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Computer-based Mathematics Education
Computer-based mathematics education (CBME) is an approach to teaching mathematics that emphasizes the use of computers. Computers in math education Computers are used in education in a number of ways, such as interactive tutorials, hypermedia, simulations and educational games. Tutorials are types of software that present information, check learning by question/answer method, judge responses, and provide feedback. Educational games are more like simulations and are used from the elementary to college level. E learning systems can deliver math lessons and exercises and manage homework assignments. See also *ALEKS, a computer-based education system that includes mathematics among its curricula *Computer-Based Math, a project aimed at using computers for computational tasks and spending more classroom time on applications *Mathletics (educational software), a popular K-12 mathematics learning program from 3P Learning *Mathspace, a similar program for students aged 7-18, founded ...
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Teaching Mathematics
In contemporary education, mathematics education, known in Europe as the didactics or pedagogy of mathematics – is the practice of teaching, learning and carrying out scholarly research into the transfer of mathematical knowledge. Although research into mathematics education is primarily concerned with the tools, methods and approaches that facilitate practice or the study of practice, it also covers an extensive field of study encompassing a variety of different concepts, theories and methods. National and international organisations regularly hold conferences and publish literature in order to improve mathematics education. History Ancient Elementary mathematics were a core part of education in many ancient civilisations, including ancient Egypt, ancient Babylonia, ancient Greece, ancient Rome and Vedic India. In most cases, formal education was only available to male children with sufficiently high status, wealth or caste. The oldest known mathematics textbook is the ...
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Tutorials
A tutorial, in education, is a method of transferring knowledge and may be used as a part of a learning process. More interactive and specific than a book or a lecture, a tutorial seeks to teach by example and supply the information to complete a certain task. A tutorial can be taken in many forms, ranging from a set of instructions to complete a task to an interactive problem solving session (usually in academia). Academia Tutorial class In British academic parlance, a tutorial is a small class of one, or only a few students, in which the tutor, a lecturer, or other academic staff member, gives individual attention to the students. The tutorial system at Oxford and Cambridge is fundamental to methods of teaching at those universities, but it is by no means particular to them; Heythrop College (University of London), for instance, offers a tutorial system but with one-on-one teaching. Another example Imperial College London, where tutorials in groups of 3 take place. I ...
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Hypermedia
Hypermedia, an extension of the term hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term ''multimedia'', which may include non-interactive linear presentations as well as hypermedia. It is also related to the field of electronic literature. The term was first used in a 1965 article written by Ted Nelson. The World Wide Web is a classic example of hypermedia to access web content, whereas a non-interactive cinema presentation is an example of standard multimedia due to the absence of hyperlinks. The first hypermedia work was, arguably, the Aspen Movie Map. Bill Atkinson's HyperCard popularized hypermedia writing, while a variety of literary hypertext and hypertext works, fiction and non-fiction, demonstrated the promise of links. Most modern hypermedia is delivered via electronic pages from a variety of systems including media players, web browsers, and stand-alone ...
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Simulation
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functioning, as in economics. Simulation can be used to show the eventual real effects of alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed but not yet built, or it may simply not ...
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Educational Games
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games. As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy a fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place. Vi ...
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E Learning
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, edtech, it often refers to the industry of companies that create educational technology. In addition to the practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science. It encompasses several domains including learning theory, computer-based training, online learning, and m-learning where mobile technologies are used. Definition The Association for Educational Communications and Technology (AECT) has defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources". I ...
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ALEKS
ALEKS (Assessment and Learning in Knowledge Spaces) is an online tutoring and assessment program that includes course material in mathematics, chemistry, introductory statistics, and business. Rather than being based on numerical test scores, ALEKS uses the theory of knowledge spaces to develop a combinatorial understanding of the set of topics a student does or doesn't understand from the answers to its test questions. Based on this assessment, it determines the topics that the student is ready to learn and allows the student to choose from interactive learning modules for these topics. ALEKS was initially developed at UC Irvine starting in 1994 with support from a large National Science Foundation grant. The software was granted by UC Irvine's Office of Technology Alliances to ALEKS Corporation under an exclusive, worldwide, perpetual license. In 2013, the ALEKS Corporation was acquired by McGraw-Hill Education McGraw Hill is an American educational publishing company ...
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Computer-Based Math
Computer-Based Math is an educational project started by Conrad Wolfram in 2010 to promote the idea that routine mathematical calculations should be done with a computer. Conrad Wolfram believes that mathematics education should make the greatest possible use of computers for performing computation leaving students to concentrate on the application and interpretation of mathematical techniques. Wolfram also argues that computers are the basis of doing math in the real world and that education should reflect that and that programming should be taught as part of math education. Wolfram contends that this approach is fundamentally different from most of the use of Computers in the classroom (or Computer-based mathematics education), whose role is to help to teach students to perform hand calculations, rather than to perform those computations and is also distinct from delivery tools such as E-learning systems. In 2010 the websitwww.computerbasedmath.orgwas set up to start develo ...
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Mathletics (educational Software)
Mathletics is an online educational website which launched in 2005. The website places an emphasis upon Web 2.0 technologies to teach an interactive learning style which is designed to replicate the use of a personal tutor as to "address the balance between teacher-led instruction and independent, student-driven learning". Mathletics operates through a subscription-based system, offering access at an individual level as well as collectively as a school. Online users, acknowledged by the website as 'Mathletes', have access to math quizzes and challenges, and can participate in a real-time networked competition known as 'Live Mathletics'.Nansen, Bjorn & Chakraborty, Kabita & Gibbs, Lisa & Vetere, Frank & MacDougall, Colin. (2012). ‘You do the math’: Mathletics and the play of online learning. New Media & Society. 14. 1216-1235. 10.1177/1461444812442926. Mathletics provides a customisable avatar for each individual user, which visually represents the player in the 'Live Mathletic ...
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3P Learning
3P or 3p may refer to: * 3P, People Planet Profit, or Triple bottom line * 3P, Aruban Tiara Air's IATA airline designator * 3P, proved plus probable plus possible Oil reserves * 3p, an arm of Chromosome 3 (human) * People's Policy Project, a US think tank See also * P3 (other) * Third party (other) Third party may refer to: Business * Third-party source, a supplier company not owned by the buyer or seller * Third-party beneficiary, a person who could sue on a contract, despite not being an active party * Third-party insurance, such as a V ..., often abbreviated 3P {{Letter-NumberCombDisambig ...
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Mathspace
''Mathspace'' is an online mathematics program designed for students in primary/elementary, secondary, and higher education. It is designed for students aged between 7 and 18, and is used by schools in Australia, New Zealand, the United States, Canada, the United Kingdom, Hong Kong and India. Mathspace uses an adaptive learning model to personalize the software experience for each student. The questions presented to a user are chosen by an algorithm that responds to past performance, and student input is evaluated to provide feedback on their progress within each problem. Additional support is offered in the form of hints and video tutorials to guide them to the solution. The software assesses each student's performance and generates accompanying report statistics. Partnerships Mathspace partnered with Eddie Woo Edward Kent Woo is an Australian secondary school teacher and writer best known for his online mathematics lessons published on YouTube. In 2018, Woo was awarde ...
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