“TSEWG” Model for Teaching Students How to Solve Exercises with GeoGebra Soft...theijes
The paper introduces the TSEWG model which can be used to guide students how to solve mathematics exercises in the classroom with the help of the dynamic software GeoGebra. From field test of the model, we found that two remarkable utilities of TSEWG were: (1) to help students predict the answer of an exercise; (2) to help students discover strategies for solving the exercise. Therefore, teaching mathematics with TSEWG can improve the quality of mathematics education in secondary schools.
TEACHING STRATEGIES TO ENHANCE MATHEMATICAL THINKING FROM ENVIRONMENTAL SITUA...Eugenio Theran Palacio
In this work we report research results that reference the title. The project was developed in freshmen, Basic Education, through sociocultural problem situations and science under a qualitative design in three phases: design and implementation of a diagnostic test for recognition of potential difficulties of students, classroom intervention, to overcome the difficulties encountered, and contrast test to assess the achievement of the strategies applied and obtain information for improving student learning.
“TSEWG” Model for Teaching Students How to Solve Exercises with GeoGebra Soft...theijes
The paper introduces the TSEWG model which can be used to guide students how to solve mathematics exercises in the classroom with the help of the dynamic software GeoGebra. From field test of the model, we found that two remarkable utilities of TSEWG were: (1) to help students predict the answer of an exercise; (2) to help students discover strategies for solving the exercise. Therefore, teaching mathematics with TSEWG can improve the quality of mathematics education in secondary schools.
TEACHING STRATEGIES TO ENHANCE MATHEMATICAL THINKING FROM ENVIRONMENTAL SITUA...Eugenio Theran Palacio
In this work we report research results that reference the title. The project was developed in freshmen, Basic Education, through sociocultural problem situations and science under a qualitative design in three phases: design and implementation of a diagnostic test for recognition of potential difficulties of students, classroom intervention, to overcome the difficulties encountered, and contrast test to assess the achievement of the strategies applied and obtain information for improving student learning.
Construct maps are important tools in educational assessment and can serve multiple purposes related to development and validation, as well as score interpretation and use. This chapter outlines a process for developing a construct map from the qualitative ordering of teachers’ responses to open-ended assessment items. The construct of interest pertains to a teacher’s ability to attend to what students say and do, which is a key component of many recommendations for instructional practice within mathematics education. The instrument we are developing is designed to measure teachers’ attentiveness to student thinking in quantitative reasoning problem situations. A key aspect of our instrument development process is the development of a construct map that hierarchically orders qualitatively different levels of teacher attentiveness. In this chapter we describe our process for developing the construct map with the intent of providing an example to others who may be interested in engaging in the development of construct maps.
Self-Efficacy, Scientific Reasoning, and Learning Achievement in the STEM Pro...Nader Ale Ebrahim
The main goal of education is to prepare students for future job opportunities and civic responsibilities, and this is one of the biggest challenges in the 21st century. Science, Technology, Engineering, and Mathematics (STEM) Project-Based Learning (PjBL) prepare students to master their new role as a global citizen with greater responsibilities. This systematic review analyzed 265 papers that are related to the STEM PjBL. The papers were collected from well-known databases such as Web of Science® and SCOPUS by using the quality assessment and relevant criteria. This study inspected the top 48 distinguished papers by covering three dimensions, Search result, Subject, and Research methodology. STEM and PjBL come together, due to the natural overlap between the fields of Science, Technology, Engineering, Mathematics and PjBL. The fully integrated STEM with PjBL can increase the effectiveness of teaching. Nonetheless, this inspection uncovered that previous research has not fully integrated STEM with PjBL. Thus, despite the wealth of existing research, there are still significant opportunities for future research on STEM PjBL in high schools to prepare students for 21st century challenges.
Gamification in 2017 - How to Engage Users with Game-Like FeaturesPeter Knudson
These slides were prepared for an event hosted by Dojo Bali co-working, Bali Indonesia.
Your business doesn't need to be a game to be inspired by the same mechanics. Learn the basics of gamification to increase user retention and engagement and make your product become a habit.
Gamification is the process of adding features like a video game to make the experience more engaging. You will learn what game feature are best to use within non-gaming apps, which ones to avoid, and how to cleverly disguise them to not look obvious.
Peter Knudson is a game design and product management consultant from Saint Paul, Minnesota. He has worked at game companies like Zynga, Activision, and Wizards of the Coast. He currently is an independent consultant working with publishers like The Pokemon Company, EA, and Adult Swim Games. Website: PeterKnudson.com
Construct maps are important tools in educational assessment and can serve multiple purposes related to development and validation, as well as score interpretation and use. This chapter outlines a process for developing a construct map from the qualitative ordering of teachers’ responses to open-ended assessment items. The construct of interest pertains to a teacher’s ability to attend to what students say and do, which is a key component of many recommendations for instructional practice within mathematics education. The instrument we are developing is designed to measure teachers’ attentiveness to student thinking in quantitative reasoning problem situations. A key aspect of our instrument development process is the development of a construct map that hierarchically orders qualitatively different levels of teacher attentiveness. In this chapter we describe our process for developing the construct map with the intent of providing an example to others who may be interested in engaging in the development of construct maps.
Self-Efficacy, Scientific Reasoning, and Learning Achievement in the STEM Pro...Nader Ale Ebrahim
The main goal of education is to prepare students for future job opportunities and civic responsibilities, and this is one of the biggest challenges in the 21st century. Science, Technology, Engineering, and Mathematics (STEM) Project-Based Learning (PjBL) prepare students to master their new role as a global citizen with greater responsibilities. This systematic review analyzed 265 papers that are related to the STEM PjBL. The papers were collected from well-known databases such as Web of Science® and SCOPUS by using the quality assessment and relevant criteria. This study inspected the top 48 distinguished papers by covering three dimensions, Search result, Subject, and Research methodology. STEM and PjBL come together, due to the natural overlap between the fields of Science, Technology, Engineering, Mathematics and PjBL. The fully integrated STEM with PjBL can increase the effectiveness of teaching. Nonetheless, this inspection uncovered that previous research has not fully integrated STEM with PjBL. Thus, despite the wealth of existing research, there are still significant opportunities for future research on STEM PjBL in high schools to prepare students for 21st century challenges.
Gamification in 2017 - How to Engage Users with Game-Like FeaturesPeter Knudson
These slides were prepared for an event hosted by Dojo Bali co-working, Bali Indonesia.
Your business doesn't need to be a game to be inspired by the same mechanics. Learn the basics of gamification to increase user retention and engagement and make your product become a habit.
Gamification is the process of adding features like a video game to make the experience more engaging. You will learn what game feature are best to use within non-gaming apps, which ones to avoid, and how to cleverly disguise them to not look obvious.
Peter Knudson is a game design and product management consultant from Saint Paul, Minnesota. He has worked at game companies like Zynga, Activision, and Wizards of the Coast. He currently is an independent consultant working with publishers like The Pokemon Company, EA, and Adult Swim Games. Website: PeterKnudson.com
Network on Chip Architecture and Routing Techniques: A surveyIJRES Journal
The processor designing and development was designed to perform various complex logical information exchange and processing operations in a variety of resolutions. They mainly rely on concurrent and sync, both that of the software and hardware to enhance the productivity and performance. With the high speed growth approaching multi-billion transistor integration era, some of the main problems which are symbolized by all gate lengths in the range of 60-90 nm, will be from non-scalable delays generated by wire. All similar problems may be solved by using Network on Chip (NOC) systems. In the presented paper, we have summarized research papers and contributions in NOC area. With advancement in the technology in the on chip communication, faster interaction between devices is becoming vital. Network on Chip (NOC) can be one of the solutions for faster on chip communication. For efficient link between devices of NOC, routers are needed. This paper also reviews implementation of routing techniques. The use of routing gives higher throughput as required for dealing with complexity of modern systems. It is mainly focused on the routing design parameters on both system level including traffic pattern, network topology and routing algorithm, and architecture level including arbitration algorithm.
webinar on the future of fleet driver safety and telematics gamification to improve driver behavior and safety. Fleet management and driver safety are key for fleet performance.
Track 12. Educational innovation
Authors: José Antonio Yañez-Figueroa, María Soledad Ramírez-Montoya and Francisco J. García-Peñalvo.
https://youtu.be/cqiiu7y7CfQ
Track 13. New Trends in Digital Humanities
Authors: Alejandro Benito; Antonio G. Losada; Roberto Theron; Amelie Dorn; Melanie Seltmann; Eveline Wandl-Vogt
https://youtu.be/5tTot6vinZk
Track 12. Educational innovation
Authors: Martín Alonso Mercado-Varela, Alicia García Holgado, Francisco José García Peñalvo and María Soledad Ramírez Montoya
https://youtu.be/DKQRDp7LKX8
Slidesets from a UK teacher training course
Aims:
To consider the benefits and issues associated with collaborative learning tasks, and to effectively manage collaborative assessment
Outcomes:
To identify the reasons to get students to undertake assessed work in groups
To identify ways to plan and manage group assessment tasks effectively
To be aware of the obligations placed on teachers managing collaborative assessment
REALITY – BASED INSTRUCTION AND SOLVING WORD PROBLEMS INVOLVING SUBTRACTIONWayneRavi
This study was conducted to determine the effect of reality based on the solving word problems involving subtraction. Descriptive-Comparative research design using paired sample T-test was used to utilized in the study. The study was carried out in Tibungol Elementary School to Fifty student of Grade Three section 1. Results revealed that there was a significant difference on the pretest and post test scores of pupils in reality based approach. Further, the reality based approach is effective in improving the performance of student.
National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University (TNTEU), Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
Online Course Design for Active Learning within the UDL FrameworkSandra Annette Rogers
2019 Keynote presentation to the faculty and staff at the University of Houston for their Innovative Teaching and Learning at a Distance (ITLD) Conference
Endorsement of Technology in Mathematics: Secondary Educational Perspectiveinventy
Research Inventy : International Journal of Engineering and Science is published by the group of young academic and industrial researchers with 12 Issues per year. It is an online as well as print version open access journal that provides rapid publication (monthly) of articles in all areas of the subject such as: civil, mechanical, chemical, electronic and computer engineering as well as production and information technology. The Journal welcomes the submission of manuscripts that meet the general criteria of significance and scientific excellence. Papers will be published by rapid process within 20 days after acceptance and peer review process takes only 7 days. All articles published in Research Inventy will be peer-reviewed.
The paradigm shift from traditional learning to digital learning in mathematics Dr. C.V. Suresh Babu
International Conference on Integration of STEAM in School Education organized by NCERT, Regional Institute of Education, Bhopal, MP, India in collaboration with Department of School Education, Government of Madhya Pradesh on February, 25th- 28, 2021
Track 4. New publishing and scientific communication ways: Electronic edition, Information metrics and digital educational resources
Authors: Antonio Jose Rodrigues Neto, Maria Manuel Borges and Licinio Roque
Track 15. Communication, Education and Social Media
Authors: Rafael Galán-Arribas, Francisco-Javier Herrero-Gutiérrez, Cruz-Alberto Martínez-Arcos and Sonia Casillas-Martín
Track 15. Communication, Education and Social Media
Authors: Diego Cachón, Juan José Igartua, Magdalena Wojcieszak, Iñigo Guerrero and Isabel Rodríguez-de-Dios
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Andrea Vázquez-Ingelmo, Francisco José
García-Peñalvo and Roberto Theron
https://youtu.be/4T87QwwQSgQ
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Alicia García-Holgado and Francisco José García Peñalvo
https://youtu.be/e1etRHqIjCo
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Joaquín Gayoso-Cabada, Mercedes Gómez-Albarrán and José-Luis Sierra
https://youtu.be/Um3MxZP79_s
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Mary Sánchez-Gordón and Ricardo Colomo-Palacios
https://youtu.be/W6oAObExar8
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Joaquín Gayoso-Cabada, Antonio Sarasa-Cabezuelo and José-Luis Sierra
https://youtu.be/_-kkPLGPPPI
Track 13. Uncertainty in Digital Humanities
Author: Amelie Dorn, Eveline Wandl-Vogt, Thomas Palfinger, Jose Luis Preza Diaz, Barbara Piringer, Alexander Schatek and Rainer Zoubek
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Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Challenge-based gamification and its impact in teaching mathematical modeling
1. CHALLENGE-BASED GAMIFICATION
AND ITS IMPACT INTEACHING
MATHEMATICAL MODELLING
Elvira G. Rincón Flores
Tecnológico de
Monterrey
Mexico
María Soledad Ramírez
Montoya
Tecnológico de
Monterrey
Mexico
Juanjo Mena
Universidad de
Salamanca
Spain
2. Educational Innovation
• Brousseau (1990) argues that innovation is a teaching mechanism
that proposes strategies that work and that are easily communicated
to others. However, innovation not only involves improving teaching
techniques or introducing new teaching technologies or strategies
(Sánchez, Mena & Pinto, 2013) but also developing real changes that
stimulate learning (Ramírez-Montoya,2015; Fidalgo & Sein-Echaluce,
2014; García-Peñalvo, García de Figuerola & Merlo, 2010; Gros-Salvat
& Lara-Navarra, 2009).
3. Why students don´t undertand the
meaning of dx?
b
a
dxxf )(
How can I do that the things improve?
5. Gamification
In recent years the teaching strategy of Gamification has been gaining
more strength thanks to the ludic element that characterizes it. The
game is a universal activity and has been present in various areas such
as art, sport and science (Chamoso, Durán,García, Martín, and
Rodríguez, 2004; Minović, García-Peñalvo, & Kearney, 2016; Sánchez
& Peris, 2015). It has become a teaching strategy that can potentiate
the engagement of the learners.
6. Gamification
• In education it is used with the purpose to place the student in
scenarios involving challenges and exciting missions to increase
their level of commitment and competitiveness (Hanus and Fox,
2014; Mas-Sansó & Manresa-Yee, 2016).
• Challenge based learning can be an element that complements the
gamification and vice-versa. A challenge is a hard problem or
situation in which a student finds his/herself into. The student must
solve this challenge through the application of what they have
learned, encouraging a greater creativity in problem solving
determining the level of learning achieved (Martin, Rivale & Diller,
2007; Minovic , García-Peñalvo & Kearney, 2016)
7. Table 1. Examples of different designs of gamified environments based on
the model of Werbach y Hunter (2015) and Bunchball (2012)
DYNAMICS MECHANICS COMPONENTS
Emotions
Competition
Feedback
Trophies
Chances
Badges
Levels
Leaderboards
Narrative
Challenges
Chances
Transaction
Turns
Competition
Avatars
Badges)
Combats
Leaderboards
Levels
Relationships Competitions
Cooperation
Feedback
Challenges
Avatars
Badges
Team-Leaderboards
Levels
Progressions
Challenges
Competitions
Rewards
Avatars
Badges
Progress bar
Points
8. Gamification
Gamification have valuable elements for the students’ well-rounded
education. Domínguez, Saenz-De-Navarrete, De-Marcos,
Fernández-Sanz, Pagés & Martínez-Harraíz, 2013,
Nisbet & Willians 200) agree that playing is a unique opportunity to
integrate cognitive, emotional and social aspects.These angles
are to be considered when designing gamified activities.
9. • The purpose of this paper is to show the advantages of challenge
based gamification in the learning of integral calculus for
mathematics and engineering students in a higher education
institution. We specifically focused on the subject content of solids of
revolution calculus with the strategy of the differential take ( Alanís &
Salinas, 2010). It also shows whether the short-term learning stayed
valid long-term taking as reference the phases of the modeling
routes from (Blum & Niss, 1991; Borromeo & Blum, 2009).
Objective of the research
10. Sample
The research was carried out during the semester from
January to May 2016 where 48 students from Engineering
and Integral Calculus Courses in Tecnológico de Monterrey
(Mexico) participated. The students were divided into two
groups, each consisting of 24 students and grouped in
teams of four people.
11. Methodology
Phases of the modeling cycle (Blum & Leib, 2007)
0 1 2:H
1 1 2:H
Students’ performance in the partial and the final
exams is the same.
Students’ performance in the partial exam is different
from the performance in the final exam (being higher
in the final)
Cognitive, afective and social dimensions.
12. Gamified Activities
Name of the activity Educational content
1. Clay model of a diferential
volume
Cutting a differential volume to relate the
elements that are present in a cylinder (radius
and height) with the mathematical function that
describes the shape of a cup (construction
stages and simplification).
2. Integral Implementation Implementation of the integral built in level 1 to a
particular context (calculation of the volume of a
flask).
3. Volume Application Calculate the volume of a knob that was formed
by three functions.
Table 2. Gamified activities
18. Results
Mathematization phase has less
mean and variance in the final
exam.
It is worth noting that the
opposite happens with the
validation phase for which mean
and variance are higher in the
final exam.
Table 3. Descriptive statistics results (mean and
variance) per each phase of the partial (1) and
final exam (2).
19. Phase P value
P1. Construction 0.4005
P2. Simplification 0.5255
P3. Mathematization 0.5776
P4. Mathematical Work 0.1214
P5. Interpretation 0.0001**
P6.Validation 0.0002**
P7. Presentation 0.0510
Figure 1. Normality test results for phase 3:
Mathematization in the partial exam.
Table 4. Inferential Statistics using the
non-parametric Mann-Whitney U test
(figures below the 5% significance level
are in bolt font). ** Statistical significance
at the 0.01 level
21. Conclusions
• There is no significant difference
between partial and final tests in the
mathematical modeling routes phases
(Blum & Leib, 2007): simplification,
mathematization, mathematical work and
presentation.
• Gamification is a didactic strategy that
attracts students to learning, however it
has to be supported by a good didactic
design and a reflexive process to allow
continuous improvement (Marín, 2015;
Rodríguez & Santiago, 2015; Villalustre &
Del Moral, 2015).
• This study demonstrates that cognitive,
affective and social elements are
essential aspects for the creation of
gamified environments (Domínguez et al,
2013; Nisbet & Williams, 2009; Pulos &
Sneider, 1994)
22. Future Investigations
• It would be interesting to apply and
study the challenge based gamification
in a wider range of topics within the
same subject.
• Using a quasi-experimental research
design (i.e., control - experimental
groups) in future studies could yield to
more explicative results that help us to
understand to what extent this strategy
works better (or not) than traditional
instruction.
23. References
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27. “ In my perspective, the worst thing for a student is
teaching them through means of terror, force and artificial
authority. This procedure destroys itself the good
feelings, sincerity and security of a student..”
Albert Einstein
¡Thank you!
elvira.rincon@itesm.mx
solramirez@itesm.mx
juanjo_mena@usal.es