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Presentation: International Conference on Teacher Education in the 21st Century: Vision and Action, organized by Regional Institute of Education, National Council of Educational Research and Training (NCERT), Bhopal, MP, India on March 8 -10, 2021
A study on the role of digital gadgets in transformation of Traditional Learn...Dr. C.V. Suresh Babu
Presentation, Indian Science Techno Festival ISTF-2021 (Virtual) organized by Raman Science & Technology Foundation, National Council of Teacher Scientist, India and APJ Abdul Kalam National Council of Young Scientist on 26-28 Feb 2021
A study on the impact of web technologies in teacher education to train the f...Dr. C.V. Suresh Babu
Presentation, International Conference on Teacher Education in the 21st Century: Vision and Action, organized by Regional Institute of Education, National Council of Educational Research and Training (NCERT), Bhopal, MP, India on March 8 -10, 2021
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
A study on “changing students attitude towards learning mathematics”Dr. C.V. Suresh Babu
Conference Presentations. International Conference on Integration of STEAM in School Education organised 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
Presentation: National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University, Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
Presentation: International Conference on Teacher Education in the 21st Century: Vision and Action, organized by Regional Institute of Education, National Council of Educational Research and Training (NCERT), Bhopal, MP, India on March 8 -10, 2021
A study on the impact of web technologies in teacher education to train the f...Dr. C.V. Suresh Babu
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Changing students’ attitude towards learning mathematics by appropriate use o...Dr. C.V. Suresh Babu
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This study was conducted in an undergraduate level
with the use of e-learning
particularly in analytic geometry to lessen the com
mon fear of Filipino students to
mathematics. Since teen age students used to engros
s themselves with the use of
technology specifically computers, this study maxim
ized the capability of computers
in reducing math anxiety by teaching mathematics su
bject using e-learning thus
improving student academic performance.
Attitude of B.Ed. students towards information and communication technologyArul Sekar J.M.
The present study aims to examine the attitude of B.Ed. students towards ICT. The investigator has
adopted the survey method of research. The sample consists of 250 B.Ed. students from four colleges
of education selected by stratified random sampling technique. The investigator developed a self-made
questionnaire of 25 items to measure the attitude of the B.Ed. students towards ICT. The investigator
established content validity and reliability by split-half method, and the value is 0.76. To find out the
meaning, interpretation of the raw scores, the data were analysed using mean, standard deviation ‘t’ test.
The findings show (a) there is no significant difference in the attitude of B.Ed. students towards ICT
with regard to (i) gender, (ii) discipline, (iii) course of study, and (iv) locality, and (b) aided colleges of
education B.Ed. students are better than government college students in their attitude towards ICT.
Design and Implementation Multimedia Learning Success for Vocational Schools IJECEIAES
This research aims to design a web-based multimedia applications, interactive learning, in order to improve the learning outcomes of students, especially students of Vocational High School. Multimedia Learning has been designed with some additional content in the form of applications: decision support system for multimedia usage based on Model of Multimedia Learning Success. The population obtained from respondents vocational school in Central Java, which is already implementing multimedia learning. The method used is qualitative analysis in the form of: the development of multimedia learning integrated with decision support systems. Design and implementation of multimedia learning success system that is abbreviated "Sikemuning". Sikemuning can be used to measure or provide guidance for teachers in the use of multimedia. Interviews with several respondents teachers from vocational schools in Central Java showed that: the system success multimedia learning developed in this study can be used as feedback to assess the success and effectiveness of the implementation of learning activities, multimedia learning can improve the performance and intelligence of vocational school students.
2014_09_15 EIA & British Council Policy Seminar: Findings from DFID review of...Tom Power
What's the evidence that the use educational technology by teachers or students, improves teaching practice or learning outcomes, in international development contexts?
Presentation of the findings from the DFID topic guide on educational technology, for the EIA & British Council policy seminar, Dhaka.
Instructional media functioning to deliver the lesson has a very important role. There are a lot of instructional media used in learning process; one of those is interactive multimedia. This study aims to find out students response toward game based interactive media as instructional media in elementary school. The method used in this study was descriptive qualitative. The sample in this study was 10 students 5th grade elementary school. The data collecting methods were interview, observation and questionnaire. The collected data were analyzed by using interactive analysis consist of data collecting, data reduction, data presenting and conclusion. The result of this study shows that the student gave a good response toward game-based interactive multimedia. The students like and support the use of game based interactive multimedia as instructional media. Students felt that it was easier to understand lesson because the lesson was delivered not only through text, but also picture, audio, video and animation. The game in interactive media make the student be entertained and active in learning process. It is suggested that the teacher cooperate with the expert in education technology to improve interactive multimedia as interaction media.
International Conference on Educational Innovation
Jointly organised by UNESCO and UM malaysia
at Legend Hotel , Kuala Lumpur, Malaysia
Date: 6 to 8th May 2008
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
A study on the impact of web technologies in teacher education to train the f...Dr. C.V. Suresh Babu
International Conference on Teacher Education in the 21st Century: Vision and Action, organized by Regional Institute of Education, National Council of Educational Research and Training (NCERT), Bhopal, MP, India on March 8 -10, 2021
Changing students’ attitude towards learning mathematics by appropriate use o...Dr. C.V. Suresh Babu
Indian Science Techno Festival ISTF-2021 (Virtual) organized by Raman Science & Technology Foundation, National Council of Teacher Scientist, India and APJ Abdul Kalam National Council of Young Scientist on 26-28 Feb 2021
Techniques for integrating native technologies with ict to teach zoologyDr. C.V. Suresh Babu
International Conference on Teacher Education in the 21st Century: Vision and Action, organized by Regional Institute of Education, National Council of Educational Research and Training (NCERT), Bhopal, MP, India on March 8 -10, 2021
This study was conducted in an undergraduate level
with the use of e-learning
particularly in analytic geometry to lessen the com
mon fear of Filipino students to
mathematics. Since teen age students used to engros
s themselves with the use of
technology specifically computers, this study maxim
ized the capability of computers
in reducing math anxiety by teaching mathematics su
bject using e-learning thus
improving student academic performance.
Attitude of B.Ed. students towards information and communication technologyArul Sekar J.M.
The present study aims to examine the attitude of B.Ed. students towards ICT. The investigator has
adopted the survey method of research. The sample consists of 250 B.Ed. students from four colleges
of education selected by stratified random sampling technique. The investigator developed a self-made
questionnaire of 25 items to measure the attitude of the B.Ed. students towards ICT. The investigator
established content validity and reliability by split-half method, and the value is 0.76. To find out the
meaning, interpretation of the raw scores, the data were analysed using mean, standard deviation ‘t’ test.
The findings show (a) there is no significant difference in the attitude of B.Ed. students towards ICT
with regard to (i) gender, (ii) discipline, (iii) course of study, and (iv) locality, and (b) aided colleges of
education B.Ed. students are better than government college students in their attitude towards ICT.
Design and Implementation Multimedia Learning Success for Vocational Schools IJECEIAES
This research aims to design a web-based multimedia applications, interactive learning, in order to improve the learning outcomes of students, especially students of Vocational High School. Multimedia Learning has been designed with some additional content in the form of applications: decision support system for multimedia usage based on Model of Multimedia Learning Success. The population obtained from respondents vocational school in Central Java, which is already implementing multimedia learning. The method used is qualitative analysis in the form of: the development of multimedia learning integrated with decision support systems. Design and implementation of multimedia learning success system that is abbreviated "Sikemuning". Sikemuning can be used to measure or provide guidance for teachers in the use of multimedia. Interviews with several respondents teachers from vocational schools in Central Java showed that: the system success multimedia learning developed in this study can be used as feedback to assess the success and effectiveness of the implementation of learning activities, multimedia learning can improve the performance and intelligence of vocational school students.
2014_09_15 EIA & British Council Policy Seminar: Findings from DFID review of...Tom Power
What's the evidence that the use educational technology by teachers or students, improves teaching practice or learning outcomes, in international development contexts?
Presentation of the findings from the DFID topic guide on educational technology, for the EIA & British Council policy seminar, Dhaka.
Instructional media functioning to deliver the lesson has a very important role. There are a lot of instructional media used in learning process; one of those is interactive multimedia. This study aims to find out students response toward game based interactive media as instructional media in elementary school. The method used in this study was descriptive qualitative. The sample in this study was 10 students 5th grade elementary school. The data collecting methods were interview, observation and questionnaire. The collected data were analyzed by using interactive analysis consist of data collecting, data reduction, data presenting and conclusion. The result of this study shows that the student gave a good response toward game-based interactive multimedia. The students like and support the use of game based interactive multimedia as instructional media. Students felt that it was easier to understand lesson because the lesson was delivered not only through text, but also picture, audio, video and animation. The game in interactive media make the student be entertained and active in learning process. It is suggested that the teacher cooperate with the expert in education technology to improve interactive multimedia as interaction media.
International Conference on Educational Innovation
Jointly organised by UNESCO and UM malaysia
at Legend Hotel , Kuala Lumpur, Malaysia
Date: 6 to 8th May 2008
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
The Use of an Online Learning Management System to Assess the Performance of ...ijtsrd
Learning Management Systems were widely used in education, and studies have demonstrated that they boost student achievement. This studys goal was to confirm the findings of the related studies in the context of the schools online learning program. Piaget’s Constructivism Learning Theory, Siemens’ Connectivism Theory, and Engestrom’s Activity Theory backups the process of the group of students who used the LMS and students who were exposed to modular learning. The study examined the effectiveness of incorporating a learning management system in assessing students’ performance. Fifty students from a private institution in Cebu, Philippines, were the subjects of a pretest posttest explanatory sequential mixed method. The mean, median, standard deviation, t test for independent samples, paired t test, and Spearman rho were used to test the null hypothesis at 0.05 level of significance. The studys findings show that the respondents did not perform well on the pretest, but they did exceptionally well on the posttest. Additionally, the study discovered that while there is no significant difference between group 1 pretest and posttest results and those of group 2, there is a significant difference between group 1’s pretest and posttest results but there was no significant difference in the mean improvement of the student’s scores. Respondents attitudes toward the use of learning management systems in the classrooms were positive but there was no significant relationship between the attitude of the students towards LMS and their performance. Based on these findings, it is recommended that schools develop programs in upgrading their teachers’ skills in manipulating the features of the LMS among others, teachers should intensify efforts in the use of LMS tools in teaching Trigonometry and that students should be provided with avenue wherein they can enhance their skills in technology and be engaged in the learning process. Michael L. Novero "The Use of an Online Learning Management System to Assess the Performance of the Students in Trigonometry" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-7 | Issue-5 , October 2023, URL: https://www.ijtsrd.com/papers/ijtsrd59946.pdf Paper Url: https://www.ijtsrd.com/mathemetics/other/59946/the-use-of-an-online-learning-management-system-to-assess-the-performance-of-the-students-in-trigonometry/michael-l-novero
Online teaching is the process of educating others via the internet. Various methods can be used, such as one-on-one video calls, group video calls, and webinars. You can start teaching from any location (home, coffee shop, co-working space) and enroll students from various backgrounds and geographical are
Despite the literature supporting technology use in schools as ben.docxbradburgess22840
Despite the literature supporting technology use in schools as beneficial for students, and despite the wide use of social technology, schools continue to be slow to change its integration in the classroom (Livingstone, 2012). It is imperative that teachers increase their use of technology in the classroom in order to prepare our K-12 students referred to as "digital natives," for the 21st century. Though many schools have technology available for use (Alger & Kopcha, 2008), barriers exist in incorporating technology into lesson plans, namely teacher reluctance (Keengwe, Onchwari, & Wachira, 2008). Teachers' hesitation in using technology more frequently is due to a number of factors, such as lack of time to learn new technology and incorporate it into lesson plans, beliefs around using technology in instruction, availability of working technology and technical support, comprehensive professional development, and a culture that promotes using new technology, self-efficacy, and teaching methods (Alger & Kopcha, 2008).
Literature Review
Self-Efficacy toward Technology
According to Bandura (1986) individuals possess a self-system that determines how much effort people will expend on any activity. Bandura also asserts that self-efficacy beliefs may be a strong predictor of related performance. Studies have shown a positive correlation between self-efficacy in technology and technology ability (Anderson & Maninger, 2007; Anderson, Grouulx, & Maninger, 2011). According to the technology acceptance model introduced by Davis (1989), there is a correlation between users' perceived ease of use and predicted adoption of technology. In his study investigating Moodles, Yeou (2016) found self-efficacy to be a critical factor in undergraduates' use of the technology tool. In a similar study investigating pre-service teachers, Albion (2001) found that self-efficacy was the most significant factor in predicting technology use. Pre-service and in-service teachers who possess high self-efficacy in regard to technology are more apt to use technology in the classroom because they are more confident in their ability. In their study investigating teachers' use of technology, Holden and Rada (2011) found that self-efficacy directly influenced individuals' ease of use and usability of technology.
Need for Technology Integration
With the adoption of the National Education Technology Plan (NETP), providing access to technology is no longer sufficient; the NETP stresses that schools are expected to ensure "all students understand how to use technologies as a tool to engage in creative, productive, lifelong learning" (p. 16 Herold, 2016). A key element in the plan is the need to move from passive to active use of technology. Often referred to as the "digital use and divide," a gap exists between learners who are using technology in active, creative ways to support their learning and those who predominantly use technology for passive content consumption.
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Role of digital gadgets in transformation of traditional learning to digital learning
1. Page 1
A Study on the Role of Digital Gadgets in transformation of
Traditional Learning to Digital Learning in Mathematics
THEME: Science and Technology for Innovation and Sustainable India
SUB-THEME: Advantages of Digital Gadgets in Teaching –Learning Process
Dr. C.V. Suresh Babu1
, S. Deepika2
1
Professor, Sathyasai B.Ed. College, Avadi, Chennai, TN, India
Mobile : +91 98402 37456
dr.c.v.suresh.babu@gmail.com
2
M.Ed. Student, Sathyasai B.Ed. College, Avadi, Chennai, TN, India
Mobile : +91 6382 207 391
sarveshrenu812@gmail.com
PAPER PRESENTATION FOR TEACHERS
10-02-2021
2. Page 2
Abstract
This paper will present the design of an empirical study on the impact of the Digital Gadgets
in school education with respect to mathematical teaching and learning. This proposed study
will try identify the interest among students and find the causes for the changes in their
structure of learning. During this COVID-19 period, students used to attend various activity
to show their involvement. The study also attempt to reveal the various contribution rendered
by current Digital Gadgets tools in improving the quality of education.
KEYWORDS: Apps, Digital Gadgets, Integrated learning, Pedagogy, Technology,
3. Page 3
1 Introduction
The incorporation of Digital Gadgets in education supported by the large amount of
online educational tools, the exchange of knowledge, and the connections among education
communities. The education eliminates certain space-time barriers in the teaching-learning
process and enables the implementation of active methodologies. Digital Gadgets facilitates
participation among all agents of the education. It is designed to meet anticipated learners of
Mathematics in many parts of the world.
It is mandatory to analyses, search, and differentiate against the relevant data to its
resolution. The use of sufficient technology, allows the discrimination of more relevant data.
Mathematical skills reinforced by Technology and its importance have different teacher and
student views:
Teacher Perspective:
There are extensive reasons why every teacher should use Digital Gadgets tools in the
maths class. Such reasons in terms of use are universal and span across the curriculum.
To ensuring the facilities of Quality in Mathematics.
Students Perspective:
Digital Gadgets has a lot to offer students as many researches shows that with
Technology-based activities students are more likely to experiment and take risks than
without Digital Gadgets.
Effective technology can even promote student’s innovative skills and allow creating and
manipulating their own presentations. For their part, dynamic geometry’s applications help the
student to visualize and experience the associated processes through interactive changes that
favour the exploration of all possibilities. Digital Gadgets resources are programming
environments that develop language and mathematical thinking among learners and educators
and also encourage the ability to solve problems.
2 Rationale background
Today, Digital Gadgets are been used in schools as a separate entity, instead, schools
must have an integrating Digital Gadgets into the learning and teaching processes particularly
in Mathematics for effective understanding.
Primary Objective:
To study the effective Digital Gadgets practices in mathematics teaching and learning
done in various institutions across globally.
Secondary Objective:
To improve the learning skills among students.
To develop critical and innovative thinking.
Frequently handling of technical tools.
Fun based mathematical activities. .
3 Literature Review
The literature review shows that Digital Gadgets is the teaching of mathematics helps the
students to create and interact. (Keong et al., 2005; Neurath & Stephens, 2006). A series of
recent studies has indicated that the use of technological devices such as graphing calculators
encourages interaction among students to share their knowledge and skills, to present their
4. Page 4
work with the aid of a projector, a screen and a laser pen. (Condie & Munro, 2007; Keong et
al., 2005) This paper with a short review of the literature regarding the communication that
occurred among students through the application of technology during the learning process
promoted knowledge and information-sharing (Condie & Munro, 2007; Keong et al., 2005).
Some authors have also suggested that the application of technologies such as the internet
further facilitates students’ self-exploration (Keong et al., 2005; Ramli et al., 2006).The
information technology can also develop students’ interest and involvement towards
mathematics. (Keong et al., 2005; Neurath& Stephens, 2006). A large number of existing
studies in the broader literature have examined, Microsoft Excel in learning Algebra can
change students view point towards Algebra. (Hanim & Hairulniza, 2002; Norazrena & Khairul
Anuar, 2011). The computer software developed students to identify their mistakes and make
corrections (Ghavifekr et al., 2012). A more comprehensive description can be found in Digital
Gadgets technology encourage the students to think and solve Mathematical problems. (Condie
& Munro, 2007; Keong et al., 2005). Insufficient training and reduced teaching time in the
classroom. (Afolake & Shittu, 2005; Keong et al., 2005). When integrating Digital Gadgets
into their teaching the limited time in the classroom has become the main factor for educators.
(Keong et al., 2005) It was reported in literature that 55.6% of Educators analyse the time
limitation in the teaching schedule to use Digital Gadgets facilities. (Rohani, 2011). 40.8% of
insufficient training of teaching in Mathematical curriculum. (Abramovich, 2014; Afolake&
Shittu, 2005).78.4% of students do not have best access to the required technology to facilitate
virtually. (Keong et al., 2005; Ruthven et al., 2009). 76.3% recognised the factor of integrating
Digital Gadgets into learning and teaching process. (Afolake & Shittu, 2005; Palmer, 2003).
The technologies have a favourable impact for Educators and students. (Rafiza & Maryam,
2013). Digital Gadgets proven that student’s potential in preparing for twenty first century life.
(Ghavifekr et al., 2012). This has been used in several studies to assess that the strategies should
be well thought by the educators to implement more interaction among students. (Drew, 2011).
This was successfully established and described that Educators can also utilise the Google apps
for teaching and learning in mathematics. (Suzana & Khalid, 2014).
4 Research Design
4.1. Research Hypothesis
Null Hypothesis: There is no significant change in teaching with Digital Gadgets for
secondary education. Learners and educators are well trained in their own technology.
Simple Hypothesis: If we integrate Digital Gadgets in teaching mathematics, the
performance of the students will increase significantly.
Independent Variable: Using of Digital Gadgets
Dependent Variable: Responses from the students.
Complex Hypothesis: Integrate Digital Gadgets in teaching mathematics and learning
mathematics are well occupied in efficient use of digital tools virtually.
i. Teachers can gain the attention of the students
ii. Immediate responses from the learners
iii. Motivate the students to engage with mathematical education
Null Hypothesis: There is no significant change in teaching with Digital Gadgets for
secondary education.
Alternative Hypothesis: When schools reopen expecting the same environment with
all technologies, we can lead the students with proper intensions.
5. Page 5
Logical Hypothesis: Integration of Digital Gadgets in teaching mathematics improves
the performance of the learners and motivate by the educators creative and innovative.
Alternative Hypothesis: The frequency of the use of Digital Gadgets in secondary
education depends up on the length of teaching and learning practice.
H1: Using of Digital Gadgets has an impact on education improvement of secondary
school students.
H2: Using of Digital Gadgets has an impact to increase the motivation among
secondary students.
H3: Using of Digital Gadgets students are requested to frame own question-making
skills in secondary education.
4.2. Research questions:
1. Does the length of teaching of the teacher at the secondary schools influence the use
of Digital Gadgets?
2. Is there any gaps between the learners and educators?
3. With the use of Digital Gadgets the educational level stay same or increase or
decrease?
4. Does the teacher skill set like subject or availability on the usage of Digital Gadgets?
5 Samplings
Simple Random sampling:
Within a selected school a Radom Roll of students in the target population,
Grade: 8 attendance of registers are obtained for all students in the defined
target. Commence by placing the number in 10 and select the students.
Systematic sampling:
Sampling from a population list of approximately 10 school students. The list
is divided into 5 classes in different grade of around 10 students each. In each
section the list is ordered by the performance in education. If we sample every
10th individual in grade, this will most likely not provide an entire school
population.
Stratified sampling:
The population for this study consisted of all students in CBSE in south
central zone of Tamil Nadu. However, the target comprised the level of
students in the zone. Students were selected from school offering education
courses through a Stratified random technique. A sample size of 250 students
were captured for the research study.
Cluster sampling:
Selecting the average reading level of all Eighth-graders in the city. There is
no overlap because each student attends only one school. The reading levels of
every 8-grader in the schools were test and selected randomly for sample.
(Grade: 8 students have same age limit).
Multi stage sampling:
Collecting data from every Eight grader in the selected school, each school
collects sample randomly in Grade-8. After receiving the sample is much
smaller and easy to collect data.
6. Page 6
6 Technology driven modules
Recent Digital Gadgets provides free online modules to help students to learn and explore
mathematics. Each tool is based on animated video involving interactive learning systems such
as discussing mathematics in real life situations and students can also undertake various
activities and tests to exhibit their knowledge and problem-solving skills.
7 Preliminary Findings
The impact of Digital Gadgets on the educational improvement shows that there is no
meaningful difference between using of Digital Gadgets in educational of boy and girl students
in term of gender.
8 Suggestions
The following are recent apps which can enhance learning math
1. Visual Math: KickBox and KickBox Litea math game created by MIND Research
Institute and inspired by its penguin Jiji helps students learn key math concepts visually..
2. Numbers: Students can walk through math problems to learn numbers, geometry,
Measurement and more.
3. Geometry: Geometrical concepts with 3D images and shapes.
4. Algebra: (HMH Fuse: Algebra), this app brings an Algebra 1 textbook to life with
interactive graphs, tools and equations. Quizzes and more are to engage students in math
learning.
5. Algebra: Interactive workbook with variety of worksheets that include show me
support videos.
6. Calculus: (Video Calculus) Similar to the Khan Academy videos, this app gives you more
than 2 hours’ of free calculus instruction through its videos. It also includes 15 free featured
lessons.
7. Probability & Statistics: (Statistics 1 for iPad). This statistics app, priced at $4.99,
provides students with interactive tutorials, lessons and quizzes to learn statistics
8. Applying Math: (Rocket Math) In this app, student’s complete math problems in order to
build their own rockets.
9. Applying Math: (SpaceTime for iPad or MathStudio). 2D and 3D diagrams are using by
a students in graphic calculator. It’s definitely worth checking out.
10. Math Game: (MathBlasterHyperBlast) Students are big fans of fun learning. It’s brightly
coloured, fast-paced and engaging with 30 math lessons.
These apps and activities could be used in whole class, small group with independent
work scenarios. The various applicability of these applications are summarised in Table 1:
Table 1: Applications applicability
APPLICATION PRIMARY MIDDLE SECONDARY
VISUAL MATH Yes Yes
NUMBERS Yes Yes Yes
GEOMETRY Yes Yes
CALCULUS Yes
PROBABILITY Yes Yes
7. Page 7
APPLYING
MATH
Yes Yes Yes
MATH GAME Yes Yes Yes
9 Benefits for Teachers and Students
It’s a new model of knowledge sharing to the students with variety of tools to learn
effectively at their own pace.
For example: using GOOGLE FORM allows Teachers to quickly create test and submit
the Students response immediately.
Teachers and Students can access a variety of modern teaching and learning tools.
Online attendance, Class recordings creates more accountability for learners and
Educators.
10 Scope for Further Research
This study we identified following scope for research areas:
1. Current Issues and Trends in Mathematics Education
2. Technological Pedagogical Content Knowledge
3. Concepts and Principles of Integrating Digital Gadgets in Mathematics Classroom
4. Building Manipulative-Interactive Media with Application
5. Exploring Three Dimensional Space with Application
6. Building Digital Activity with Application
7. Game for Mathematics Teaching
8. Digital Math Environment
9. Assessment in Mathematics Learning using Digital Gadgets
Conclusion
Current COVID-19 pandemic have given new ways of Teaching and Learning processes,
the role of Digital Gadgets have completely transformed from the traditional technologies to
new generation tools. Students get more involved when their classes blended with technologies.
It’s clearly seen that, effective use of Digital Gadgets tools enhances teaching of Mathematics
and improves students’ involvement.
Acknowledgment
We thank all our Faculty members, Math’s Educators of various schools in Chennai and our
students and other anonymous reviewers for their valuable comments on our draft paper.
Disclosure statement
No potential conflict of interest was reported by the authors.
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