and plot the numbers. The videos have the correct answers at the end.
Martin Burrett

A puzzle a day - 0 views

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    Get a new maths question to solve every day of the year with this superb site. It's great for lesson starters and the answer and explanation can be shown with the click of a button. Search questions for other dates by clicking the link at the bottom of the screen. http://ictmagic.wikispaces.com/Maths
Garrett Eastman

Monkey Tales Games and The Merchant of Venice are the overall winners of the MEDEA Awar... - 10 views

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    "Monkey Tales Games is a series of 3D video games to support the learning of maths, created in 2011 by die Keure Educatief and Larian Studios from Belgium. The series is made up of five exciting and fun video games with age-specific themes where the player has to solve 3D puzzles." ...
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