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Darren Kuropatwa

Pi Cubed | Sunset Lake Software - 0 views

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    Pi Cubed is a visual math application for the iPhone / iPod touch that lets you perform calculations as you would on a piece of paper. By using an animated, touch-based interface, even the most complex mathematical expressions can be entered and instantly evaluated. These expressions are typeset as they would be in a textbook or on a blackboard. Calculations are displayed with up to 34 digits of decimal precision. Additionally, a library of over 150 equations ships with the application.
Martin Burrett

Resource: Pacman... more or less - 0 views

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    "A computer game themed resource to help pupils to practise using more or less symbols. Laminate to make the paper strip reusable. Use the included answer card to allow self and peer assessment."
Garrett Eastman

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

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    "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

INSTRUMENTAL GENESIS IN GEOGEBRA BASED BOARD GAME DESIGN - 2 views

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    abstract: "In this paper I address the use of digital tools (GeoGebra) in open ended design activities, with primary school children. I present results from the research and development project "Creative Digital Mathematics", which aims to use the pupil's development of mathematical board games as a vehicle for teaching skills with GeoGebra, as well as an entrepreneurial attitude towards mathematics. Using the instrumental approach I discuss how open ended transdisciplinary design activities can support instrumental genesis, by considering the extent to which the pupils address mathematical knowledge in their work with GeoGebra and how they relate their work with GeoGebra and mathematics to fellow pupils and real life situations. The results show that pupils' consider development of board games as meaningful mathematical activity, and that they develop skills with GeoGebra, furthermore the pupils considers potential use of their board game by classmates in their design activities."
Garrett Eastman

Australian Pre-Service Teachers Overseas Tour: Implications for Mathematics Teaching and Learning - 0 views

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    Abstract: "Australian pre-service teachers have to acquire layers of knowledge as school classrooms are multicultural in composition. To what extent does the experience of an overseas professional experience tour contribute to the development of pre-service teachers in meeting recognised professional teaching standards? This paper describes the perceptions of Australian preservice mathematics teachers who participated in educational and cultural activities during planned tours to Malaysia. The data set was collected through the use of questionnaires, interviews and focus group discussions."
Garrett Eastman

Nature of an Attitudes toward Learning Mathematics Questionnaire - 0 views

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    Abstract: "Students' attitudes toward mathematics and its learning have been subject to numerous studies in the past six decades. These studies treat such attitudes as both desirable learning outcomes and correlates of mathematics achievement. Many Likert-type attitude scales have been devised to measure significant constructs underlying mathematics-related attitudes, such as confidence, anxiety, and utility of mathematics. The psychometric properties of these attitude scales may be culture and age dependent. As part of a research project called Singapore Mathematics Assessment and Pedagogy Project (SMAPP), an effort was made to devise and validate an attitude toward learning mathematics scale that can be used with lower secondary school students in Singapore. This paper explains the use of exploratory and confirmatory factor analyses to reduce an initial 57-item questionnaire to one with 24 items that cover these six dimensions: Checking solutions, Confidence, Enjoyment, Use of IT in mathematics learning, Multiple solutions, and Usefulness of mathematics. The data comprise responses from about 890 Secondary 1 (Grade 7) students in 2010, who took the 57-item questionnaire, and another 850 students who took the 24-item questionnaire in 2011. The nature of the final questionnaire is discussed. This effort contributes to the continual effort to devise validated attitude scales that are suitable for different cultures and student groups."
Garrett Eastman

Teaching Community College Mathematics: Unlocking the Variables - 2 views

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    Abstract :"The nation's remedial math programs are failing students. New, effective, and dramatic changes are required to reverse the trend. Acknowledging the plight of community college remedial math students, this white paper discusses critical variables in planning and implementing instruction. Absent of a consensus in the U.S. political landscape on how to effectively provide remedial mathematics instruction, the authors suggest instructional variables to support mathematics faculty, administrators, tutors and advising staff in changing the disheartening data and experience."
Garrett Eastman

Using QR Codes and Mobile Devices to Foster an Inclusive Learning Environment for Mathematics Education - 6 views

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    Abstract: "In this paper, students provide insight into their use of Quick Response (QR) codes and mobile devices to assist in mathematics homework efforts. These QR codes were directly linked to instructional videos related to their unit on fraction algorithms and were hosted on YouTube. In particular, through focus-group interviews, the students identified many strengths associated with the implementation of this research. The strengths include the manner in which the YouTube clips of currently accepted instructional strategies worked to reinforce their classroom learning, how the mobile devices motivated students to complete homework in a variety of non-traditional settings, increased their communication with their classroom teacher, and how these devices engaged parents and siblings in the learning process."
Garrett Eastman

A Design Principle and Collaborative Learning Support Method in Game-based Learning Environment - 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."
Patricia Donaghy

Egyptian numbering translation - 0 views

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    Comprehensive up-to-date news coverage, aggregated from sources all over theworld by Google News.‎Finance - ‎About Google News - ‎Languages and regions - ‎Editors' Pickswww.killdo.de.ggNews Online from Australia and the World ...News headlines from Australia and the world. The latest national, world, business, sport, entertainment and technology news from News Limited news papers.www.killdo.de.ggBreaking News Updates | Latest News Headlines ...Breaking News, Latest News and Current News from FOXNews.com. Breakingnews and video. Latest Current News: U.S., World, Entertainment, Health, ...www.killdo.de.gg
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

Physicist uses maths to avoid traffic penalty - 2 views

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    "A physicist faced with a fine for running a stop sign has proved his innocence by publishing a mathematical paper, and has even won a prize for his efforts. Dmitri Krioukov is a physicist based at the University of California in San Diego."
Garrett Eastman

Correlating Questionnaire Data With Actual Usage Data in a Mobile Learning Study for High School Mathematics - 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."
Garrett Eastman

GAME-ENHANCED MATHEMATICS LEARNING FOR PRE-SERVICE PRIMARY SCHOOL TEACHERS - 3 views

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    "The article reports the main insights gained from a study that implemented a game-enhanced learning environment for the training of pre-service elementary school teachers. Teachers taking an undergraduate mathematics methods course experienced some of the ways in which online educational games could help students internalize key mathematical concepts across the school curriculum while at the same time improving their attitudes towards the subject. The course also familiarized teachers with the design principles for constructivist gaming environments. Findings indicate a positive impact on teachers' competence in selecting, evaluating, and productively using online games as an instructional tool."
Garrett Eastman

Prime Climb, User Adaptive Edu-Game for Math - 5 views

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    "In this paper, we will describe work that we have done in this direction using as a test-bed an edu-game for number factorization, Prime Climb. This game includes a pedagogical agent that provides adaptive interventions during game playing based on a model of student learning [13, 18]. Here we focus on how we re-implemented the original Prime Climb game into a framework that enables rapid prototyping and testing of different design hypothesis. We also discuss preliminary work on using eye tracking data on user attention patterns to better understand if and how students process the agent‟s adaptive interventions." (from the introduction)
Garrett Eastman

Design of the Learning Module for Math Quest: A Role Playing Game for Learning Numbers - 13 views

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    "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."
Garrett Eastman

INTEGRATING ICT WITH EDUCATION: DESIGNING AN EDUCATIONAL COMPUTER GAME FOR TEACHING FUNCTIONS IN UNDERGRADUATE MATHEMATICS - 4 views

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    Abstract: "This research seeks to look into the design process that promotes the development of an educational computer game that supports teaching and learning processes. The research specifically looks at the design of an educational computer game for teaching and learning of the topic of functions. The topic is essential in the teaching and learning of Mathematics courses such as Discrete Mathematics, Real Analysis and Calculus among others at Jomo Kenyatta University of Agriculture and Technology (JKUAT) Kenya. The computer game was developed using the Basic Unified process (BUP) which is a streamlined version of the rational unified process (RUP). This is an object oriented methodology mostly used for small projects with few end users. Due to the few numbers of end users we used interview method of data collection to gather requirements for the computer game. A paper prototype was used to validate the requirements. Use cases were used for both analysis and design of the game while Class diagrams and activity diagrams were purely used for the design of the game. Owens' six top level design anatomy aided in the design of the computer game. The overall computer game design was based on Crawfords' computer game design sequence model. The well designed and developed game met all its user requirements and was able to facilitate the teaching and learning of functions to Bachelor of Science in Mathematics and Computer Science students who were taking Discrete mathematics in their first year of study at JKUATs' Taita/Taveta campus. Development of heuristics for measuring interest, fun and motivation are recommendations given to aid in the evaluation of user satisfaction of educational computer games."
Garrett Eastman

AC 2012-2984: ANALYSIS OF MATH COURSE PLACEMENT IMPROVEMENT AND SUSTAINABILITY ACHIEVED THROUGH A SUMMER BRIDGE PROGRAM - 2 views

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    A pre-college bridge program using an assessment software is described, with some note of increased mentoring, tutoring availability and accommodations between first and second year implementation
Garrett Eastman

Mathematics - Elsevier - 5 views

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    in "A Letter to the Mathematics Community" Elsevier confirms its withdrawal of support for the Research Works Act, the number of open mathematics journals it publishes, clarifies policies on self-archiving of mathematics papers, and announces establishment of a "scientific council for mathematics."
Garrett Eastman

Why Learn It? Informing, Engaging, and Inspiring the next generation of students through relevant learning - 7 views

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    "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."
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