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Mitchell J. Nathan – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
In my Keynote Address to PME-NA 45, I offer an embodied framework for naming what makes mathematics powerful for mathematicians and scientists, yet intractable for many learners. The essential claim is this: Students reside in the Real World, where math is grounded, embodied and meaningful, while mathematics resides in the ungrounded, disembodied…
Descriptors: Mathematics Education, Mathematical Enrichment, Mathematics Teachers, Problem Solving
Sadler-Smith, Eugene – Creativity Research Journal, 2015
Based on a detailed reading of Graham Wallas' "Art of Thought" (1926) it is argued that his four-stage model of the creative process (Preparation, Incubation, Illumination, Verification), in spite of holding sway as a conceptual anchor for many creativity researchers, does not reflect accurately Wallas' full account of the creative…
Descriptors: Creativity, Models, Scientific Principles, Discovery Processes
Raychaudhuri, Debasree – International Journal of Mathematical Education in Science and Technology, 2008
In this note we develop a framework that makes explicit the inherent dynamic structure of certain mathematical definitions by means of the four facets of context-entity-process-object. These facets and their interrelations are then used to capture and interpret specific aspects of student constructions of the concept of solution to first order…
Descriptors: Mathematics Education, Calculus, Models, Definitions
Stephenson, Paul – Mathematics Teaching Incorporating Micromath, 2007
The Magic Mathworks Travelling Circus is a touring maths lab--in and of itself, a good thing. When children enter it, they find particular pieces of apparatus captioned with particular challenges--which is perhaps not such a good thing. Students are faced with an apparatus that can do only one thing, and so are not encouraged to look again at…
Descriptors: Mathematical Concepts, Mathematics Education, Experiential Learning, Instructional Effectiveness
Brown, Stephen I. – Mathematics Teaching, 1981
A one-to-one teaching session with a student is described and analyzed in an attempt to communicate how student attempts at discovery in mathematics can be thwarted by teachers who do not allow room for creativity. (MP)
Descriptors: Algorithms, Discovery Processes, Division, Elementary Education
National Science Foundation, Arlington, VA. Directorate for Education and Human Resources. – 1997
The Young Scholars' Program of the National Science Foundation is designed to stimulate and extend the interests in science and mathematics of students entering grades 7 through 12. An additional goal of the program is to encourage them to investigate and pursue careers in science, mathematics, engineering, and technology. The program strongly…
Descriptors: Career Awareness, Discovery Processes, Engineering Education, Ethics

Clason, Robert G. – Journal of Computers in Mathematics and Science Teaching, 1991
A mult tile is a set of polygons each of which can be dissected into smaller polygons similar to the original set of polygons. Using a recursive LOGO method that requires solutions to various geometry and trigonometry problems, dissections of mult tiles are carried out repeatedly to produce tile patterns. (MDH)
Descriptors: Computer Assisted Instruction, Discovery Processes, Geometry, Mathematical Enrichment

Shannon, Kathleen M.; Curtin, Elizabeth – Primus, 1992
Presents an alternate form of assignment, called "Special Problems," that incorporates writing in journals into the mathematics classroom. The method requires students to provide process narratives to accompany selected homework exercises. Allows the teacher to monitor the student's thought processes and development. (MDH)
Descriptors: Cognitive Processes, Cognitive Style, Discovery Processes, Higher Education

Panov, Alexey – Quantum, 1992
The game "Pythagoras" is an adaptation of the tangram puzzle. Describes the process of finding all the possible convex polygons with seven sides to prove that the solution to a given puzzle shape of seven sides difficult to find was not possible. (MDH)
Descriptors: Cognitive Processes, Cognitive Style, Discovery Processes, Educational Games

Herman, Eugene A., Ed. – College Mathematics Journal, 1991
This review features new examples of using the computer relative to college-level mathematics to enhance pedagogy, solve problems, and model real-life situations. Included is a LOGO program that can be used to create and to stimulate subsequent investigations of spirolaterals, those figures generated by repeatedly drawing basic loops. (JJK)
Descriptors: Activity Units, College Mathematics, Computer Assisted Instruction, Computer Software Reviews

Kennedy, Joe – Mathematics Teacher, 1993
Discusses possible approaches to solving the problem of how many different triangles can be formed on an n x n geoboard and the different geometric concepts utilized to formulate a solution. Approaches include counting strategies, writing a computer program, and using difference equations. (MDH)
Descriptors: Computer Uses in Education, Discovery Learning, Discovery Processes, High Schools

Toumasis, Charalampos – Mathematics Teacher, 1992
Presents two worksheets that ask students to count and classify the triangles that can be formed with a given total number of toothpicks or a given number of toothpicks for one side of the triangle. A third worksheet asks students to identify patterns observed during the investigations. Provides reproducible worksheets. (MDH)
Descriptors: Cooperative Learning, Discovery Learning, Discovery Processes, Geometric Concepts

Van Devender, Evelyn M. – School Science and Mathematics, 1992
Describes three activities that the teacher can employ to help students develop thinking skills through mathematics instruction: (1) memorization using the technique of chunking; (2) higher order thinking with magic squares; and (3) predicting games. Identifies eight facets of the teacher's role in promoting thinking skills. (MDH)
Descriptors: Abstract Reasoning, Cognitive Development, Cognitive Processes, Discovery Processes

English, Lyn – Arithmetic Teacher, 1992
Highlights combinatorial problems appropriate for students aged 4 to 12 years that utilize manipulatives in a hands-on approach. Examines and identifies students' strategies and self-monitoring techniques that produce effective problem solving. (MDH)
Descriptors: Discovery Learning, Discovery Processes, Elementary Education, Intermediate Grades

Buschman, Larry – Arithmetic Teacher, 1993
Describes an activity that demonstrates a teaching-learning model in which students ask yes or no questions to determine an unknown number on a number line. Provides a sequence of five steps to carry out the activity and suggestions for extending and expanding the activity for different grade levels. (MDH)
Descriptors: Class Activities, Discovery Processes, Discussion (Teaching Technique), Elementary Education