Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Med
As technology continues to develop and prove its importance in modern society, certain professions are acclimating. Aspects such as computer science and computational thinking are becoming essential areas of study. Implementing these subject areas into teaching practices is necessary for younger generations to adapt to the developing world. There is a critical need to examine the pedagogical implications of these technological skills and implement them into the global curriculum. The Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education is a collection of innovative research on the methods and applications of computer science curriculum development within primary and secondary education. While highlighting topics including pedagogical implications, comprehensive techniques, and teacher preparation models, this book is ideally designed for teachers, IT consultants, curriculum developers, instructional designers, educational software developers, higher education faculty, administrators, policymakers, researchers, and graduate students.
This book covers elementary discrete mathematics for computer science and engineering. It emphasizes mathematical definitions and proofs as well as applicable methods. Topics include formal logic notation, proof methods; induction, well-ordering; sets, relations; elementary graph theory; integer congruences; asymptotic notation and growth of functions; permutations and combinations, counting principles; discrete probability. Further selected topics may also be covered, such as recursive definition and structural induction; state machines and invariants; recurrences; generating functions.
This open access book, inspired by the ICME 13 topic study group “Affect, beliefs and identity in mathematics education”, presents the latest trends in research in the area. Following an introduction and a survey chapter providing a concise overview of the state-of-art in the field of mathematics-related affect, the book is divided into three main sections: motivation and values, engagement, and identity in mathematics education. Each section comprises several independent chapters based on original research, as well as a reflective commentary by an expert in the area. Collectively, the chapters present a rich methodological spectrum, from narrative analysis to structural equation modelling. In the final chapter, the editors look ahead to future directions in the area of mathematics-education-related affect. It is a timely resource for all those interested in the interaction between affect and mathematics education.
Detailed plans for helping elementary students experience deep mathematical learning Do you work tirelessly to make your math lessons meaningful, challenging, accessible, and engaging? Do you spend hours you don’t have searching for, adapting, and creating tasks to provide rich experiences for your students that supplement your mathematics curriculum? Help has arrived! Classroom Ready-Rich Math Tasks for Grades 4-5 details more than 50 research- and standards-aligned, high-cognitive-demand tasks that will have your students doing deep-problem-based learning. These ready-to-implement, engaging tasks connect skills, concepts and practices, while encouraging students to reason, problem-solve, discuss, explore multiple solution pathways, connect multiple representations, and justify their thinking. They help students monitor their own thinking and connect the mathematics they know to new situations. In other words, these tasks allow students to truly do mathematics! Written with a strengths-based lens and an attentiveness to all students, this guide includes: • Complete task-based lessons, referencing mathematics standards and practices, vocabulary, and materials • Downloadable planning tools, student resource pages, and thoughtful questions, and formative assessment prompts • Guidance on preparing, launching, facilitating, and reflecting on each task • Notes on access and equity, focusing on students’ strengths, productive struggle, and distance or alternative learning environments. With concluding guidance on adapting or creating additional rich tasks for your students, this guide will help you give all of your students the deepest, most enriching and engaging mathematics learning experience possible.
Computers have changed the ways that mathematics are taught and learned. Is your institution taking advantage of what today's technology offers? With contributions from researchers and practitioners alike, Using Information Technology in Mathematics Education explores the impact of the computer on the curriculum, the teaching and learning of mathematics, and the professional development of teachers, both pre-service and in-service. As editor James Tooke states: “The connection between mathematics and the computer is obvious. Elementary notions of mathematics gave rise to the computer; advanced notions gave it a more powerful state. As the computer advanced, it expanded mathematics, allowing the creation of further branches of the field; for instance, fractal geometry had no reality until the advent of high-speed computers.” In its look at the relationship between mathematics, the computer, and mathematics education, Using Information Technology in Mathematics Education: addresses the computer as a vehicle for teaching calculus at Texas A&M includes reports from several programs that have utilized the computer when teaching mathematics at lower levels of content than calculus such as intermediate algebra and geometry examines the computer's role in student learning probability discusses the use of computers in the professional development of teachers explores ways to use computers to reduce mathematics anxiety Using Information Technology in Mathematics Education examines the history and impact of computers in mathematics and mathematics education--from the early, crude computer-assisted instruction efforts through LOGO software for elementary schools, through MAPLE for the university, to the Web-based calculus courses now being offered by outstanding universities. Use it to facilitate learning and teacher growth in your institution!
Computer science abounds with applications of discrete mathematics, yet s- dents of computer science often study discrete mathematics in the context of purely mathematical applications. They have to ?gure out for themselves how to apply the ideas of discrete mathematics to computing problems. It is not easy. Most students fail to experience broad success in this enterprise, which is not surprising, since many of the most important advances in science and engineeringhavebeen, precisely, applicationsofmathematicstospeci?cscience and engineering problems. Tobesure,mostdiscretemathtextbooksincorporatesomeaspectsapplying discrete math to computing, but it usually takes the form of asking students to write programs to compute the number of three-ball combinations there are in a set of ten balls or, at best, to implement a graph algorithm. Few texts ask students to use mathematical logic to analyze properties of digital circuits or computer programs or to apply the set theoretic model of functions to understand higher-order operations. A major aim of this text is to integrate, tightly, the study of discrete mathematics with the study of central problems of computer science.
Computer science majors taking a non-programming-based course like discrete mathematics might ask 'Why do I need to learn this?' Written with these students in mind, this text introduces the mathematical foundations of computer science by providing a comprehensive treatment of standard technical topics while simultaneously illustrating some of the broad-ranging applications of that material throughout the field. Chapters on core topics from discrete structures – like logic, proofs, number theory, counting, probability, graphs – are augmented with around 60 'computer science connections' pages introducing their applications: for example, game trees (logic), triangulation of scenes in computer graphics (induction), the Enigma machine (counting), algorithmic bias (relations), differential privacy (probability), and paired kidney transplants (graphs). Pedagogical features include 'Why You Might Care' sections, quick-reference chapter guides and key terms and results summaries, problem-solving and writing tips, 'Taking it Further' asides with more technical details, and around 1700 exercises, 435 worked examples, and 480 figures.