Developing a Mathematics Lesson Plan based on Visual Learning Technology
Автор: Jamal Raiyn
Журнал: International Journal of Education and Management Engineering(IJEME) @ijeme
Статья в выпуске: 4 vol.6, 2016 года.
Бесплатный доступ
Various researchers have highlighted the importance of the introduction of visual learning in mathematics. Visual representation in mathematics is important for teachers and for pupils in their teaching and learning of mathematics, respectively. Various visual learning platforms are used in mathematics. This research concentrates on 2-D and 3-D visual learning technologies such as MIT App Inventor and Kudo Game Lab for elementary school.
Visual learning tools, MIT App Inventor, Kodu Game Lab
Короткий адрес: https://sciup.org/15013866
IDR: 15013866
Список литературы Developing a Mathematics Lesson Plan based on Visual Learning Technology
- Al-Qirim N, Mesmari A, Mazroeei K, Khatri S, Kaabi Z. Developing teaching scenarios in the classroom using interactive smart board ecosystem, Digital Ecosystems and Technologies (DEST), 2010 4th IEEE International Conference 13-16 April 2010; 525-530. doi: 10.1109/DEST.2010.5610596.
- Ben-Ari, M. and Resnick M. (2015). New frameworks for studying and assessing the development of computational thinking, Computer Science Education, (online).
- Bower N, Hayden R. Fascinating literary theory play early. Childhood Education, 25(2), 1992. 16-17.
- Clarke-Midura J, Dede C. Assessment, Technology, and Change. Journal of Research, Education and Technology, 42(3), 2010, 309-328.
- Herro, D. and McCune-Gardner, C. and Boyer, M.D. (2015). Perceptions of Coding with MIT App Inventor: Pathways for their Future. JOURNAL FOR COMPUTING TEACHERS.
- Hildebrandt C. Developing mathematical understanding through invented games. Teaching Children Mathematics, 5(1), 1998. 191-95.
- Ioannidou A. (2011). Computational Thinking Patterns, Annual Meeting of the American Educational Research Association (AERA).
- Larkin K, Calder, N. Mathematics education and mobile technologies, Math Ed Res J (2016) 28: 2005. 1–7. DOI 10.1007/s13394-015-0167-6.
- Leonard LM., Tracy D.M. Using games to meet the standards for middle school students. Arithmetic Teacher, 40(3), 1993. 499-501.
- McCrudden TM, Rapp DN. How Visual Displays Affect Cognitive Processing, Educational Psychology Review, 2015.
- Oldfield, BJ. Game in the learning. Mathematics in School, 20(3), 2015. 16-18.
- Peluso, E.M., and Sprechini, G. (2012). The impact of Alice on the Attitudes of High School students Toward Computing, Journal for Computing Teachers, 7, 2012.
- Rodger et.al. (2009).Engaging Middle School Teachers and Students with Alice in a Diverse Set of Subjects.SIGCSE09, March 3-7, 2009.
- Stolee, T.K., and Fristoe, T. (2011). Exprssing computer science concepts through Kodu Game Lab, SIGCSE'11, March 9-12, 2011, Dalla, Texas, USA.
- Voogt J, Fisser P, Good J, Mishra P, Yada A. Computational thinking in compulsory education: Towards an agenda for research and practice. Educaction Informtion Technology. 2015. DOI 10.1007/s10639-015-9412-6.
- Wilson, K.A. Bedwell, W.L. and Lazzara E.L. et al.(2009), Relationships between game attributes and learning outcomes: review and research proposals, Simulation & Gaming, vol. 40, no. 2, pp. 217–266.
- Wing, J. M. (2010). Computational Thinking: What and Why? The Link Newsletter, Retrieved from http://www.cs.cmu.edu/~CompThink/papers.html.