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tandfonline.com – The challenge and opportunities of quantum literacy for future education and transdisciplinary problem-solving

tandfonline.com har udgivet en rapport under søgningen “Teacher Education Mathematics”: ABSTRACT Formulae display:?Mathematical formulae have been encoded as MathML and are displayed in this HTML version using MathJax in order to improve their display. Uncheck the box to turn MathJax off. This feature requires Javascript. Click on a formula to zoom. ABSTRACT Background: Knowledge of quantum computing is arguably inaccessible to many, with knowledge of the complex mathematics involving a particular barrier to entry, creating difficulty in terms of teaching and inclusive learning for those without a high level of mathematics. Meanwhile, it is increasingly important that the knowledge of quantum technologies is accessible to those who work with real-world applications and is taught to the younger generation. Purpose: Resulting from collaborative dialogue between physicists, computer scientists, educationalists, and industrial… Continue Reading

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Eric.ed.gov – ALTEC Learning Games: Successful Integration of Learning and Gaming

eric.ed.gov har udgivet: Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with the Ohio Board of Regents through the federally funded Star Schools Program. This work demonstrates the use of online games, including single player and competitive and collaborative multiplayer formats, on both computers and emerging mobile technologies (EMTs). (Contains 3 figures.) Link til kilde

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tandfonline.com – Effects of games on students’ emotions of learning science and achievement in chemistry

tandfonline.com har udgivet en rapport under søgningen “Teacher Education Mathematics”: ABSTRACT ABSTRACT This study investigated the time effect of cooperative games on students’ emotions of learning science and the treatment effect on their chemistry achievement. This quasi-experimental study compared the use of cards, board games, and riddles, and the use of conventional paper-and-pencil exercises to learn the basics of chemical elements and compounds, for a duration of 4 weeks. One hundred and fourteen ninth graders at an urban public high school in Taipei were involved. The results revealed that the experimental group had significantly higher positive emotion and lower negative emotion throughout the intervention period. While no time effect was observed for the experimental group, a significant time effect on positive and negative emotions in the comparison group using exercises… Continue Reading

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Eric.ed.gov – The Effect of Using Exercise-Based Computer Games during the Process of Learning on Academic Achievement among Education Majors

eric.ed.gov har udgivet: The aim of this study is to define whether using exercise-based games increase the performance of learning. For this reason, two basic questions were tried to be answered in the study. First, is there any difference in learning between the group that was given exercise-based games and the group that was not? Second, is there any difference in learning between the group that used exercise-based games at end of the process of learning and the group that was not applied this but taken the questions of exercises in game material? This research has been conducted within the subject of Testing and Evaluation in the program of Kocaeli University Primary Maths Teacher’s College. Experimental design with a pre test-post test control group was used in this study. Experimental… Continue Reading

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Eric.ed.gov – The Effects of Computer Games on the Achievement of Basic Mathematical Skills

eric.ed.gov har udgivet: This study aims to analyze the relationship between playing computer games and learning basic mathematics skills. It shows the role computer games play in the learning and achievement of basic mathematical skills by students. Nowadays it is clear that individuals, especially young persons are very fond of computer and computer games. Since students are very interested in computers, they can be used to achieve education and instructional objectives. This study aims to search for evidences whether computer games can be used to obtain basic mathematical skills. The study was conducted in 2012, with grade 5 elementary school students (44 in number). 22 of the students made up the experimental group, and the other 22 students constituted the control group. The two groups studied basic mathematical skills in… Continue Reading

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Eric.ed.gov – Math Monsters, Learning Trails, Games and Interventions: Some of the Teaching and Learning Resources Developed by Teachers in the Mathematics for Learning Inclusion Program

eric.ed.gov har udgivet: This article describes some of the features of the Mathematics for Learning Inclusion program. The program is designed to improve the teaching and learning of mathematics in clusters of primary schools serving low socio-economic communities (low SES). Specifically, it aims to improve the engagement and learning outcomes for low SES and Aboriginal learners by enhancing the capacity of primary teachers in the effective and inclusive teaching of mathematics. (Contains 4 figures.) Link til kilde

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Eric.ed.gov – Games for Enhancing Sustainability of Year 7 Maths Classes in Indonesia: Theory-Driven Development, Testing and Analyses of Lessons, and of Students’ Outcomes

eric.ed.gov har udgivet: The results of international comparative studies have shown that relationships exist between metacognition and cognitive activation and learning success. Since 2007 we have been carrying out projects in Indonesia to improve cognitive and metacognitive activities of pupils of year 7 and their teachers. These activities are to contribute to the construction and sensible use of sustainable mental models for mathematical concepts and methods by learners. This paper shows how games are used for the enhancement of metacognitive and discursive activities in class. Their effectiveness is documented exemplary by means of students’ outcomes and transcripts of lessons from project classes. Link til kilde

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Eric.ed.gov – Math Snacks: Using Animations and Games to Fill the Gaps in Mathematics

eric.ed.gov har udgivet: Math Snacks animations and support materials were developed for use on the web and mobile technologies to teach ratio, proportion, scale factor, and number line concepts using a multi-modal approach. Included in Math Snacks are: Animations which promote the visualization of a concept image; written lessons which provide cognitive complexity for understanding; and active, situated learning activities to facilitate memorable experiences to deepen comprehension. This pilot study compared pre-post test gains for 460 sixth and seventh grade students enrolled in nine different classrooms. In five of the nine classrooms, teachers utilized the “Teacher Guide: that corresponded with the five Math Snacks animations and one game and in four classrooms teachers used the same Math Snacks animations and one game, but were free to develop their own lessons… Continue Reading

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Eric.ed.gov – Opening Opportunities through Math Board Games: Collaboration between Schools and a Teacher Education Program

eric.ed.gov har udgivet: As the recession that began in 2008 continues to impact schools at every level, collaboration among educational entities is a matter of survival because public schools and universities are strapped for resources. Therefore, they must reach out and combine their efforts to provide needed services at a minimum cost. A natural partnership exists between public schools and institutions of higher learning that provide the lifeline to schools via their teacher preparation programs. When properly coordinated, collaboration between a college of education and public schools can benefit everyone involved. This article outlines the collaborative efforts between a university and a school district focusing on a math program, the eX-Games Project, a community-based project that brings together pre-service and in-service teachers, graduate students, and K-8th grade students to develop… Continue Reading

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Eric.ed.gov – Teaching Math to Deaf/Hard-of-Hearing (DHH) Children Using Mobile Games: Outcomes with Student and Teacher Perspectives

eric.ed.gov har udgivet: Leveraging the use of mobile devices for education, such as instructional games, is an area of increasing interest for targeted subpopulations of students including those who are deaf/hard-of-hearing (DHH). This paper outlines the perspectives of Deaf Education teachers and DHH children who participated in the GeePerS*Math project. Interviews and surveys provide data from the primary implementation of the technology in an ecologically valid setting. Findings included similar results from both teachers and students with regard to attitudes and transfer of skills within the game to those in traditional curriculum. Unintended outcomes, such as gaining orienteering skills and peer-tutoring, were also noted. The results helped to inform the designers of educational technology with ways to relate with classroom instructors and children when creating advanced mobile applications. Link til… Continue Reading