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Focus on Learning Problems in… | 2 |
College Mathematics Journal | 1 |
Mathematics Teaching | 1 |
School Science and Mathematics | 1 |
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Alson, Pedro | 1 |
Garancon, Maurice | 1 |
Hirst, Keith | 1 |
Janvier, Claude | 1 |
Martin, Kathleen | 1 |
Schoenfeld, Alan H. | 1 |
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Journal Articles | 5 |
Reports - Descriptive | 5 |
Computer Programs | 1 |
Guides - Classroom - Teacher | 1 |
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Alson, Pedro – Focus on Learning Problems in Mathematics, 1989
Presents a device for sketching the graph of the composite and inverse of single variable real-valued functions. Discusses some didactic methods of paths. (YP)
Descriptors: College Mathematics, Functions (Mathematics), Graphs, Mathematical Concepts
Hirst, Keith – Mathematics Teaching, 1981
Details of a class exploration of graphs that drew upon knowledge about the behavior of particular kinds of functions and applied them in a new context are provided. (MP)
Descriptors: College Mathematics, Discovery Learning, Geometric Concepts, Geometry

Schoenfeld, Alan H. – College Mathematics Journal, 1989
Solves the problem of defining a smooth piecewise linear approximation to a given function. Discusses some alternative approaches to the problem. (YP)
Descriptors: Algebra, Calculus, College Mathematics, Graphs
Janvier, Claude; Garancon, Maurice – Focus on Learning Problems in Mathematics, 1989
Shows that graphs can reveal much about feedback systems that formula conceal, especially as microcomputers can provide complex graphs presented as animations and allow students to interact easily with them. Describes feedback systems, evolution of the system, and phase diagram. (YP)
Descriptors: Computer Simulation, Computer Uses in Education, Diagrams, Feedback

Martin, Kathleen – School Science and Mathematics, 1989
Describes an activity which uses the computer to produce an environment that encourages an inductive reasoning approach to ratio and proportion through a billiard ball simulation. Provides examples of graphs and bouncing ball data. (RT)
Descriptors: Computer Simulation, Computer Uses in Education, Computers, Experiential Learning