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Rosenblum, L. Penny; Cheng, Li; Beal, Carole R. – Journal of Visual Impairment & Blindness, 2018
Introduction: Knowing how to gather information from graphics and to use that information to solve mathematics problems is an important skill. Prior research indicates that many students with visual impairments face considerable challenges when attempting to locate information in math graphics. Little is known about how teachers of students with…
Descriptors: Visual Impairments, Mathematics Instruction, Mathematical Concepts, Teaching Methods
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King, Alessandra – Australian Mathematics Teacher, 2017
During their middle and early high school years, students generally finalise their attitude towards mathematics and their perception of themselves as students of mathematics, in terms of aptitude, motivation, interest, and competence. Therefore, giving them varied opportunities to foster a positive and successful approach to the study of…
Descriptors: Secondary School Mathematics, Computer Graphics, Graphing Calculators, Teaching Methods
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Stohlmann, Micah – Australian Mathematics Teacher, 2017
Desmos Battleship is an engaging activity in which students can improve their visualisation skills, and deepen their understanding of linear functions and circles by making connections between algebraic and graphical representations. The Desmos Battleship activity was used in a Saturday STEM (Science, Technology, Engineering, and Mathematics)…
Descriptors: Mathematical Concepts, Technology Uses in Education, Courseware, Educational Games
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Benacka, Jan – Informatics in Education, 2015
The article presents the results of an experiment in which Excel applications that depict rotatable and sizable orthographic projection of simple 3D figures with face overlapping were developed with thirty gymnasium (high school) students of age 17-19 as an introduction to 3D computer graphics. A questionnaire survey was conducted to find out…
Descriptors: Spreadsheets, High School Students, Secondary School Mathematics, Algebra
de Castro, Christopher H. – ProQuest LLC, 2011
This study explored the development of student's conceptual understandings of limit and derivative when utilizing specifically designed computational tools. Fourteen students from a secondary Advanced Placement Calculus AB course learned and explored the limit and derivative concepts from differential calculus using visualization tools in the…
Descriptors: Advanced Placement Programs, Problem Solving, Programming, Mathematical Concepts
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Soh, Leen-Kiat; Fowler, David; Zygielbaum, Art I. – Journal of Educational Technology Systems, 2008
Affinity Learning is a system that allows the user to build a lesson on a subject matter by breaking it down into concepts, misconceptions, assessments, and remediation steps. Examples and questions can also used in these components. Affinity Learning has been found to be effective and can offer critical insights to student learning strategies.…
Descriptors: Learning Strategies, Instructional Effectiveness, Scaffolding (Teaching Technique), Learning Modules
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Hauptman, Hanoch – Computers & Education, 2010
Developing a software environment to enhance 3D geometric proficiency demands the consideration of theoretical views of the learning process. Simultaneously, this effort requires taking into account the range of tools that technology offers, as well as their limitations. In this paper, we report on the design of Virtual Spaces 1.0 software, a…
Descriptors: Computer Software, Educational Technology, Spatial Ability, Geometric Concepts
Garofalo, Joe; Cory, Beth – NCSSSMST Journal, 2007
Mathematical knowledge can be categorized in different ways. One commonly used way is to distinguish between procedural mathematical knowledge and conceptual mathematical knowledge. Procedural knowledge of mathematics refers to formal language, symbols, algorithms, and rules. Conceptual knowledge is essential for meaningful understanding of…
Descriptors: Mathematics Education, Symbols (Mathematics), Mathematical Applications, Mathematics Instruction
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Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods