160 research outputs found

    An Overview Of Learning Support Factors On Mathematic Games

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     In this study, we examined the factors in game design that were used by developers to support the interests of mathematics learning. The aim is to overcome the lack of empirical evidence about the impact of factors in the game on learning outcomes, identify how the design of in-game activities affects learning, and develop an overview of general recommendations for designing mathematics education games. This study tries to illustrate the impact of game design factors in mathematics education games on the objectives and results of game-based learning

    Aplicações de gamificação na educação em matemática: um mapeamento sistemático

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    The teaching of mathematics presents a series of great challenges, which are in a great number and variety. These challenges follow students since childhood. There are authors who argue that the mathematical concepts learned in secondary education have a more operational or practical nature, and it can interfere in the ability to learn more abstract mathematical concepts, taught in higher education. Traditional and technicist education based only on the teacher's view where he acts in the way he learned that was passed on to him over time is now a thing of the past. With the widespread use of the internet, computers and information technologies we live in a globalized world where new technologies are presented to us every day. Students in this context, where classes are totally traditional, feel discouraged and seek other activities to develop and spend time. Gamification can be defined as a methodology that is being used as the mechanisms of games, aesthetics and thinking of the game to involve people, motivate action, promote learning and problem solving. This systematic mapping selected 45 recent papers related to the use of gamification in mathematical learning and presents future directions in this research area.O ensino de matemática apresenta uma série de desafios, que são de grande número e variedade. Esses desafios seguem os alunos em vários níveis de escolaridade. Existem autores que argumentam que os conceitos matemáticos aprendidos no ensino médio têm uma natureza mais operacional ou prática e podem interferir na capacidade de aprender conceitos matemáticos mais abstratos, ensinados no ensino superior. Com o amplo uso da Internet, computadores e tecnologias da informação, vivemos em um mundo globalizado, onde novas tecnologias são apresentadas a nós todos os dias. Os alunos nesse contexto, onde as aulas são totalmente tradicionais, se sentem desencorajados e buscam outras atividades para desenvolver e passar o tempo. A gamificação pode ser definida como uma metodologia que está sendo usada como mecanismo de jogos, estética e pensamento do jogo para envolver as pessoas, motivar a ação, promover o aprendizado e a solução de problemas. Esse mapeamento sistemático selecionou 45 artigos recentes relacionados ao uso da gamificação no aprendizado de matemática e apresenta orientações futuras nessa área de pesquisa

    The Assessment of the Usability of Digital Educational Resources: An interdisciplinary analysis from two systematic reviews

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    Producción CientíficaInternational reports analyzing current and future educational trends with an emphasis on technologies applied to education declare the importance of the design and application of digital educational resources. Guaranteeing its usability allows obtaining an adequate resource with a high pedagogical and technological quality. The objective of this paper is to analyze the empirical researches to determine if exists convergence between educational and computational researches on the assessment of the usability of digital educational resources. To fulfill the objective, the PRISMA protocol was used to carry out two systematic reviews and answer the two scientific questions. The results show that in few cases an adequate integration is achieved between: (1) the criteria for assessing usability as established by Software Engineering; (2) the methods and computational models to assess usability and, (3) the criteria established in pedagogical usability. Due to these shortcomings, a model for evaluating the usability of digital educational resources is proposed as future work. It concludes with the importance of interdisciplinary integration to assess the usability of digital educational resources

    Undergraduate Bulletin of the University of San Diego 1980-1982

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    223 pages : illustrations, photographs ; 23 cmhttps://digital.sandiego.edu/coursecatalogs-undergrad/1006/thumbnail.jp

    1999-2000 Ursinus College Course Catalog

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    A digitized copy of the 1999-2000 Ursinus College Catalog. It contains details of the curriculum, departmental requirements and courses of instruction as well as lists of students, faculty and administrators. Student life, terms of admission, expenses and financial aid are also included as well as descriptions of the buildings and equipment available to students.https://digitalcommons.ursinus.edu/uccatalog/1052/thumbnail.jp

    2003-2004 Ursinus College Course Catalogue

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    A digitized copy of the 2003-2004 Ursinus College Catalog. It contains details of the curriculum, departmental requirements and courses of instruction as well as lists of students, faculty and administrators. Student life, terms of admission, expenses and financial aid are also included as well as descriptions of the buildings and equipment available to students.https://digitalcommons.ursinus.edu/uccatalog/1056/thumbnail.jp

    Proceedings of the tenth international conference Models in developing mathematics education: September 11 - 17, 2009, Dresden, Saxony, Germany

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    This volume contains the papers presented at the International Conference on “Models in Developing Mathematics Education” held from September 11-17, 2009 at The University of Applied Sciences, Dresden, Germany. The Conference was organized jointly by The University of Applied Sciences and The Mathematics Education into the 21st Century Project - a non-commercial international educational project founded in 1986. The Mathematics Education into the 21st Century Project is dedicated to the improvement of mathematics education world-wide through the publication and dissemination of innovative ideas. Many prominent mathematics educators have supported and contributed to the project, including the late Hans Freudental, Andrejs Dunkels and Hilary Shuard, as well as Bruce Meserve and Marilyn Suydam, Alan Osborne and Margaret Kasten, Mogens Niss, Tibor Nemetz, Ubi D’Ambrosio, Brian Wilson, Tatsuro Miwa, Henry Pollack, Werner Blum, Roberto Baldino, Waclaw Zawadowski, and many others throughout the world. Information on our project and its future work can be found on Our Project Home Page http://math.unipa.it/~grim/21project.htm It has been our pleasure to edit all of the papers for these Proceedings. Not all papers are about research in mathematics education, a number of them report on innovative experiences in the classroom and on new technology. We believe that “mathematics education” is fundamentally a “practicum” and in order to be “successful” all new materials, new ideas and new research must be tested and implemented in the classroom, the real “chalk face” of our discipline, and of our profession as mathematics educators. These Proceedings begin with a Plenary Paper and then the contributions of the Principal Authors in alphabetical name order. We sincerely thank all of the contributors for their time and creative effort. It is clear from the variety and quality of the papers that the conference has attracted many innovative mathematics educators from around the world. These Proceedings will therefore be useful in reviewing past work and looking ahead to the future

    Rollins College Catalog 1973-1974

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    Rollins College General Catalog, 1973-1974

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    Rollins College catalogue 1973-1974 with list of faculty and students and courses by department

    Critical Thinking Skills Profile of High School Students In Learning Science-Physics

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    This study aims to describe Critical Thinking Skills high school students in the city of Makassar. To achieve this goal, the researchers conducted an analysis of student test results of 200 people scattered in six schools in the city of Makassar. The results of the quantitative descriptive analysis of the data found that the average value of students doing the interpretation, analysis, and inference in a row by 1.53, 1.15, and 1.52. This value is still very low when compared with the maximum value that may be obtained by students, that is equal to 10.00. This shows that the critical thinking skills of high school students are still very low. One fact Competency Standards science subjects-Physics is demonstrating the ability to think logically, critically, and creatively with the guidance of teachers and demonstrate the ability to solve simple problems in daily life. In fact, according to Michael Scriven stated that the main task of education is to train students and or students to think critically because of the demands of work in the global economy, the survival of a democratic and personal decisions and decisions in an increasingly complex society needs people who can think well and make judgments good. Therefore, the need for teachers in the learning device scenario such as: driving question or problem, authentic Investigation: Science Processes
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