Introduction
We live in a three-dimensional world. Every object you can see or touch has three dimensions that can be measured: length, width, and height. The room you are sitting in can be described by these three dimensions. The monitor you're looking at has these three dimensions. Even you can be described by these three dimensions. In fact, the clothes you are wearing were made specifically for a person with your dimensions.
In the world around us, there are many three-dimensional geometric shapes. In these lessons, you'll learn about some of them. You'll learn some of the terminology used to describe them, how to calculate their surface area and volume, as well as a lot about their mathematical properties.
A framework is provided for making connections between everyday math problem and solving real world math problems. Connections are made regarding project based learning for teachers new to the process, along with recommendations for teachers who are veterans of project based learning.
What is Wolfram Alpha? It is a supercomputing brain. It provides calculates and provides comprehensive answers to most any science or math question. Unlike other search sources, you and your students can ask questions in plain language or various forms of abbreviated notation.
Contrary to popular belief, Wolfram Alpha is not a search engine. Unlike popular search engines, which simply retrieve documents based on keyword searches, Wolfram computes answers based on known models of human knowledge. It provides answers which are complete with data and algorithms, representing real-world knowledge.
When students are engaged in learning science or math which is personal to them (real world problem solving), they become more engaged in the learning process. Project based learning situations in science and math increase opportunity for students to internalize and make connections.
Stimulating critical thinking using technology has the potential to create more in depth understanding of science and math content by students when engaged in learning activities which integrate in-class and on-line technology resources.
Technology tools support stimulation of both inquiry-based and critical thinking skills by engaging students in exploring, thinking, reading, writing, researching, inventing, problem-solving, and experiencing the world outside their classroom. This is accomplished through learning content through the lens of video to multimedia to the internet (Using Technology to Improve Student Achievement, NCREL, 2005).
Lure of the Labyrinth is a digital game for middle-school pre-algebra students. It includes a wealth of intriguing math-based puzzles wrapped into an exciting narrative game in which students work to find their lost pet - and save the world from monsters! Linked to both national and state mathematics standards, the game gives students a chance to actually think like mathematicians.
Teaching strategies in math include strategic reading designed to teach students how to comprehend what they are reading in the abstract world of math.
Six math projects that integrate real-world math problems are presented as a teaching strategy for helping students develop a greater understanding of math.
Project Based Learning is an instructional approach built upon authentic learning activities that engage student interest and motivation. These activities are designed to answer a question or solve a problem and generally reflect the types of learning and work people do in the everyday world outside the science or math classroom.
"Integration of technology is an integral part of project based learning, because technology is an integral part of life outside the classroom as revealed in this part of the definition - "types of learning and work people do in the everyday world outside the classroom.""
Project based learning using all or any of the three online resources offers a dynamic approach to teaching in which students explore real-world problems and challenges.
Six math projects that integrate real-world math problems are presented as a teaching strategy for helping students develop a greater understanding of math.
This webquest is designed to introduce you to the exciting world of angles. You will apply your knowledge of angles to several fun activities. In order to complete this webquest, you will need pencil, paper, protractor, ruler, and a compass. After completing the activities, you will be able to recognize the types of angles and construct your own angles.
Standardized tests have become a hotly contested topic in the world of education. With many teachers and parents arguing that students spend too much time taking tests and not enough time learning, it may seem insane to suggest that teachers test their students even more. However, that's exactly what we're doing.
An algebra project focusing on a theme which interests students is more likely to engage them in the project, so lets take a look at sports. Many students participate in sports at some level, whether as part of a school team or a community team.
For the most part these same students do not understand the costs involved to host the sport. Also, they do not understand how much money is needed to ensure a profitable season so the sport can continue from year to year.
Wikis are the most popular Web 2.0 tool being used in science and math classrooms. Based on a survey of readers - 43 percent use them to support their teaching and student learning.
A Wiki is appealing, encourages participation, supports collaboration, and promotes interaction by students who love to use technology.
By the way - this includes most students today!