eric.ed.gov har udgivet: This paper describes findings from a blocked randomized design (BRD) field study conducted to examine the “Next Generation Preschool Math” (NGPM) program’s implementation in preschool classrooms and promise in improving young children’s mathematic learning. NGPM integrates traditional preschool activities with developmentally appropriate technology to support teaching and learning. During development, an evidence-based curriculum design framework and iterative development processes were employed (i.e. design-based research). Research questions guiding this research include: (1) Does experiencing NGPM impact young children’s mastery of subitizing and equipartitioning?; (2) Can the NGPM units feasibly be implemented in preschool classrooms?; (3) Does experiencing the NGPM unit 1 impact young children’s mastery of subitizing?; (4) Does experiencing the NGPM unit 2 impact young children’s mastery of equipartitioning?; and (5) Does experiencing the NGPM intervention improve… Continue Reading →
Like this:
Like Loading...
tandfonline.com har udgivet en rapport under søgningen “Teacher Education Mathematics”: ABSTRACT ABSTRACT The following chapter will discuss the relation between home computer history and computer programming – with a focus on game programming. The nurseries of the early 1980s are the origins of the later computer game industry and the private use of microcomputers becomes an essential part of the ‘playful’ exploration and emancipation of technology. This is why the contribution that home computing added to the history of digital economics, culture and even thought cannot be estimated high enough. After the definition of central terms and discussing the main problems of the historiography of technology and computing, the main topic separated in decades will be portrayed. The milestones of home computer technology will be linked to the scenes and (sub)cultures… Continue Reading →
Like this:
Like Loading...
eric.ed.gov har udgivet: In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school term, students (n = 236) who used the HGCs and Dr Kawashima’s Brain Training showed significant improvement in both the speed and accuracy of their mathematical calculations. Data collected in interviews during the intervention period from students, staff and parents were analysed to provide further information on the implementation and efficacy of this approach. This exploration identified that the HGCs contributed to positive learning, motivational, and efficiency outcomes. These findings highlight opportunities for using commercially… Continue Reading →
Like this:
Like Loading...
eric.ed.gov har udgivet: This study examines whether creating a mathematics-based digital story increases pre-service teachers’ understanding of the problem solving process, the relationship among visual, auditory and verbal representation in critical thinking/problem solving in mathematics. Survey results indicated that pre-service teachers were unfamiliar with the uses of technology in the teaching process. However, as they worked through the writing/problem solving procedures and constructed digital stories, they became more aware of the advantages of using this multimodal product, called Math-eos, to teach mathematical concepts to elementary/middle school students. The pre-service teachers perceived that Math-eos offered a “cool” new tool for their own learning and teaching and for integrating digital technology in mathematics education to increase student engagement, motivation and acquisition of content knowledge. Link til kilde
Like this:
Like Loading...