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Garrett Eastman

Highlights From TIMSS 2011: Mathematics and Science Achievement of U.S. Fourth- and Eig... - 2 views

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    From the National Center of Education Statistics: "The Trends in International Mathematics and Science Study (TIMSS) 2011 is the fifth administration of this international comparative study since 1995 when first administered. TIMSS is used to compare over time the mathematics and science knowledge and skills of fourth- and eighth-graders. TIMSS is designed to align broadly with mathematics and science curricula in the participating countries. The results, therefore, suggest the degree to which students have learned mathematics and science concepts and skills likely to have been taught in school. In 2011, there were 54 countries and 20 other educational systems that participated in TIMSS, at the fourth- or eighth-grade level, or both. The focus of the report is on the performance of U.S. students relative to their peers in other countries in 2011, and on changes in mathematics and science achievement since 2007 and 1995. For a number of participating countries and education systems, changes in achievement can be documented over the last 16 years, from 1995 to 2011. This report also describes achievement within the United States by sex, race/ethnicity, and enrollment in public schools with different levels of poverty. In addition, it describes achievement in nine states that participated in TIMSS both as part of the U.S. national sample of public and private schools as well as individually with state-level samples of public schools."
Garrett Eastman

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

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    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."
Maggie Verster

CCSS-algebra wiki - 6 views

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    "This is a rather unusual structure for organizing mathematical content, but offers an exciting opportunity for teachers across the nation and abroad to exchange ideas and discuss what they teach. This Wiki will address the underlying central concepts and propose activities that also provide rich opportunity to engage students in the Mathematical Practices. "
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
Martin Burrett

Sketchometry - 0 views

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    This site is an amazing geometry playground for maths students and teachers. Select points on your screen and connect them up to provide the properties you what. This resource uses HTML5 and works wonderfully across a range of computers, browsers and tablets. http://ictmagic.wikispaces.com/Maths
Garrett Eastman

Correlating Questionnaire Data With Actual Usage Data in a Mobile Learning Study for Hi... - 1 views

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    Abstract: "A mobile learning research project was conducted in Trinidad and Tobago to determine if mobile learning can assist high school students in learning mathematics. Several innovative techniques were used in this research to address the problem of high failure rates of mathematics in high schools in the Caribbean. A mobile learning application was developed based on a subset of the high school mathematics curriculum used in the English-speaking Caribbean. Game-based learning, personalization and multiple learning strategies were used in conjunction with mobile learning to assist students in improving their performance in mathematics. Three evaluation studies were conducted with the mobile learning application. During the studies, usage data was captured automatically by the system and this was used to determine the extent to which the students actually used the mobile application. At the end of each study, a questionnaire was used to capture student opinions of the mobile learning application. Questionnaire data is based solely on student responses and there is no guarantee of its accuracy and reliability. This paper focuses on the responses of the students to the questionnaire and seeks to determine if the usage data can increase the reliability of the questionnaire data. It summarizes the behaviour patterns of the students gleaned from the usage logs and compares this to the students' responses to the questionnaire. Generally it was found that the students' responses agreed with the usage data, though there were occasions when the responses diverged."
Maggie Verster

Improving Mathematical Problem Solving in Grades 4 Through 8: What Works Clearinghouse - 21 views

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    This practice guide provides five recommendations for improving students' mathematical problem solving in grades 4 through 8. This guide is geared toward teachers, math coaches, other educators, and curriculum developers who want to improve the mathematical problem solving of students.
Garrett Eastman

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

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    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
Garrett Eastman

Helping Parents to Motivate Adolescents in Mathematics and Science - 1 views

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    (Abstract only online, full text requires subscription) "The pipeline toward careers in science, technology, engineering, and mathematics (STEM) begins to leak in high school, when some students choose not to take advanced mathematics and science courses. We conducted a field experiment testing whether a theory-based intervention that was designed to help parents convey the importance of mathematics and science courses to their high school-aged children would lead them to take more mathematics and science courses in high school. The three-part intervention consisted of two brochures mailed to parents and a Web site, all highlighting the usefulness of STEM courses. This relatively simple intervention led students whose parents were in the experimental group to take, on average, nearly one semester more of science and mathematics in the last 2 years of high school, compared with the control group. Parents are an untapped resource for increasing STEM motivation in adolescents, and the results demonstrate that motivational theory can be applied to this important pipeline problem. "
Julie Shy

kanakku - 0 views

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    kanakku is a free web 2.0 application that is a combination of a spreadsheet and a calculator. This application is designed to be used on either IE 7+ or Firefox (Safari seems to be compatible, but further testing is ongoing). All operating systems that use these browsers should be able to use this Website.
Luke Simon

WhyLearn.it - 0 views

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    I know that this was already shared with the math group, but this is to the main site. Not just the PDF file. These are videos to help put reasons behind why we would learn math concepts and what are they related to. I think they can also serve as a good model for student math projects.
Garrett Eastman

Influence of Game Quests on Pupils' Enjoyment and Goal-pursuing in Math Learning - 4 views

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    "As a medium for learning, digital games provide promising possibilities to motivate and engage students in subject learning. In this study, a game-based learning system, My-Pet- My-Quest, is developed to support pupils' math learning. This is due to the fact that most students in Taiwan have relatively lower positive attitude towards math learning, even though their math performance is prominent. To this end, a three-tire framework is proposed to guide the design of the My-Pet-My-Quest system. A quasi-experiment was conducted to examine the influence of game quests on pupils' enjoyment and goalpursuing in math learning. The results revealed that game quests were favored by students in terms of enjoyment, goal orientation, and goal intensity. Possible reasons for these results and a discussion of related issues are presented in this paper."
Admission Times

SNAP 2013 Result Announced on 9th January - 0 views

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    The cut-off marks for SNAP 2013 will be declared during the result of the exam. Each participating institute will declare their individual SNAP 2013 cut-offs. Since this year the SNAP 2013 Cut-off marks have not been declared yet, we will give you the last year's SNAP cut-offs so that you can get an idea about the SNAP 2013 Cut-off and what to expect this year.  
John Evans

Say What? 5 Ways to Get Students to Listen | Edutopia - 3 views

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    "Ah, listening, the neglected literacy skill. I know when I was a high school English teacher this was not necessarily a primary focus; I was too busy honing the more measurable literacy skills -- reading, writing, and speaking. But when we think about career and college readiness, listening skills are just as important. This is evidenced by the listening standards found in the Common Core and also the integral role listening plays in collaboration and communication, two of the four Cs of 21st century learning. "
Admission Times

GATE exam 2014 Prepare with Online Mock Tests - 0 views

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    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.
Maggie Verster

Inscribe Semicircle In Square by Geometric Construction #mathematics - 2 views

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    This slide show demonstrates some techniques that would be suitable for an experimental geometry project. The basic shapes of square and circle are explored using open source Geogebra and Dr Geo geometry software. The examples includes exercises in geometric construction, novel solutions and recursive (spiral) constructions. This is mathematics that can be done without algebra. There is some algebra on slide 18, to calculate the radius and area of a semicircle inscribed in a square.
Daryl Bambic

Illuminations: Weighing Your Car - 0 views

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    In this lesson, students learn how to measure the area of the tire footprint on a car and to find air pressure using a tire gauge. Students then find the weight of the car using their fraction multiplication skills. Learning Objectives   Students will: Estimate weight of a large object Use a ruler and a tire gauge to take measurements Collect and record data Review square units of measure Calculate area by multiplying fractions Materials   Strips of poster board Ruler Tire gauge How Much Does a Car Weigh? Activity Sheet Computer with internet connection Car Instructional Plan In preparation for this lesson, place a car in a safe lcation for the students to measure the tire footprints and pressure. In case of bad weather, find a covered location. Be sure to measure the tire footprint and the pressure (in PSI) of each tire ahead of time, so that you will be able check the accuracy of students' measurements. Also, check the accuracy of your calculation by comparing to it to the weight of the car listed on the sticker inside the driver's door or in the vehicle manual. By the end of the day, data may change because air has leaked out of the tires while students were using the tire gauge. For safety, check the tires before driving home.
David Wetzel

Tips and Tricks for Finding Science and Math Images on the Web - 22 views

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    Like everything else on the Internet, trying to find images is like trying to find a needle in a haystack. Without the right tools for finding science and math images on the web it is often an impossible, or at least mind-numbing, task. What is needed are search engines which make the job easier. This is where the tips and tricks provided below help this seemingly impossible task by using the top search Web 2.0 search engines and tools available today. These are valuable resources for both you and your students when trying to find just the right image for lesson or project involving digital media.
David Wetzel

What Does the Online Digital Footprint in Your Classroom Look Like? - 16 views

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    In contrast to the digital footprint you use for your personal learning network, this focus is on the online digital footprint students' use in your science or math classroom. The power of a well designed digital footprint brings the capacity to transform a classroom into an online learning community. Within this community your students use digital tools to create and develop a personal learning network.
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.
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