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Sean McHugh

Dan Bricklin invented the spreadsheet-but don't hold that against him - Quartz - 0 views

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    The origin and of spreadsheets, and insights into the thinking behind them
Sean McHugh

Video Games Are The Perfect Way To Teach Math, Says Stanford Mathematician - Forbes - 0 views

  • the ability for a game to teach multiple skills simultaneously
  • does not build video games to ‘teach mathematics.’ Rather, we build instruments which you can play, and we design them so that when you play them, you cannot fail to learn about mathematics. Moreover, each single game can be used to deliver mathematical challenges of increasing sophistication.
  • I love the instrument analogy because I’m often explaining to my students why the Ancient Greeks saw math and music as part of the same realm–that area of experience that belonged to the god Apollo. Of course, the relationship has to do with intervals. But both math and music are also related to Apollo’s other domains, such as light, prophecy, healing, etc. The connection has been hard to understand from the rigidly measured viewpoint that has dominated Western thinking since Nietzsche inadvertently cemented the Apollonian into strict opposition with the Dionysian in The Birth Of Tragedy.
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  • Everything about school and work in the twentieth century was designed to create and reinforce separate subjects, separate cultures, separate grades, separate functions, separate spaces for personal life, work, private life, public life, and all the other divisions. Then the internet came along. Now work increasingly means desktop computer. Fifteen years into the digital revolution, one machine has reconnected the very things–personal life, social life, work life, and even sexual life–that we’d spent the last hundred years putting into neatly separated categories, cordoned off in their separate spaces with as little overlap as possible.
Sean McHugh

Do Digital Games Improve Children's Math Skills? - Education Week - 0 views

  • "If you don't like something, you're definitely not going to do well in it. And if you don't think you're going to do well, you're definitely not going to do well,"
  • As long as these digital games are meaningful and motivating to children, they can have a real impact on learning
  • "We have found that a focused five-to-15 minutes, just a couple times a week, can make a big difference for kids,
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  • Digital games allow students to take an active role in their learning and see the visual connection between the game play and the math. The games also provide constant positive or corrective feedback that is "really hard for teachers to provide to individual kids,"
  • "We shouldn't look to old media such as a paper-and-pencil quiz as the arbiter of knowledge," Klein said. "If a student can do something smartly in a digital environment, that matters, that counts. Even if they can't yet introduce that in paper and pencil, that doesn't lessen the skill. ... It's just a different place for knowledge."
Sean McHugh

Ask the Cognitive Scientist - 0 views

  • Perceptually rich manipulatives reduced conceptual errors (children set up the math problem correctly) but increased other types of errors (e.g., calculation errors). Detailed manipulatives draw attention (which helps) but then may direct attention to irrelevant details
  • Helping a child understand the idea of fractions by dividing a circular pizza or pie works well until you encounter a fraction with the denominator 9. Or 10,000
  • students learned the concept more quickly with the familiar symbols, but transfer to different problems was better with the abstract symbols
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  • Even if students learn a concept with manipulatives and simultaneously learn it with written symbols, the two may remain separate, with students never drawing the connection between them
  • A simple review of key conclusions makes a few things clear. First, we must temper our endorsement of manipulatives in classrooms with some caveats; there are instances where manipulatives will not speed children’s learning, and may even slow it down. Second, the objects themselves should draw attention to whichever feature is meant to convey information, for example, the length of a rod if it is meant as an analogy to number. Third, teachers should provide instruction in the use of the manipulative so that this feature is salient to students, but teachers should not be so controlling that students are merely executing instructions without thinking. In addition, students are more likely to understand the concept the manipulative is meant to convey if that parallel is made explicit to them
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