14,415 research outputs found

    Computer Programming Effects in Elementary: Perceptions and Career Aspirations in STEM

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    The development of elementary-aged students’ STEM and computer science (CS) literacy is critical in this evolving technological landscape, thus, promoting success for college, career, and STEM/CS professional paths. Research has suggested that elementary- aged students need developmentally appropriate STEM integrated opportunities in the classroom; however, little is known about the potential impact of CS programming and how these opportunities engender positive perceptions, foster confidence, and promote perseverance to nurture students’ early career aspirations related to STEM/CS. The main purpose of this mixed-method study was to examine elementary-aged students’ (N = 132) perceptions of STEM, career choices, and effects from pre- to post-test intervention of CS lessons (N = 183) over a three-month period. Findings included positive and significant changes from students’ pre- to post-tests as well as augmented themes from 52 student interviews to represent increased enjoyment of CS lessons, early exposure, and its benefits for learning to future careers

    MATHEMATICAL ACTIVITY DESIGNS CONDUCTED WITH E-PORTFOLIO BY SECONDARY SCHOOL STUDENTS WITHIN THE FRAMEWORK OF REALISTIC MATHEMATICS EDUCATION

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    Design thinking skill is perhaps the most directly related thinking skill of mathematical thinking skill, because design thinking contains a strong problem-solving process in itself. In this study, it was aimed to provide students to avoid thinking about mathematics only procedurally or instrumentally and to introduce them to mathematical studying methods and mental habits. Therefore, tasks were chosen that would encourage students to think and design using real-life mathematical elements and thus encourage effective mathematical thinking. According to Freudenthal, the theorist of the Realistic Mathematics Education, mathematics should be related to the social life of students, close to their experiences, relevant to the society they live in, and compatible with human values. The research is designed as “action research” which is one of the qualitative research methods. Participants were selected using the convenience sampling method. Edmodo software was used as an electronic portfolio. Activities were prepared within the framework of RME approach. The responses are given by the students to those activities distributed when examined under 5 main headings: designing products, expressing the mathematical opinions clearly, using the mathematical knowledge, the research skills and the originality. These criteria generated after taking an expert opinion, subjected to qualitative analysis and interpreted. Consequently, it can be concluded that the educational process which is carried out with design-based activities provides learning, and is relevant to daily life, is interesting and is motivating. The integration of face-to-face teaching with technology and online approaches also help teachers manage design-based activities in a more effective way. Article visualizations

    Math empowerment: a multidisciplinary example to engage primary school students in learning mathematics

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    This paper describes an educational project conducted in a primary school in Italy (Scuola Primaria Alessandro Manzoni at Mulazzano, near to Milan). The school requested our collaboration to help improve upon the results achieved on the National Tests for Mathematics, in which students, aged 7, registered performances lower than the national average the past year. From January to June, 2016, we supported teachers, providing them with information, tools and methods to increase their pupils’ curiosity and passion for mathematics. Mixing our different experiences and competences (instructional design and gamification, information technologies and psychology) we have tried to provide a broader spectrum of parameters, tools and keys to understand how to achieve an inclusive approach that is ‘personalised’ to each student. This collaboration with teachers and students allowed us to draw interesting observations about learning styles, pointing out the negative impact that standardized processes and instruments can have on the self‐esteem and, consequently, on student performance. The goal of this programme was to find the right learning levers to intrigue and excite students in mathematical concepts and their applications. Our hypothesis is that, by considering the learning of mathematics as a continuous process, in which students develop freely through their own experiments, observations, involvement and curiosity, students can achieve improved results on the National Tests (INVALSI). This paper includes results of a survey conducted by children ‐’About Me and Mathematics‘

    Compartmental Learning versus Joint Learning in Engineering Education

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    [EN]Sophomore students from the Chemical Engineering undergraduate Degree at the University of Salamanca are involved in a Mathematics course during the third semester and in an Engineering Thermodynamics course during the fourth one. When they participate in the latter they are already familiar with mathematical software and mathematical concepts about numerical methods, including non-linear equations, interpolation or differential equations. We have focused this study on the way engineering students learn Mathematics and Engineering Thermodynamics. As students use to learn each matter separately and do not associate Mathematics and Physics, they separate each matter into different and independent compartments. We have proposed an experience to increase the interrelationship between different subjects, to promote transversal skills, and to make the subjects closer to real work. The satisfactory results of the experience are exposed in this work. Moreover, we have analyzed the results obtained in both courses during the academic year 2018–2019. We found that there is a relation between both courses and student’s final marks do not depend on the course

    Level up learning: a national survey on teaching with digital games

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    Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and why teachers use games in the classroom, as well as issues they encounter in their efforts to implement digital games into their practice

    Physics Learning in Primary and Secondary Schools with Computer Games—An Example — Angry Birds

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    In this paper, we discuss how we can make physics lessons more interesting with the use of information and communications technology (ICT). We explain why physics teachers need to be ICT competent and which ICT tools teachers can use to improve their lessons. Nowadays, many learners spend their free time playing computer games that use basic physics laws for game mechanics. One of our goals was to find out which computer games would be appropriate for learning physics and how to include those games in the learning process. We also show an example how to teach physics using the computer game Angry Birds, where we take into account primary and secondary school curriculum. Finally, we analyze how teaching physics with computer games affect students and what are the benefits and weaknesses using this method. In addition, we conduct a survey to gain insight on the opinion of physics teachers about the appropriateness of the computer game Angry Birds for teaching physics in elementary and high school. Surprisingly, the teachers find the game more appropriate for the teaching of physics in elementary school, despite of the fact that there are physics themes mostly from high school physics included in the game

    IMPLEMENTATION AND EVALUATION OF REALISTIC MATHEMATICS EDUCATION ACTIVITIES WITH USING ELECTRONIC PORTFOLIO

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    In the study, the mathematics activities prepared by taking expert opinions within the framework of Realistic Mathematics Education (RME), which contains real life examples, focuses on angles, and requires to do design or research, have been applied to the students. The study was conducted in a secondary school in Istanbul in the academic year of 2017-2018 and proceeded for a total of 8 weeks. The target group of the study consisted of 60 7th grade students. The research is designed as an intervention research which is one of the qualitative research methods. In this study, the activities prepared within the RME framework were conducted for 8 weeks using the electronic portfolio which is one of the alternative assessment and evaluation methods in the experimental group and the activity worksheets in the other group. Students’ answers were evaluated according to the specific criteria formed by taking expert opinion and subjected to qualitative analysis. Although it is seen that e-portfolio has positive effects on students’ ability to do a research, to model and to design creative products, it has been found that it did not contribute to their mathematical literacy and to their expressing their mathematical ideas clearly in the expected level.  Article visualizations

    English Learners’ Oral Production Of Math Vocabulary In A Play-Infused Kindergarten Classroom

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    Research indicates that ELs’ vocabulary knowledge is an important basis for building communication skills in a second language, as well as a strong predictor of later academic skills. High quality vocabulary instruction is crucial and the literature emphasizes direct instruction techniques with words that are intentionally selected (Anderson & Nagy, 1993; Christ, 2007; Silverman & Crandell, 2010). However, little research has been done in kindergarten classrooms that teach through a play-based curriculum which avoids extensive amounts of direct instruction. This qualitative casestudy of two ELs in a kindergarten classroom using the Angry Birds Playground (ABP) framework to guide curriculum and instruction addresses students’ math vocabulary acquisition within a play-based classroom. Specifically, it examined the ways play was infused into lessons and how students orally produced target vocabulary words during math tasks. Data collection included the following sources: (a) audio and video recordings of classroom interactions; (b) reflective interviews with the kindergarten teacher and the two focal students; (c) observational field notes; (d) audio recordings of planning time between the classroom teacher and the EL teacher, and; (e) worksheets and photographs of student work. Study results suggest that play, in this classroom, incorporated either independent practice of math concepts using manipulatives, or structured partner interactions using math manipulatives. Typically these activities did not include any kind of direct scaffolding of vocabulary. Students were most likely to produce the vocabulary when the teacher planned intentional opportunities for peer interaction that required them to use a particular vocabulary word. However, because the kindergarten teacher was new to planning vocabulary instruction and math instruction time was limited, these intentional opportunities did not consistently happen. Recommendations address the need for teachers in play-based settings to balance indirect and direct instruction. They also describe ways that teachers of EL students can plan for purposeful interaction with target words in order to optimize young students’ content vocabulary learning
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