29,000 research outputs found

    Spartan Daily, April 1, 1982

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    Volume 78, Issue 39https://scholarworks.sjsu.edu/spartandaily/6882/thumbnail.jp

    Technology Solutions for Developmental Math: An Overview of Current and Emerging Practices

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    Reviews current practices in and strategies for incorporating innovative technology into the teaching of remedial math at the college level. Outlines challenges, emerging trends, and ways to combine technology with new concepts of instructional strategy

    Student attitudes to games-based skills development: learning from video games in higher education

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    Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to explore how the game-based intervention was perceived. To this end, student attitudes to the use of specified games to develop communication skill, resourcefulness and adaptability are examined. A broadly positive perception of the games' efficacy for skills development is revealed, and the aspects of game play that students believe contribute to skills development are discussed. These aspects include the need to communicate with team mates in order to succeed, and the fluid, unpredictable nature of in-game challenges. It is suggested that while the games played an important role in skills development, interaction between students, facilitated by game play, was also a significant factor

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    The use of educational platforms as teaching resource in mathematics

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    Dropping out from the school system at High School level has been a problem for several years; high levels of mathematics’ failing have been a recurring situation. This paper discusses how academic virtual counseling might be a tool to help students in math class. The methodological approach is based in the non-experimental, longitudinal model evolution and in the designs of evolutionary group analysis, we stated the possibility to generalize the results of the use of technological resources in the teaching of mathematics in order to find out if it is possible to improve the levels of students at a school in upper level education. According to this research, the use of educational platforms as a resource for the subject of mathematics represents not only a technological tool for teachers but also offers students the opportunity to view this subject as an academic challenge to overcomePeer Reviewe
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