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An introduction to Prodigy and all the tools available for teachers, parents and students. How we help all students to love learning math.

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Mathematics-Writing numbers in standdard and word form.pptx

This document contains a presentation about reading and writing numbers up to hundreds of thousands in standard and word form. It discusses separating numbers into place values, reading numbers aloud from left to right, and hyphenating two-digit numbers from 21-99 except for multiples of ten. Examples are provided of writing numbers in standard and word form. The presentation emphasizes writing numbers with commas to separate groups of three digits from the right and reading the thousands, hundreds, tens and ones places separately.

Long division intro

This document provides step-by-step instructions for solving long division problems. It explains that you take the divisor and repeatedly subtract it from the dividend, grouping the numbers in the quotient. For example, if dividing 36,987 by 5, you would find that 5 goes into 36 seven times, with a remainder carried to the next group. Carrying out this process reveals the full quotient is 7,397 with a remainder of 2. The document also includes examples of setting up word problems as division calculations.

Math tricks

This document provides study tips and strategies for mathematics. Some key tips include reading math problems completely before solving, drawing diagrams when possible, focusing on what is known rather than unknown, and seeking help if needed. Formulas are also provided for remembering unit conversions and multiplication strategies like breaking numbers into place values or using properties of even/odd numbers. Memory tools like mnemonics and phrases are suggested to recall important math concepts and formulas.

Maths amazing facts

This document contains several math puzzles and tricks with their solutions. It includes puzzles involving dividing a number into parts in a specific ratio, identifying a unique number, calculating correct and incorrect answers on a test, determining a date based on age information, inserting an operator to make an equation correct, using only zeros and operators to get a target number, and continuing a number pattern. Solutions are provided for each puzzle. Additionally, the document discusses Roman numerals and their values and relationships.

Math magic, tricky math

The document contains instructions for several math tricks and puzzles involving numbers and arithmetic operations. It guides the reader through steps to solve puzzles such as guessing a randomly selected number, analyzing a person's age, testing if a number is divisible, and arriving at a gray elephant from Denmark. The tricks rely on multiplying, adding, subtracting and doubling numbers in specific sequences.

Amazing Maths Trick

This document provides several math tricks and puzzles that involve multiplying, squaring, or otherwise manipulating numbers in surprising ways. The tricks are explained step-by-step and include multiplying any two-digit number by 11, squaring two-digit numbers ending in 5 or beginning with 5, and multiplying by 9 using your fingers. Practice is recommended to master the tricks.

Sudoku

The document contains a series of logic puzzles in 4x4, 6x6, and 9x9 grids that the reader is instructed to solve by clicking buttons. It includes 12 4x4 puzzles labeled A-H, 3 6x6 puzzles labeled I-K, 3 harder 6x6 puzzles labeled L-M, and 1 9x9 puzzle labeled N. The reader is thanked for using puzzles from specific websites and asked to provide feedback to the author.

Quizizz Presentation

Quizizz allows teachers to create online quizzes and games for students to play individually or competitively in real-time. Key features include student-paced gameplay, immediate feedback, and access via any device. Teachers can search an existing question library, customize quizzes, and view live analytics. Students join by entering a game code and play at their own speed while seeing rankings. Teachers receive detailed reports to assess learning.

Mathematics-Writing numbers in standdard and word form.pptx

This document contains a presentation about reading and writing numbers up to hundreds of thousands in standard and word form. It discusses separating numbers into place values, reading numbers aloud from left to right, and hyphenating two-digit numbers from 21-99 except for multiples of ten. Examples are provided of writing numbers in standard and word form. The presentation emphasizes writing numbers with commas to separate groups of three digits from the right and reading the thousands, hundreds, tens and ones places separately.

Long division intro

This document provides step-by-step instructions for solving long division problems. It explains that you take the divisor and repeatedly subtract it from the dividend, grouping the numbers in the quotient. For example, if dividing 36,987 by 5, you would find that 5 goes into 36 seven times, with a remainder carried to the next group. Carrying out this process reveals the full quotient is 7,397 with a remainder of 2. The document also includes examples of setting up word problems as division calculations.

Math tricks

This document provides study tips and strategies for mathematics. Some key tips include reading math problems completely before solving, drawing diagrams when possible, focusing on what is known rather than unknown, and seeking help if needed. Formulas are also provided for remembering unit conversions and multiplication strategies like breaking numbers into place values or using properties of even/odd numbers. Memory tools like mnemonics and phrases are suggested to recall important math concepts and formulas.

Maths amazing facts

This document contains several math puzzles and tricks with their solutions. It includes puzzles involving dividing a number into parts in a specific ratio, identifying a unique number, calculating correct and incorrect answers on a test, determining a date based on age information, inserting an operator to make an equation correct, using only zeros and operators to get a target number, and continuing a number pattern. Solutions are provided for each puzzle. Additionally, the document discusses Roman numerals and their values and relationships.

Math magic, tricky math

The document contains instructions for several math tricks and puzzles involving numbers and arithmetic operations. It guides the reader through steps to solve puzzles such as guessing a randomly selected number, analyzing a person's age, testing if a number is divisible, and arriving at a gray elephant from Denmark. The tricks rely on multiplying, adding, subtracting and doubling numbers in specific sequences.

Amazing Maths Trick

This document provides several math tricks and puzzles that involve multiplying, squaring, or otherwise manipulating numbers in surprising ways. The tricks are explained step-by-step and include multiplying any two-digit number by 11, squaring two-digit numbers ending in 5 or beginning with 5, and multiplying by 9 using your fingers. Practice is recommended to master the tricks.

Sudoku

The document contains a series of logic puzzles in 4x4, 6x6, and 9x9 grids that the reader is instructed to solve by clicking buttons. It includes 12 4x4 puzzles labeled A-H, 3 6x6 puzzles labeled I-K, 3 harder 6x6 puzzles labeled L-M, and 1 9x9 puzzle labeled N. The reader is thanked for using puzzles from specific websites and asked to provide feedback to the author.

Quizizz Presentation

Quizizz allows teachers to create online quizzes and games for students to play individually or competitively in real-time. Key features include student-paced gameplay, immediate feedback, and access via any device. Teachers can search an existing question library, customize quizzes, and view live analytics. Students join by entering a game code and play at their own speed while seeing rankings. Teachers receive detailed reports to assess learning.

Patterns and sequences

The document discusses patterns and sequences in mathematics. It explains that a sequence is the proper term for a pattern of numbers, with each number in the sequence having a term name (first term, second term, etc.). It provides examples of number sequences and instructs readers to look for the relationship between each term to predict the next number in the sequence. Several practice sequences are presented for readers to identify the patterns.

Polyhedrons prisms and pyramids

This document provides information about polyhedrons and their properties. It defines polyhedrons as shapes with many faces and discusses platonic solids, prisms, and pyramids. The key points are:
- There are 5 platonic solids which are perfectly symmetrical shapes made of identical faces, edges, and vertices. They include the tetrahedron, cube, octahedron, dodecahedron, and icosahedron.
- Prisms have two identical parallel faces joined by rectangles, while pyramids have a face with at least 3 edges and all other faces are triangles shaped by those edges.
- An activity asks students to identify 3D shapes, draw their nets, construct the shapes from the

Multiply by 10, 100, 1000, etc...

The document explains how to multiply numbers by 10, 100, and 1,000. It notes that in the decimal system, each place value represents a number 10 times greater than the place to its right. To multiply a number like 6 by 10, we write the 6 in the ones place of the next column with a 0 placeholder. The same process is followed for multiplying by 100 and 1,000, moving the number over two and three columns respectively and adding zero placeholders. Examples are provided to demonstrate multiplying single-digit numbers by 10, 100 and 1,000.

Math Rubrics

The document contains assessments of a student's daily math warmups, homework, tests, and research papers. It evaluates categories such as completeness, neatness, mathematical concepts, errors, and behavior. For group work, it examines contributions, time management, working with others, quality of work, and attitude. The assessments provide scores to indicate performance as excellent, good, satisfactory, or needs improvement in each category.

Math 'e' Magic

Mathemagic is inspired from Vedic Mathematics and Smart Maths to develope a passion for quantitative section of various entrance exams especially for those who belongs to non mathematic streams.

Numbers and Number Sense: Comparing Numbers

This topic, comparing numbers, illustrates how to compare one number or a group of numbers. It is the foundation for Algebra and the concepts used in that topic.
For a FREE online course on Numbers and Number Theory, visit step-above10.teachable.com. While there, check out our other course offerings.

Tos 2nd qtr g10 math

This document contains a table of specification for a Grade 10 Mathematics class assessing students in the 2nd grading period. It outlines 10 learning competencies that will be evaluated over 30 days, comprising 35 total items testing different cognitive levels. The competencies include illustrating and graphing polynomial functions, deriving properties of circles, and applying concepts like the distance formula. The table provides details on weight, number of items, cognitive levels, and sample item numbers for each competency.

Bidmas treasure hunt.

This document contains a series of mathematical word problems and their answers. There are 19 problems listed with variables like "Name" and "AnswerSheet". The problems involve operations like addition, subtraction, multiplication, division and exponents.

Microsoft Mathematics

Microsoft Mathematics is a freely downloadable educational program developed by Microsoft that allows users to solve math and science problems. It provides tools to help students learn concepts in pre-algebra, algebra, trigonometry, physics, chemistry, and calculus. Microsoft Mathematics includes a graphing calculator, tools to evaluate triangles and convert units, and can solve equations, compute functions, and plot graphs.

Shapes

Our learning objectives are to recognize and name 2D shapes such as triangles, which have 3 straight sides including right angle triangles, and quadrilaterals, which have 4 straight sides including squares, rectangles, kites, parallelograms, trapezoids, and rhombuses. We will also learn about polygons with 5 or more sides such as pentagons and hexagons, as well as circles and ovals which have curved sides rather than straight sides.

Introduction to integers

Integers are defined as whole numbers that can be positive, negative, or zero, and are used to represent real-world situations involving amounts above and below zero like elevation, temperature, financial gains and losses, and distances. Integers are located on a number line and adding integers involves moving right on the number line while subtracting involves moving left, with examples provided of calculating distances between elevations represented as integers.

Innovative math

This document discusses different math manipulatives that are useful for teaching primary grade students math concepts in engaging hands-on activities. It describes how manipulatives like pattern blocks, wooden blocks, Unifix cubes, base-10 blocks, fraction circles, two-sided counters, geoboards, 3D geometric solids, unit cubes, and a 100 pocket chart can be used to teach concepts like number sense, operations, fractions, geometry, and patterns through activities like games, building, and exploration. The document emphasizes that manipulatives make math more concrete and help visual and kinesthetic learners understand abstract ideas.

Lesson 11 2 experimental probability

The document defines key terms related to experimental probability such as experiment, outcome, sample space, and experimental probability. It then provides examples of experiments with different outcomes and sample spaces. Students are asked to identify outcomes and sample spaces for given experiments. They are also asked to calculate experimental probabilities based on data from experiments involving selecting marbles from a bag, cards from a deck, and coin tosses.

Converting fractions, decimals, and percents

This document provides instructions for converting between decimals, percentages, and fractions. It explains that to convert a decimal to a percent, move the decimal point two places to the right and add a percent sign. To convert a percent to a decimal, move the decimal point two places to the left. To convert a fraction to a decimal, divide the numerator by the denominator. And to convert a percent to a fraction, first change it to a decimal and then write the decimal over 100. Examples are given for each type of conversion.

DIVISION

Division is one of the four basic mathematical operations. It involves splitting a number, called the dividend, into equal groups determined by the divisor to find the quotient. For example, in the division problem 63 ÷ 9, 63 is the dividend, 9 is the divisor, and 7 is the quotient. Division is the opposite of multiplication, so knowing one fact allows determining the other. Division can be written horizontally or vertically using the division symbol ÷.

Order Of Operations

The document discusses order of operations, which is the order in which mathematical operations should be performed in a problem containing multiple operations. The standard order is: 1) operations within parentheses, 2) exponents, 3) multiplication and division from left to right, 4) addition and subtraction from left to right. It provides examples of solving problems using the proper order of operations and asks readers to try solving sample problems on their own.

Math workshop for primary teachers

The document discusses teaching mathematics concepts through big ideas and problem solving. It describes big ideas as large networks of interrelated concepts that students understand as whole chunks. Teachers should explicitly model big ideas and have students actively discuss and reflect on them. Examples of big ideas in geometry include properties of shapes and geometric relationships. The document provides strategies for structuring the classroom and lessons to encourage problem solving, communication, and assessing student understanding of big ideas through observation, interviews, student work and self-assessment.

Ratio 5

Ratio is a comparison of two or more quantities expressed in fraction or colon form. A ratio can be reduced to its simplest terms by dividing both numbers by their greatest common factor. Examples show how to determine the ratio between two quantities like the number of girls and boys in a room, and how to simplify ratios into their lowest terms.

Maths trick

The document provides instructions for 11 math tricks involving shortcut multiplication methods. Trick #1 explains how to multiply two numbers less than 100 by taking the difference from 100 and diagonally subtracting/adding. Trick #2 is the same process for numbers greater than 100. Trick #3 involves adding digits when multiplying by 11. Trick #4 shows how to multiply any two-digit numbers. The document also includes some word problems and "brain gym" puzzles.

Table of specification in math test

This document is a table of specification for a math exam that will assess students on various algebraic concepts. It outlines the major content areas, time allotted for each section, number of test items, and how items will assess different cognitive levels including remembering, understanding, applying, analyzing, and evaluating. The exam will have 50 multiple choice items testing topics such as algebraic expressions, polynomials, linear equations, and problem solving over a total time of 60 minutes.

Digital game based learning - learning and teaching through having fun

Digital game based learning - learning and teaching through having funHong Kong Digital Game-Based Learning Association

1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.18 digital game based learning - learning and teaching through having fun

1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.

Patterns and sequences

The document discusses patterns and sequences in mathematics. It explains that a sequence is the proper term for a pattern of numbers, with each number in the sequence having a term name (first term, second term, etc.). It provides examples of number sequences and instructs readers to look for the relationship between each term to predict the next number in the sequence. Several practice sequences are presented for readers to identify the patterns.

Polyhedrons prisms and pyramids

This document provides information about polyhedrons and their properties. It defines polyhedrons as shapes with many faces and discusses platonic solids, prisms, and pyramids. The key points are:
- There are 5 platonic solids which are perfectly symmetrical shapes made of identical faces, edges, and vertices. They include the tetrahedron, cube, octahedron, dodecahedron, and icosahedron.
- Prisms have two identical parallel faces joined by rectangles, while pyramids have a face with at least 3 edges and all other faces are triangles shaped by those edges.
- An activity asks students to identify 3D shapes, draw their nets, construct the shapes from the

Multiply by 10, 100, 1000, etc...

The document explains how to multiply numbers by 10, 100, and 1,000. It notes that in the decimal system, each place value represents a number 10 times greater than the place to its right. To multiply a number like 6 by 10, we write the 6 in the ones place of the next column with a 0 placeholder. The same process is followed for multiplying by 100 and 1,000, moving the number over two and three columns respectively and adding zero placeholders. Examples are provided to demonstrate multiplying single-digit numbers by 10, 100 and 1,000.

Math Rubrics

The document contains assessments of a student's daily math warmups, homework, tests, and research papers. It evaluates categories such as completeness, neatness, mathematical concepts, errors, and behavior. For group work, it examines contributions, time management, working with others, quality of work, and attitude. The assessments provide scores to indicate performance as excellent, good, satisfactory, or needs improvement in each category.

Math 'e' Magic

Mathemagic is inspired from Vedic Mathematics and Smart Maths to develope a passion for quantitative section of various entrance exams especially for those who belongs to non mathematic streams.

Numbers and Number Sense: Comparing Numbers

This topic, comparing numbers, illustrates how to compare one number or a group of numbers. It is the foundation for Algebra and the concepts used in that topic.
For a FREE online course on Numbers and Number Theory, visit step-above10.teachable.com. While there, check out our other course offerings.

Tos 2nd qtr g10 math

This document contains a table of specification for a Grade 10 Mathematics class assessing students in the 2nd grading period. It outlines 10 learning competencies that will be evaluated over 30 days, comprising 35 total items testing different cognitive levels. The competencies include illustrating and graphing polynomial functions, deriving properties of circles, and applying concepts like the distance formula. The table provides details on weight, number of items, cognitive levels, and sample item numbers for each competency.

Bidmas treasure hunt.

This document contains a series of mathematical word problems and their answers. There are 19 problems listed with variables like "Name" and "AnswerSheet". The problems involve operations like addition, subtraction, multiplication, division and exponents.

Microsoft Mathematics

Microsoft Mathematics is a freely downloadable educational program developed by Microsoft that allows users to solve math and science problems. It provides tools to help students learn concepts in pre-algebra, algebra, trigonometry, physics, chemistry, and calculus. Microsoft Mathematics includes a graphing calculator, tools to evaluate triangles and convert units, and can solve equations, compute functions, and plot graphs.

Shapes

Our learning objectives are to recognize and name 2D shapes such as triangles, which have 3 straight sides including right angle triangles, and quadrilaterals, which have 4 straight sides including squares, rectangles, kites, parallelograms, trapezoids, and rhombuses. We will also learn about polygons with 5 or more sides such as pentagons and hexagons, as well as circles and ovals which have curved sides rather than straight sides.

Introduction to integers

Integers are defined as whole numbers that can be positive, negative, or zero, and are used to represent real-world situations involving amounts above and below zero like elevation, temperature, financial gains and losses, and distances. Integers are located on a number line and adding integers involves moving right on the number line while subtracting involves moving left, with examples provided of calculating distances between elevations represented as integers.

Innovative math

This document discusses different math manipulatives that are useful for teaching primary grade students math concepts in engaging hands-on activities. It describes how manipulatives like pattern blocks, wooden blocks, Unifix cubes, base-10 blocks, fraction circles, two-sided counters, geoboards, 3D geometric solids, unit cubes, and a 100 pocket chart can be used to teach concepts like number sense, operations, fractions, geometry, and patterns through activities like games, building, and exploration. The document emphasizes that manipulatives make math more concrete and help visual and kinesthetic learners understand abstract ideas.

Lesson 11 2 experimental probability

The document defines key terms related to experimental probability such as experiment, outcome, sample space, and experimental probability. It then provides examples of experiments with different outcomes and sample spaces. Students are asked to identify outcomes and sample spaces for given experiments. They are also asked to calculate experimental probabilities based on data from experiments involving selecting marbles from a bag, cards from a deck, and coin tosses.

Converting fractions, decimals, and percents

This document provides instructions for converting between decimals, percentages, and fractions. It explains that to convert a decimal to a percent, move the decimal point two places to the right and add a percent sign. To convert a percent to a decimal, move the decimal point two places to the left. To convert a fraction to a decimal, divide the numerator by the denominator. And to convert a percent to a fraction, first change it to a decimal and then write the decimal over 100. Examples are given for each type of conversion.

DIVISION

Division is one of the four basic mathematical operations. It involves splitting a number, called the dividend, into equal groups determined by the divisor to find the quotient. For example, in the division problem 63 ÷ 9, 63 is the dividend, 9 is the divisor, and 7 is the quotient. Division is the opposite of multiplication, so knowing one fact allows determining the other. Division can be written horizontally or vertically using the division symbol ÷.

Order Of Operations

The document discusses order of operations, which is the order in which mathematical operations should be performed in a problem containing multiple operations. The standard order is: 1) operations within parentheses, 2) exponents, 3) multiplication and division from left to right, 4) addition and subtraction from left to right. It provides examples of solving problems using the proper order of operations and asks readers to try solving sample problems on their own.

Math workshop for primary teachers

The document discusses teaching mathematics concepts through big ideas and problem solving. It describes big ideas as large networks of interrelated concepts that students understand as whole chunks. Teachers should explicitly model big ideas and have students actively discuss and reflect on them. Examples of big ideas in geometry include properties of shapes and geometric relationships. The document provides strategies for structuring the classroom and lessons to encourage problem solving, communication, and assessing student understanding of big ideas through observation, interviews, student work and self-assessment.

Ratio 5

Ratio is a comparison of two or more quantities expressed in fraction or colon form. A ratio can be reduced to its simplest terms by dividing both numbers by their greatest common factor. Examples show how to determine the ratio between two quantities like the number of girls and boys in a room, and how to simplify ratios into their lowest terms.

Maths trick

The document provides instructions for 11 math tricks involving shortcut multiplication methods. Trick #1 explains how to multiply two numbers less than 100 by taking the difference from 100 and diagonally subtracting/adding. Trick #2 is the same process for numbers greater than 100. Trick #3 involves adding digits when multiplying by 11. Trick #4 shows how to multiply any two-digit numbers. The document also includes some word problems and "brain gym" puzzles.

Table of specification in math test

This document is a table of specification for a math exam that will assess students on various algebraic concepts. It outlines the major content areas, time allotted for each section, number of test items, and how items will assess different cognitive levels including remembering, understanding, applying, analyzing, and evaluating. The exam will have 50 multiple choice items testing topics such as algebraic expressions, polynomials, linear equations, and problem solving over a total time of 60 minutes.

Patterns and sequences

Patterns and sequences

Polyhedrons prisms and pyramids

Polyhedrons prisms and pyramids

Multiply by 10, 100, 1000, etc...

Multiply by 10, 100, 1000, etc...

Math Rubrics

Math Rubrics

Math 'e' Magic

Math 'e' Magic

Numbers and Number Sense: Comparing Numbers

Numbers and Number Sense: Comparing Numbers

Tos 2nd qtr g10 math

Tos 2nd qtr g10 math

Bidmas treasure hunt.

Bidmas treasure hunt.

Microsoft Mathematics

Microsoft Mathematics

Shapes

Shapes

Introduction to integers

Introduction to integers

Innovative math

Innovative math

Lesson 11 2 experimental probability

Lesson 11 2 experimental probability

Converting fractions, decimals, and percents

Converting fractions, decimals, and percents

DIVISION

DIVISION

Order Of Operations

Order Of Operations

Math workshop for primary teachers

Math workshop for primary teachers

Ratio 5

Ratio 5

Maths trick

Maths trick

Table of specification in math test

Table of specification in math test

Digital game based learning - learning and teaching through having fun

Digital game based learning - learning and teaching through having funHong Kong Digital Game-Based Learning Association

1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.18 digital game based learning - learning and teaching through having fun

1. Gamifying learning uses gaming mechanics to increase learner engagement, motivation, and enjoyment by having students learn through playing and creating digital games.
2. Case studies show that students learned English vocabularies faster and were more motivated when learning through a digital game compared to traditional lessons.
3. When creating their own digital games, students improved skills like programming, creativity, logical thinking, problem-solving, and collaboration.

3 Major Trends in ELT Technology

The document discusses 3 major trends in English language teaching technology: 1) Flipped classrooms, which invert traditional content delivery by having students learn new content online before class; 2) Social media integration, as tools like YouTube, Twitter and Snapchat are increasingly used for language learning; 3) Digital games for learning English through an engaging context. Benefits include increased student engagement and the development of language skills. The document provides examples and guidance for implementing these trends in the classroom.

Games for Change Festival 2010. STEM and Game Development

This document discusses game design programs run by P4 Games and Tincan to promote STEM learning. It describes a high school summer game camp, a Teacher Game Institute for professional development, and school year implementation. The goal is to use game design and development to engage students in STEM topics and support the learning of skills like computational thinking, math, science research, and more. Studies found advantages like exemplifying project-based learning and increasing interest in STEM careers. Game development also helps support diversity in STEM by appealing to all genders and backgrounds. Teachers generally react positively and see benefits of using games to change their teaching practices.

Gaming to Learn: Research Meets Classroom Practice

Presentation given at the 2016 UNI Ed Summit on 3/10/16. Given to a room of about 20 people ranging from 18 - 60 years old. It was presented as a discussion of the essence of gaming, how it could be used in learning and the results of the research on how successful gaming can be in math, science, language learning, and history.

Games

Games can provide engaging and motivating learning environments when designed properly. They encourage students to enter a state of "flow" where optimal learning occurs as challenges match skills. Fun should be the primary goal when selecting educational games, followed by ensuring players can impact the virtual world. While integration challenges exist and teachers may lack experience, games can foster interactive, contextual learning, achievement, knowledge construction and identity exploration when used effectively.

Games

Games can provide engaging and motivating learning environments when designed properly. They encourage students to enter a state of "flow" where optimal learning occurs as challenges match skills. Fun should be the primary goal when selecting educational games, followed by ensuring they allow students to impact the virtual world. Potential obstacles include integrating games with curriculum, balancing fun and learning, and evaluating outcomes. However, games also promote interactive, contextual learning and a sense of achievement through knowledge construction. Examples mentioned include Zoombinis, Quest Atlantis, and Conspiracy Code.

MDELT - Group 7 of C Class 2017 - Games in Language Learning

The document discusses using games for language learning and summarizes a Jeopardy game implementation. It defines games and educational games, outlines the advantages of using games which include motivation and interaction. Some disadvantages are improper game choice or lack of organization. A homegrown Jeopardy game procedure is described involving groups, topics, and points. Playing Jeopardy in the classroom is said to improve understanding and engagement. References on using games to improve skills and communicative ability are also provided.

Video Games Learning Principles

What games can teach in your education classroom. Explore the possibiites of using games in your classroom.

Rosella Gennari- Intelligent systems and learning centred design

What are intelligent systems for enhancing learning? How do we design them so as to enhance a certain learner's experience? This talk starts with pedagogy theories focusing on designing learning experiences according to learner characteristics. Then it boldly connects them to specific design methodologies, which aims at producing usable and pedagogically effective intelligent systems for delivering enhanced learning material and experiences. Then the real pulp starts: how we designed the intelligent system of the TERENCE FP7 EU project for designing adequate learning material, specifically, smart games for reasoning about stories and adequate to the needs of poor comprehenders. The talk concludes reflecting upon the speaker's change in research areas possibly due to several factors, such as personal reasons, interests and project-dependent requirements. The on-going work is also briefly illustrated, that is, how to design smart games not only for learners but also with learners, engaging and including all.

Intelligent systems and learning centred design

What are intelligent systems for enhancing learning? How do we design them so as to enhance a certain learner's experience? This talk starts with pedagogy theories focusing on designing learning experiences according to learner characteristics. Then it boldly connects them to specific design methodologies, which aims at producing usable and pedagogically effective intelligent systems for delivering enhanced learning material and experiences. Then the real pulp starts: how we designed the intelligent system of the TERENCE FP7 EU project for designing adequate learning material, specifically, smart games for reasoning about stories and adequate to the needs of poor comprehenders. The talk concludes reflecting upon the speaker's change in research areas possibly due to several factors, such as personal reasons, interests and project-dependent requirements. The on-going work is also briefly illustrated, that is, how to design smart games not only for learners but also with learners, engaging and including all.

Brain Based Learning

This document discusses how brain-based learning and game-based learning can be used in education. It provides an overview of how the brain functions and how teaching strategies focused on active learning, real-world projects, and interdisciplinary lessons help students learn. Examples are given of educational games like Lego robotics, board games, and online virtual worlds that develop skills in areas like STEM, literacy, and problem-solving. The document advocates for hands-on, engaging lessons and discusses how concepts like discovery learning can be implemented effectively based on brain research.

AnnMaria De Mars - Making Educational Games That Add Up

Educational games share certain challenges with all serious games. A successful educational game needs to be both a good game and educational. Obvious, but many teams focus on one aspect and include either the game developer or educator as an after-thought. The result is either games that don’t teach or games that children won’t play. How do you determine at what level of mathematics (or any subject) a student should begin? How do you know if students learned something and how do you prove that your game was the cause? The educational component must target, teach, test and track. Is a game where the novelty effect never wears off an oxymoron? These questions will be answered, based on both the research literature, as well as our own data, from the first two years of research on using games to raise mathematics scores of students attending schools on American Indian reservations.

Alternative Approaches to Educational Experience

Alternative Approaches to Educational Experience
Introduction and History
Motivation: The Problem
Development of Gaming Environments for STEM education
Educational Game Development
Current Status of Game Systems for Education
Forthcoming Design and Development
Research on Effectiveness of Game Environments
Recap and Next Steps

Trends and issues ppt

The document discusses how serious games, simulations, and virtual worlds can be effective learning tools by engaging students and promoting skills like problem-solving, collaboration, and critical thinking. Serious games keep students motivated by incorporating gameplay elements, provide personalized learning experiences, and allow students to experiment safely. While such tools are not yet widely used in K-12 education, the document suggests they could help students learn if integrated into curricula.

Video Games Learning Principles

The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.

Digital game based lab

This document discusses digital game-based learning opportunities through the P-20 Innovation Lab at the University of Kentucky. It provides an overview of principles of game-based learning, including how play leads to engagement, how games involve problem-based learning through goals and feedback, and how games provide situated learning through authentic contexts. It also outlines current and upcoming work with teachers and students to integrate digital games and learning, including a summer teacher academy, a game design program for elementary students, and a new graduate course on digital game-based learning.

Digital game based lab

This document discusses digital game-based learning opportunities through the P-20 Innovation Lab at the University of Kentucky. It provides an overview of principles of game-based learning, including how play leads to engagement, how games involve problem-based learning through goals and feedback, and how games provide situated learning through authentic contexts. It also outlines current and upcoming work with teachers and students to integrate digital games and learning, including a summer teacher academy, a game design program for elementary students, and a new graduate course on digital game-based learning.

Digital game based lab

This document discusses digital game-based learning opportunities through the P-20 Innovation Lab at the University of Kentucky. It provides an overview of principles of game-based learning, including how play leads to engagement, how games involve problem-based learning through goals and feedback, and how games provide situated learning through authentic contexts. It also outlines current and upcoming work with teachers and students to integrate digital games and learning, including a summer teacher training and programs for 3rd-5th graders to design games using Scratch.

Digital game based learning - learning and teaching through having fun

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- 2. Our Mission To help all students to love learning math
- 3. How do we do that? Keeping Students Engaged Making math fun! Curriculum, content-aligned Grades 1-8 Adaptive Learning Initial Diagnostic Assessment keeps students in zone of proximal development Interactive Prodigy is a Role Playing Game where students can engage in friendly math battles with their peers and creatures
- 4. Math within the game Correct answers are incentivized Students must answer questions correctly in order to cast spells and defeat their opponents They can’t just simply “click through” to level up their characters Questions and tools Students encounter 3-5 questions on average and 3 to 4 creatures per screen Students can use virtual manipulatives, hints, text to speech
- 5. England India Ontario Common Core Texas (TEKS) New York Virginia Tennessee Colorado Florida (MAFS) Curricula across the globe More than 1,300 mathematical skills, and 50,000 math questions Australia
- 6. Prodigy Growth 25 million 4 million 1 million 130,0003000 Since 2013, millions of students have created an account
- 8. Content and Memberships Features Non Members Members Access to all education content Catch all 100+ Pets Unlock member-only treasure chests Explore the infamous Dark Tower Activate cool mini game power-ups Level up 1.5X faster
- 9. Helping teachers in the classroom
- 10. Reporting View reports to pinpoint where your students are struggling Grouping Place students with similar deficiencies and learning styles together Differentiating Assign relevant content to each individual student Monitoring Use the student comprehension report to monitor progression How can Prodigy help you in the classroom
- 11. Prodigy is for parents too! Parents will be able to see how their child is doing through various reports and weekly emails
- 12. Resources Tools and Reports ● About Your Teacher Dashboard ● Using the Planner Tool: FAQ ● How to Create an Assignment ● Prodigy Reports Overview ● Curriculum Alignment Game FAQ ● Placement Test: FAQ ● Changing My Student’s Grade Level ● Helpful In-Game Features: Virtual Manipulatives, Text to Speech, Hints ● How to Generate Parent Letters
- 13. Questions?
- 14. Thank you for your time today!