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Martin Burrett

Edcanvas - 0 views

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    Create an interactive online lesson with this brilliant site. Upload and curate all the resources for a lesson in one place and access them with one click. The site works with Office files, PDFs, flash files, small videos, images and internet links and even connects to Google Drive and Dropbox. Then simply share the link with anyone who need to use view it. http://ictmagic.wikispaces.com/Planning+%26+Assessment
Roland O'Daniel

Pattern Blocks: Exploring Fractions with Shapes - 1 views

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    Pattern blocks are great tools for developing conceptual understanding. I hope to continue to see them used in classrooms, but the virtual kind can allow students to share their thinking with other students virtually. I like using screen capture, cut/paste, upload to a wiki, comment on characteristics/size/description of '1'/and sharing with students so that their thikning can be revisited from multiple venues (home, classroom, internet-broader audience).
Michelle Hapich

http://crunchymath.weebly.com/uploads/8/2/4/0/8240213/apcalcprobbook.pdf - 28 views

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    The most AMAZING compilation of math problems EVER!
Garrett Eastman

A Design Principle and Collaborative Learning Support Method in Game-based Learning Env... - 4 views

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    Abstract: "The purpose of this study is to propose a design principle and framework of educational control (in particular, method for collaborative learning support) that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our game-based learning environment (GBLE) called "Who becomes the king in the country of mathematics?". In addition, we describe the method of collaborative learning support control that incorporates a "learner support agent" to support each learner and a "game control agent" to control the game into the learning environment."
Garrett Eastman

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

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    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. "
Garrett Eastman

Digital game design and building: A study of secondary mathematics preservice teachers'... - 5 views

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    "The participants of this study were undergraduate students at a university in Western Canada. They were enrolled in a Secondary Mathematics methods course as part of their program. A total of 21 students (10 males and 11 females) in the class participated voluntarily, ranging from ages 20 to 45 years old. " Surveyed before and after they design math games for the classroom.
Garrett Eastman

Design of Trigonometry Apps for Vocational Education - 7 views

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    Abstract: "How can smartphones apps enrich the learning of mathematics in vocational education? This article examines how mathematics teaching can be enriched by apps using smartphone sensors such as gyroscope, compass, camera, and touch screen in a gaming context. An iterative and participatory design process involving two classes of carpentry students from different vocational colleges resulted in two highly successful and course-relevant games based on trigonometry. Each game consists of quests and missions whose successful completion unlocks more theoretical multiple-choice exercises for the classroom. The combination of competition to unlock exercises, competition for placing on the high-score list, and physical activity proved very motivating for the students and was also approved by their teachers. In this article we describe our design principles, the overall game architecture and the games themselves. We talk about our experience in implementing our design process and subsequently summarize the pros and cons of the application and the smartphone platform and how the app developed contributes to vocational mathematics teaching"
Garrett Eastman

FOUNDATIONS OF ALGEBRA: INTERVENTIONS FOR SUCCESS - 3 views

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    "the three major sections of the manual will be Fluency with Whole Numbers, Fluency with Fractions, and Particular Aspects of Geometry and Measurement. The Fluency with Whole Numbers section is further broken down into subcategories given the wealth of information for this area. The remaining two sections, Fluency with Fractions, and Particular Aspects of Geometry and Measurement are presented only as broad categories because the amount of available information is considerably limited relative to the whole number literature. Finally, two standard protocol interventions are presented as examples of comprehensive, evidence-based mathematics instruction that have been shown effective at increasing mathematics performance according to the Department of Education's What Works Clearinghouse."
Martin Burrett

Double Digits - 0 views

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    This simple addition and subtraction game is wonderful for whiteboards. The pen tool allows students to show their workings before choosing an answer from the four given. http://ictmagic.wikispaces.com/Maths
Garrett Eastman

Getting Serious about Math: Serious Game Design Framework & an Example of a Math Educat... - 8 views

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    From the abstract: :The first aim of this discussion is to suggest a framework for designing serious games based on game features in commercial games, opinions of fourth graders and their teachers, literary studies, contemporary learning theories, as well as successful and unsuccessful similar endeavours. The second part of this paper describes a concrete example of a maths game based on the proposed framework that implicitly tests math and collaboration skills. The game is made of three components: the game itself, a social network, and a teacher reporting tool. Despite a growing interest in GBL, some teachers are reluctant to use serious games in school. To increase usage of serious games as resource, it is important to equip teachers with information and address their concerns. The paper concludes with the idea that serious games need to be designed well in order to provide the immersion and collaborative active learning that most learning theories recommend."
Garrett Eastman

Mathematical Literacy for Everyone using Arithmetic Games - 4 views

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    Abstract: "An innovative mathematics game shown to be effective for low-achieving mainstream students is tested in special education for learners with intellectual disabilities. The game relies on a graphical, intuitive representation for numbers and arithmetic operations to foster conceptual understanding and numbers sense, and provides a set of 2-player games to develop strategic thinking and reasoning skills. The game runs on computers and interactive white boards, and as an augmented reality application at a science centre. We compare its use in special education and mainstream education with respect to usage, performance levels and learning gain. The game has been used by teachers in special educations, with gains in mathematical understanding, strategic thinking and communication skills as effects."
Garrett Eastman

Mathematical Technology in ER9 - 3 views

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    "The focus of this digitally mediated learning activity centers on the mathematics department in the Easton and Redding (ER9) school district in Connecticut. Currently, ER9 teachers have technology in the classroom, but many teachers have expressed uncertainty about how to implement this technology in their classrooms. Based on the foundations of the constructivist learning theory, math teachers will learn how technology fits into the student learning cycle. Interested teachers will form a community of practice (CoP) to learn about and apply engaging technology in the classroom. Some technologies discussed include game-based learning, mobile/Web 2.0 apps such as Prezi, Animation and Edmodo. As a result of this technology CoP, teachers will learn to implement at least one new technology into their classroom and engage in communication between CoP members using MOODLE. "
Mary Avina

Teach Science and Math - 13 views

  • An interactive White Board (IWB) or SMART Board has the potential to deliver content better than traditional methods of teaching. Why? Because it provides multi-media functional interaction across audio, video, and computer media. It is also ideal for visual, auditory, and kinesthetic learners.
  • Ineffective Uses of IWBs
  • Teacher Centered Instruction
  • ...10 more annotations...
  • Canned Lessons
  • Effective Uses of IWBs
  • Effective Uses of IWBs
  • Effective Uses of IWBs
  • Drag and Drop
  • Hide and Reveal
  • Immediate Feedback
  • Matching Items
  • Most teachers lack adequate professional development on how to create and find quality interactive lessons, along with how to integrate the technology effectively into classroom instruction. This is the huge contributing factor as to why IWBs
  • IWBs or SMART Boards are used ineffectively in many classrooms.
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    An interactive White Board (IWB) or SMART Board has the potential to deliver content better than traditional methods of teaching. Why? Because it provides multi-media functional interaction across audio, video, and computer media. It is also ideal for visual, auditory, and kinesthetic learners. These qualities of an IWB also promote the dynamic delivery of content (if used to its full potential) in an engaging manner, which allows students to interact with science or math content their self. Examples include: * data manipulation * responding to data * even creating data So with all these attributes - "How are interactive white boards unsuccessfully used in science and math classrooms?" For the most part - not effectively!
David Wetzel

How to Beat the Fear of Losing a Presentation - 6 views

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    How many times have you prepared an updated or new dynamic math or science PowerPoint or Keynote presentation for class and it would not open in school? Also, how many times has it happened to your students when it's time to give a class presentation? Now you need to postpone their presentation to another day, disrupting even the best planning.
MariaDroujkova

Main Page - GeoGebraWiki - 0 views

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    GeoGebraWiki is a free pool of teaching materials for the dynamic mathematics software GeoGebra. Everyone can contribute and upload materials! All contents of this pool may be used free of charge.
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