How mathematics affects our daily lives in sociological, economic, and historical perspectives. Three volume set, 490 articles, published in October 2011
"Several of our classes involve students using mathematical expressions, but there was no way for us to automatically check this work. The stated solution to a problem may be x+y, but if a student answers y+x, our system needs to understand that this is also correct." "sympy, an open source Python library for symbolic mathematics," is proposed as a solution.
With Glean PEMDAS (Please Excuse My Dear Aunt Sally), we present a math learning environment to help teachers extend students' understanding of order of operations concepts.
With Glean PEMDAS (Please Excuse My Dear Aunt Sally), we present a math learning environment to help teachers extend students' understanding of order of operations concepts. Glean PEMDAS can be used to introduce Order of Operations, and is best applied to critical inquiry about application of order.
Abstract: "We encounter mathematical problems in various forms in our lives, thus making mathematical thinking an important human ability [6]. Of these problems, optimization problems are an important subset: Wall Street traders often have to take instantaneous, strategic decisions to buy and sell shares, with the goal of maximizing their profits at the end of a day's trade. Continuous research on game-based learning and its value [2] [3] led us to ask: can we develop and improve the ability of mathematical thinking in children by guising an optimization problem as a game? In this paper, we present Bublz!, a simple, click-driven game we developed as a first step towards answering our question."
"Studies have linked confusing English number names to weaker arithmetic skills in children. Chinese, Japanese, Korean and Turkish express math concepts more clearly." Also explores how math games at an early age develop appreciation and skills.
Joel David Hamkins, a professor of Mathematics at CUNY, describes his day teaching graph theory to his daughter's third grade class starting with the Euler characteristic and connected planar graphs tested on a variety of combinations and shapes.
Demonstrates the utility of exergames for teaching and learning. "Our goal is to design a math game for children aged between 8 and 12. Our focus in basic operations: adding, subtracting, dividing and multiplying. Players must gather a given number of objects in order to properly complete mathematical operations while at the same time avoiding or destroying other objects that cause him to lose energy or reduce the time given to complete the task."
"It is the age-old question every student asks: "When will I ever use this math in real life?" While it may seem that long division and pi are not applicable to life outside of the classroom, visitors to "MathAlive!" will learn exactly the opposite-math is actually a big part of all the things they love" Includes a description of exhibits for the Smithsonian event beginning March 10
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