"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. "
Active learning has a powerful impact on student learning. How? Student achievement increases through mastery of science and math content as a result of this technique. Students also develop improved problem solving, communication, and higher order thinking skills.
David Tall, emeritus professor from Warwick in the UK, published this book in 2013, and this links to his summary and a sample chapter. His papers and other math resources are on his website: http://homepages.warwick.ac.uk/staff/David.Tall/index.html
A flash resource to help teach probability in maths. Use the spinner to tally the colours that appear. The resource allows you to spin individual spins or up to 1000 spins at a time.
http://ictmagic.wikispaces.com/Maths
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."
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."
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."
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."
"Mathematics is not a series of Statement-Reason proofs punctuated by the occasional "QED". Mathematics, as Paul Lockhart writes in A Mathematician's Lament, is "wondering, playing, amusing yourself with your imagination.""
Abstract: "A Learning Assistant program that recruits strong STEM undergraduates to become mathematics teachers was explored through a qualitative study. Three program participants were purposely selected and interviewed. The program reaffirmed one participant's choice to become a teacher and clarified for one that it might be a career for him."
"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."
"Chances are you've seen this symbol before, because it's one of the most well-known Egyptian symbols. It's called the Eye of Horus. It's been in the background of plenty of mummy movies, and been turned into a lot of necklace charms. Some people think it's writing. Actually, it's math."
From a conference held May 19-20, 2012, includes: "Math Strategies in Digital Storytelling: Effects of Multiple
Pedagogical Agents on Learning Single-Digit Addition Strategies", "Connected to Word Problems: Improving Mathematical Problem Solving
While Exergaming," "Digital Modeling Artifacts as Geometric Thinking & Learning: Top, Side and
Perspective Views to Improve Spatial Abilities," "Credibility of Culturally Situated Design Tools: Mathematics and Black
Identity," "The Use of Dynamic Geometry Software for the development of Specialized
Subject Matter Knowledge."
"Math Quest is a role playing game that could be used as a tool to learn numbers and basic
mathematic operations. The Math Quest package consists of two main modules; learning and game modules
that can be executed separately. The use of the learning module as a tool in learning will allow for a highly
individualized and interactive environment. This paper presents the design of the learning module for
numbers and their mathematics operation. Due to its interactive and stimulating nature, the module is suitable
for school children age 9 to 12 years old to learn the subject. The development takes into consideration of
constructivism learning theories where learning is based on students' active participation in problem solving
and critical thinking regarding activity that they are involved in. The framework for each of module is as
follows: objectives, concept, examples, exercises, quizzes. A heuristic evaluation on the design was
conducted and positive feedback was obtained."
This flash site provides a simple way to make line graphs. Just enter the title, labels and axis increments and then pull the line into place. Use the print screen to make a copy to print or share.
http://ictmagic.wikispaces.com/Maths
"Why Learn It (WLI) aims to address the issue of motivation around learning math by helping students
explore the beauty and relevance of what they would otherwise dismiss as inconsequential in school.
Targeting late middle-school and early high-school students, WLI takes a hybrid approach to cultivat-
ing motivation. It leverages the engagement value of short (approximately three-minute long) videos
depicting real people talking about how math and computational thinking are critical to their successes
in a number of professional areas. Students then complete a series of interactive exercises that help
students explore an application area discussed in the video in more detail. These exercises, however,
are not simply drill problems aimed at making students experts in a particular content area. Instead,
they are multi-step assignments that require the students to draw upon both detailed mathematical
knowledge and a big picture view of how this knowledge can be used to draw useful, meaningful
conclusions. The exercises are focused on bridging the worlds of number, images, and sounds in or-
der to help students build intuition around a particular topic. Therefore, while some questions have
objectively correct responses, others require students to gather knowledge they have built through
answering previous questions within the packet to draw new inferences. Hints are provided along the
1
way to ensure students receive assistance when necessary. Finally, WLI is housed online and is oered
for free, signifying minimal barriers to usage by educators and students."
"Measurement explains how math should be done. With plain English and pictures, [Lockhart] makes complex ideas about shape and motion intuitive and graspable, and offers a solution to math phobia by introducing us to math as an artful way of thinking and living."