This document discusses using video games to teach mathematics. It argues that games can help develop mathematical proficiency by allowing students to learn skills through real-world problem solving in an engaging environment. However, games alone are not enough - they must supplement traditional teaching methods. The document outlines five elements of mathematical proficiency and how games could potentially help develop conceptual understanding, procedural fluency, and strategic competence, though adaptive reasoning may be more difficult. It provides examples of games that could teach concepts through exploration and patterns.
Today's agenda includes a math lesson covering personal strategies for addition, subtraction, multiplication, and division. The schedule also includes a nutrition break, looking at virtual manipulatives and resources, lunch, and an assessment period. The document discusses teaching math concepts conceptually rather than procedurally and the importance of understanding operations rather than just memorizing computations. It provides examples of story problems and strategies adults use to solve math problems informally in everyday life.
Harmonizing Problem Solving and Place Value in pK-2: Classroom Strategies that Really Work by Kimberly Rimbey, Presented at the MEAD Conference, Tucson, AZ, 1-20-18
From subitizing to multi-digit operations, place value provides a critical foundation for student success in math. Join us as we explore concrete and visual models, mental strategies, and context problems that make math meaningful in the early years. Formative assessment strategies will be included.
Make Learning and Teaching Math Fun and Effective with Albert's Insomnia!Rick Buchner
Math classes from elementary schools report to us "a 23% increase in computational proficiency in just two weeks" and 33% more 3rd, 4th, and 5th grade students exceeding the state standard exam!
This activity uses Venn diagrams to help students get to know each other better. Students write phrases describing themselves or their interests in each of three overlapping circles. They then visit each other's diagrams and mark the regions that apply to them. This data is then used to calculate fractions, decimals, and percentages representing how many students share certain traits. The activity thus combines social interaction, descriptive phrases, Venn diagrams, and calculations of fractions, decimals, and percentages into an engaging first-day-of-school activity.
This document discusses using math games to engage students in learning basic math facts and skills. It describes the Kakooma math game app that students can play individually or in teams to practice operations at different levels of difficulty. The document advocates using Kakooma and other games like Estimation Station on Fridays for friendly team competitions and to spark rich mathematical discussions. It provides several other game resources and emphasizes how games can promote collaboration, number sense, and engagement for students of various levels.
The document discusses ways to improve student engagement in math by making it more social, fun, and creative. It recommends having students collaborate on lessons and discussions, using apps and games for practice, and allowing students to create videos or other projects to show their understanding. Specific techniques mentioned include using websites like Kakooma for challenges, the Math Doodles app, turning problems into games using Kahoot, having students be "experts" on problems and discuss them, and using dice or cards for skill practice. The goal is to engage students through social interaction, fun activities, and opportunities for creative work.
Bring Your Math Class To Life ICTM 2015marykienstra
The document provides suggestions for engaging math students and bringing math concepts to life. It recommends making math social through discussion and collaboration in lessons. It also suggests leaving worksheets behind and using alternative methods like online games, dice, cards and real-world projects. The document further advocates creating rituals like weekly challenges that students love. It concludes by encouraging teachers to let students create items like foldables, videos and puzzles to demonstrate their understanding of math concepts.
Addition Board Game - Ocean Raiders. 11 times more math practicelogicroots
This document introduces an e-book titled "Introduction To Addition Math Activity Pack" that provides 12 math activities to challenge and engage kids in learning math. It is aimed at parents, teachers, and researchers. For parents, it provides fun math activities to strengthen kids' math concepts. For teachers, it offers printable teaching resources to make math fun and competitive. For researchers, it provides insights into connecting math and games for learning. The e-book contains activities on topics like number recognition, addition, and using math skills in real life situations.
Today's agenda includes a math lesson covering personal strategies for addition, subtraction, multiplication, and division. The schedule also includes a nutrition break, looking at virtual manipulatives and resources, lunch, and an assessment period. The document discusses teaching math concepts conceptually rather than procedurally and the importance of understanding operations rather than just memorizing computations. It provides examples of story problems and strategies adults use to solve math problems informally in everyday life.
Harmonizing Problem Solving and Place Value in pK-2: Classroom Strategies that Really Work by Kimberly Rimbey, Presented at the MEAD Conference, Tucson, AZ, 1-20-18
From subitizing to multi-digit operations, place value provides a critical foundation for student success in math. Join us as we explore concrete and visual models, mental strategies, and context problems that make math meaningful in the early years. Formative assessment strategies will be included.
Make Learning and Teaching Math Fun and Effective with Albert's Insomnia!Rick Buchner
Math classes from elementary schools report to us "a 23% increase in computational proficiency in just two weeks" and 33% more 3rd, 4th, and 5th grade students exceeding the state standard exam!
This activity uses Venn diagrams to help students get to know each other better. Students write phrases describing themselves or their interests in each of three overlapping circles. They then visit each other's diagrams and mark the regions that apply to them. This data is then used to calculate fractions, decimals, and percentages representing how many students share certain traits. The activity thus combines social interaction, descriptive phrases, Venn diagrams, and calculations of fractions, decimals, and percentages into an engaging first-day-of-school activity.
This document discusses using math games to engage students in learning basic math facts and skills. It describes the Kakooma math game app that students can play individually or in teams to practice operations at different levels of difficulty. The document advocates using Kakooma and other games like Estimation Station on Fridays for friendly team competitions and to spark rich mathematical discussions. It provides several other game resources and emphasizes how games can promote collaboration, number sense, and engagement for students of various levels.
The document discusses ways to improve student engagement in math by making it more social, fun, and creative. It recommends having students collaborate on lessons and discussions, using apps and games for practice, and allowing students to create videos or other projects to show their understanding. Specific techniques mentioned include using websites like Kakooma for challenges, the Math Doodles app, turning problems into games using Kahoot, having students be "experts" on problems and discuss them, and using dice or cards for skill practice. The goal is to engage students through social interaction, fun activities, and opportunities for creative work.
Bring Your Math Class To Life ICTM 2015marykienstra
The document provides suggestions for engaging math students and bringing math concepts to life. It recommends making math social through discussion and collaboration in lessons. It also suggests leaving worksheets behind and using alternative methods like online games, dice, cards and real-world projects. The document further advocates creating rituals like weekly challenges that students love. It concludes by encouraging teachers to let students create items like foldables, videos and puzzles to demonstrate their understanding of math concepts.
Addition Board Game - Ocean Raiders. 11 times more math practicelogicroots
This document introduces an e-book titled "Introduction To Addition Math Activity Pack" that provides 12 math activities to challenge and engage kids in learning math. It is aimed at parents, teachers, and researchers. For parents, it provides fun math activities to strengthen kids' math concepts. For teachers, it offers printable teaching resources to make math fun and competitive. For researchers, it provides insights into connecting math and games for learning. The e-book contains activities on topics like number recognition, addition, and using math skills in real life situations.
End the Didactic Contract - KYMATYC Ignite EventJennifer Stead
Students want help; they feel they can't learn on their own or don't see a need to. Teachers want to help. But helping too much removes the cognitive demand.
The document proposes creating an online chess playground called "My Chess Playground" to teach children how to play chess through cartoons and videos. It would allow kids to play games, compete in tournaments, and video chat with other players. Research showed chess improved math grades and kids would be interested. The business model involves monthly subscriptions, selling videos and books. Customer acquisition strategies include partnering with schools and homeschool groups, social media marketing, and targeting the 100,000 US and 10,000 Jamaican child audiences in the first year. Key activities are ensuring the website runs smoothly and interacting with customers.
This document discusses various tools and techniques for teaching mathematics creatively and joyfully. It emphasizes the need to use blended strategies to engage different types of learners and develop higher-order thinking skills. Some recommended approaches include using different types of papers, foldables, games like sudoku and puzzles, interactive applets, collaborative projects, blogs, appreciating math in everyday examples, origami, peer teaching and more. The goal is to make math accessible and encourage passion for learning through independent and creative environments.
This test is designed as a brief survey to identify the possibility of the presence of the learning
disability Dyscalculia, a problem that can interfere with a student’s ability to understand and use
math and spatial reasoning. Because this quiz is general and designed to be used throughout the
elementary grades, younger students may not understand all of the questions. This is normal and not
a big source of concern.
This is a math problem. It is intended to your logical thinking skill and arithmetic skills. This is being used as part of the Arithmeditation programme. Pleas try to solve it and send the answers to web tuitions.
PowerPoint Slides for the Primary (grades 1 - 3) break-out sessions for the Kootenay-Boundary Regional Consortium Summer Institute in Numeracy, held in Cranbrook on August 27th, 2009.
This document provides instruction on number bonds up to 20. It begins with definitions of key terms like whole numbers, number bonds, sum, and difference. It then presents examples and practice problems for adding and subtracting number bonds to make 10, 20, and within 10 and 20. Strategies are suggested for finding missing numbers in number bonds. The document concludes with a post-test to apply the skills learned.
How do mathematicians think about problem solving? The same way we do! Build your confidence in this fun, easy, and totally NON-scary early math workshop.
Presented at the Region IX Headstart Early Childhood STEM Institute - September 4th, 2014
Solving mathematical puzzles is a fun way to improve your problem solving skills. Inventing puzzles takes you even deeper into mathematical thinking. In this presentation you'll learn how to create your own Sudoku puzzles. And the lessons you learn will help you create other mathematical puzzles as well. It's fun, it's creative, and. both kids and adults can do it.
This document provides information from a Maths Information Evening for parents. It discusses what progress in maths entails, how maths is taught in key stages 1 and 2, and different maths concepts covered, including place value, addition, subtraction, multiplication, division, and problem solving. Parents are advised to praise their children's efforts, play maths games at home, and focus on building confidence rather than stressing workbooks or written methods.
The document provides an introduction to problem solving strategies and steps. It discusses various strategies like making tables, estimating, drawing diagrams, and using formulas. It then outlines the key problem solving steps of understanding the problem, planning a solution, solving the problem, and looking back to check the solution. Several examples of word problems are provided and worked through using these strategies and steps.
Este documento presenta información sobre la película colombiana Rodrigo D No Futuro dirigida por Víctor Gaviria en 1990. La película retrata la vida de jóvenes en Medellín durante una época de violencia en la década de 1980, utilizando actores no profesionales. Fue nominada a la Palma de Oro en Cannes y recibió elogios por su representación cruda de la pobreza, la violencia y la cultura juvenil de la época.
The document summarizes a 14-day exchange program in Germany. It provides a daily log of activities, including visiting schools, landmarks, and spending time with host families. Some highlights included going to a zoo, amusement park, castles, and various nature sites. The student formed strong bonds with their host family and struggled with missing them on the last day of the trip. They were grateful for the opportunity and educational experience the exchange program provided.
This document provides information on several different media creation tools and how they relate to various Virginia Standards of Learning. It summarizes the advantages and disadvantages of tools like BigHugeLabs, Shadow Puppet, Voki, and ImageChef. These tools allow students to create animations, videos, and images and can be used to support learning standards in subjects like English, physical science, civics and economics, and physical education. While the tools vary in their features and capabilities, they generally allow free creation and sharing of media without requiring accounts.
Reactive power is necessary to support voltage in AC electrical systems but does no useful work. It is caused by devices with inductive or capacitive properties and can lead to higher electricity costs if not properly managed. Insufficient reactive power can also cause blackouts by leading to voltage collapses. While residential customers are typically not charged for reactive power directly, correcting poor power factor through devices can lower electricity bills by reducing losses from unnecessary current on distribution systems. Proper reactive power management is important for reliability of electricity grids.
How to love and like mathematics by Feljone RagmaFeljone Ragma
The document describes an assessment to measure a person's liking of math. It contains 10 questions to gauge interest in various math topics. The results are interpreted on a scale of 1 to 10, with higher scores indicating greater liking of math. The document then provides tips to improve one's liking of math, such as having a positive mindset, practicing regularly, playing math games, seeking help from others, and not giving up when facing challenges.
This document summarizes a study on introducing games-based learning through game construction using the Scratch programming environment in upper primary education. A survey of 42 teachers found that while many use online games, few use game creation tools. The study involved 60 students aged 8-11 who took part in 8 lessons to create games with Scratch. 29 games were made addressing various programming concepts. Results showed most students were able to create functional games, with older students more likely to create original games versus adapting examples. The study provides initial evidence that game construction can help teach programming concepts to primary students. Further work is needed with more students across ages and schools.
This document contains several fun facts and tricks about mathematics. It discusses large numbers like quadrillion and googol. It also shares a special number (142857) that maintains its digits when multiplied. Finally, it provides 4 number tricks that involve thinking of a number and performing math operations to reveal the answer.
End the Didactic Contract - KYMATYC Ignite EventJennifer Stead
Students want help; they feel they can't learn on their own or don't see a need to. Teachers want to help. But helping too much removes the cognitive demand.
The document proposes creating an online chess playground called "My Chess Playground" to teach children how to play chess through cartoons and videos. It would allow kids to play games, compete in tournaments, and video chat with other players. Research showed chess improved math grades and kids would be interested. The business model involves monthly subscriptions, selling videos and books. Customer acquisition strategies include partnering with schools and homeschool groups, social media marketing, and targeting the 100,000 US and 10,000 Jamaican child audiences in the first year. Key activities are ensuring the website runs smoothly and interacting with customers.
This document discusses various tools and techniques for teaching mathematics creatively and joyfully. It emphasizes the need to use blended strategies to engage different types of learners and develop higher-order thinking skills. Some recommended approaches include using different types of papers, foldables, games like sudoku and puzzles, interactive applets, collaborative projects, blogs, appreciating math in everyday examples, origami, peer teaching and more. The goal is to make math accessible and encourage passion for learning through independent and creative environments.
This test is designed as a brief survey to identify the possibility of the presence of the learning
disability Dyscalculia, a problem that can interfere with a student’s ability to understand and use
math and spatial reasoning. Because this quiz is general and designed to be used throughout the
elementary grades, younger students may not understand all of the questions. This is normal and not
a big source of concern.
This is a math problem. It is intended to your logical thinking skill and arithmetic skills. This is being used as part of the Arithmeditation programme. Pleas try to solve it and send the answers to web tuitions.
PowerPoint Slides for the Primary (grades 1 - 3) break-out sessions for the Kootenay-Boundary Regional Consortium Summer Institute in Numeracy, held in Cranbrook on August 27th, 2009.
This document provides instruction on number bonds up to 20. It begins with definitions of key terms like whole numbers, number bonds, sum, and difference. It then presents examples and practice problems for adding and subtracting number bonds to make 10, 20, and within 10 and 20. Strategies are suggested for finding missing numbers in number bonds. The document concludes with a post-test to apply the skills learned.
How do mathematicians think about problem solving? The same way we do! Build your confidence in this fun, easy, and totally NON-scary early math workshop.
Presented at the Region IX Headstart Early Childhood STEM Institute - September 4th, 2014
Solving mathematical puzzles is a fun way to improve your problem solving skills. Inventing puzzles takes you even deeper into mathematical thinking. In this presentation you'll learn how to create your own Sudoku puzzles. And the lessons you learn will help you create other mathematical puzzles as well. It's fun, it's creative, and. both kids and adults can do it.
This document provides information from a Maths Information Evening for parents. It discusses what progress in maths entails, how maths is taught in key stages 1 and 2, and different maths concepts covered, including place value, addition, subtraction, multiplication, division, and problem solving. Parents are advised to praise their children's efforts, play maths games at home, and focus on building confidence rather than stressing workbooks or written methods.
The document provides an introduction to problem solving strategies and steps. It discusses various strategies like making tables, estimating, drawing diagrams, and using formulas. It then outlines the key problem solving steps of understanding the problem, planning a solution, solving the problem, and looking back to check the solution. Several examples of word problems are provided and worked through using these strategies and steps.
Este documento presenta información sobre la película colombiana Rodrigo D No Futuro dirigida por Víctor Gaviria en 1990. La película retrata la vida de jóvenes en Medellín durante una época de violencia en la década de 1980, utilizando actores no profesionales. Fue nominada a la Palma de Oro en Cannes y recibió elogios por su representación cruda de la pobreza, la violencia y la cultura juvenil de la época.
The document summarizes a 14-day exchange program in Germany. It provides a daily log of activities, including visiting schools, landmarks, and spending time with host families. Some highlights included going to a zoo, amusement park, castles, and various nature sites. The student formed strong bonds with their host family and struggled with missing them on the last day of the trip. They were grateful for the opportunity and educational experience the exchange program provided.
This document provides information on several different media creation tools and how they relate to various Virginia Standards of Learning. It summarizes the advantages and disadvantages of tools like BigHugeLabs, Shadow Puppet, Voki, and ImageChef. These tools allow students to create animations, videos, and images and can be used to support learning standards in subjects like English, physical science, civics and economics, and physical education. While the tools vary in their features and capabilities, they generally allow free creation and sharing of media without requiring accounts.
Reactive power is necessary to support voltage in AC electrical systems but does no useful work. It is caused by devices with inductive or capacitive properties and can lead to higher electricity costs if not properly managed. Insufficient reactive power can also cause blackouts by leading to voltage collapses. While residential customers are typically not charged for reactive power directly, correcting poor power factor through devices can lower electricity bills by reducing losses from unnecessary current on distribution systems. Proper reactive power management is important for reliability of electricity grids.
How to love and like mathematics by Feljone RagmaFeljone Ragma
The document describes an assessment to measure a person's liking of math. It contains 10 questions to gauge interest in various math topics. The results are interpreted on a scale of 1 to 10, with higher scores indicating greater liking of math. The document then provides tips to improve one's liking of math, such as having a positive mindset, practicing regularly, playing math games, seeking help from others, and not giving up when facing challenges.
This document summarizes a study on introducing games-based learning through game construction using the Scratch programming environment in upper primary education. A survey of 42 teachers found that while many use online games, few use game creation tools. The study involved 60 students aged 8-11 who took part in 8 lessons to create games with Scratch. 29 games were made addressing various programming concepts. Results showed most students were able to create functional games, with older students more likely to create original games versus adapting examples. The study provides initial evidence that game construction can help teach programming concepts to primary students. Further work is needed with more students across ages and schools.
This document contains several fun facts and tricks about mathematics. It discusses large numbers like quadrillion and googol. It also shares a special number (142857) that maintains its digits when multiplied. Finally, it provides 4 number tricks that involve thinking of a number and performing math operations to reveal the answer.
This document contains several fun facts and tricks related to mathematics. It discusses large numbers like quadrillion and googol. It also shares a special number (142857) that maintains its digits when multiplied. Finally, it provides 4 number tricks that involve thinking of a number and performing calculations to arrive at a predetermined answer, demonstrating interesting properties of numbers.
The purpose of conducting the webinar was to provide participants ideas on devising various interesting games for teaching children basic operations of Mathematics at the primary level
This document provides information to help students succeed in Year 9 GCSE Mathematics. It discusses why math is important for many future careers and courses, as well as for personal financial management and higher earning potential. It also outlines the course expectations, equipment needed, homework requirements, types of assessments, recommended websites for practice, and ways parents can support their child's math learning.
This document discusses educational game design and describes two games developed for the European Commission's e-Bug project. A platform game was designed for younger children to teach microbiology concepts through gameplay mechanics. A detective game was designed for older children to teach through narrative scenarios. Both games showed some knowledge gains but also highlighted lessons learned, such as the need for user testing to identify interface issues before development is completed.
Although digital games can be wonderful tools for K-12 education, most public educators have limited access to computers in the classroom. As scientists/engineers who transitioned to teaching, we utilize simple, affordable tabletop game solutions to help children engage with complex STEM concepts. In this session we will discuss advantages of using tabletop games in the classroom, using our own experience as examples.
This document provides an overview of game design. It discusses what game design is, the design process, and resources for getting started in game design. Specifically, it notes that game design involves creating an interactive system using rules to engage players. The design process involves iterating through ideas, prototypes, playtesting, and polishing. It recommends starting simple, such as by modifying existing board games, and gaining experience through game jams, online resources, and internships.
Games Based Construction Learning in Upper Primary EducationAmanda Ford
- The document discusses using games-based construction learning in upper primary education. It provides background on the author and introduces programming tools for children like Scratch.
- A survey of teachers found most had used web-based games in class but few had used game construction tools. The author conducted a pilot study introducing Scratch to 60 students aged 8-11 over 8 lessons.
- In the pilot study, most students created basic games demonstrating sequencing and events. Games varied in complexity, with adapted maze games being most common. Overall, the pilot provided initial evidence that game construction can help primary students learn programming concepts.
The document outlines the schedule and content for a 5-day teacher training on the Math-GAMES project. Day 1 includes an introduction to the project and presentations on games, tools, and methodologies. Day 2 focuses on lesson plans using games. Day 3 has more lesson plan presentations and practice designing lessons. Day 4 has groups of trainees delivering lessons. Day 5 has more trainee lessons, discussion, and evaluation. The project aims to help adults and students learn math basics like counting and calculation through game-based learning.
The Use of Modern Controller Devices at Schools: Game-Based Learning with the...Educational Technology
The document discusses using the Leap Motion controller device for game-based learning in schools. It describes the Leap Motion and other motion control devices like the Kinect. It then outlines a prototype game created in Unity3D for practicing multiplication tables using hand gestures detected by the Leap Motion. An evaluation with 3rd grade students found that they really enjoyed playing the game and it was helpful for practicing math in a fun, motivational way.
This document discusses and dispels several common myths about mathematics. It notes that mathematics does not require being good with numbers, memorization, or youth; instead, it benefits lazy people who spend time thinking about concepts. While not a science, mathematics allows one to earn a science degree. The document also clarifies that fields medals, not a Nobel prize, are awarded for outstanding achievements in mathematics. It concludes that mathematics studies patterns and relationships across disciplines, contributing to its growth, and that some problems may have no solution.
This document discusses why math is often disliked and proposes alternative approaches to math education. It suggests that traditional methods focus too much on rote memorization without developing mathematical intuition. Visual and interactive learning styles that start with geometry and make math relevant may help motivate students more. The document argues that while algebraic precision has its place, developing number sense is more important initially. It advocates exposing children to ways math is present in everyday life before requiring mastery of rules and symbols.
This document provides information from a parent workshop on Big Maths at Carronshore Primary School. It discusses the goals of raising numeracy attainment and building confidence with math skills. It also outlines the CLIC approach used, which focuses on counting, learning number facts, understanding place value, and calculation skills. Examples are given of classroom activities to practice these skills like counting games and learning number bonds and fact families. Parents are given suggestions for supporting numeracy at home through everyday activities.
The document discusses ways to gamify surveys to improve user engagement through examples like mad libs, chatbots, and board/card games. It notes that gamification has moved past the hype phase and provides inexpensive DIY options through platforms like Datagame that allow integrating gamification into existing survey processes without needing custom development. Gamification techniques can enhance surveys by using different question types or integrating gamified elements.
The document discusses setting up small group numeracy instruction in the classroom. It recommends organizing students into purposeful small groups based on assessment data to provide targeted instruction. Suggested math stations that students can work at independently include practicing SNAP skills, developing fact fluency through games, using manipulatives, working on math technology programs or workbooks, and meeting with the teacher in small groups. Reflection is important to consolidate learning and promote growth mindset.
Creating compelling museum games (We Are Museums 2016)Martha Henson
The document discusses challenges with museum games and provides guidance on effective game design. It notes that museum games often fail due to lack of games expertise, small budgets, and poor understanding of audiences. It emphasizes the importance of a clear objectives-driven design process that incorporates iterative testing and allows flexibility. A good game is defined as having compelling mechanics, balanced challenge, satisfying experience, and optional extrinsic motivation. The key to good educational games is identifying learning objectives first and designing mechanics to meet those, then prototyping and revising based on testing before finalizing.
Brahmagupta team members introduced Vedic mathematics which uses techniques called sutras to solve math problems quickly. Vedic math was discovered in the 1900s but focuses only on calculations, not conceptual understanding. It was discovered by Bharti Krishna Tiratha, who wrote about Vedic math sutras. Some Vedic math tricks simplify addition, subtraction, squares, square roots and multiplication using concepts like place value and breaking numbers into tens. However, the document cautions that Vedic math should not replace learning concepts, and its tricks require proper understanding to be truly useful.
Mr. K introduces himself as a teacher of IT, computer science, and math who has 20 years of experience in education. He has a master's degree in computer science and has worked as an IT/CS teacher, high school math teacher, and Microsoft Certified Trainer. He is happy to now be teaching at MKIS. The document goes on to prompt students to introduce themselves and ask what they want to learn in the class. It also addresses stereotypes about computer science, explaining that it involves designing complex systems to solve problems, while information technology focuses on using existing technology to meet daily job needs.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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Webinars: https://pecb.com/webinars
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A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Assessment and Planning in Educational technology.pptxKavitha Krishnan
In an education system, it is understood that assessment is only for the students, but on the other hand, the Assessment of teachers is also an important aspect of the education system that ensures teachers are providing high-quality instruction to students. The assessment process can be used to provide feedback and support for professional development, to inform decisions about teacher retention or promotion, or to evaluate teacher effectiveness for accountability purposes.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
2. Me
• Assistant Professor at the University of Agder
• Main campus, Kristiansand
• Teaching experience in ICT and
mathematics
• Former software developer
• Not a gamer
Succeed with Mathematical Games
3. This workshop
• Theory – my contribution:
• Using games in mathematics education
• Why
• How
• Practice – your contribution:
• Exploring some games
• Discussing game properties
• Sketching your own mathematical game
• I’m sure many of you are gamers
Succeed with Mathematical Games
4. Why video games in maths?
• Boy (12) at market sells coconuts at 35 R$ each
• Customer:
• How much for ten coconuts?
• Boy:
• Three is 105, so nine is 105 + 105 + 105 = 315
• Then one more, that makes 315 + 35 = 350
• Used to sell two or three coconuts
• Knows the price of these
• Uses this knowledge to obtain answer
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5. Why video games in maths?
• Brazilian children solving addition problems:
• Real life situation:
• 98 % correct
• Situation as word problem:
• “You sell coconuts at 35 R$, how much is ten?”
• 74 % correct
• Problem in symbolic form:
• “Calculate 35 ∙ 10”
• 37 % correct
• Subtraction worse, division even worse
• 0 % on symbolic division problem
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6. Why video games in maths?
• Learning in real situations = situated learning
• Very effective, in line with evolution
• How do the French learn English?
• Previously: From books, not television or film
• Now: From the Internet
• Want to be fluent in English?
• Go, live in England
• Want to be fluent in maths?
• Go, live in math-country
• Does not exist, unfortunately
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7. Why video games in maths?
• Video game may provide
• Real life environment
• Problem based approach
• Structure for learning
• Incentive to keep playing / learning
• Pleasurable and stimulating environment
• Familiar to “everyone”
• 97 % of US children play video games
• Video games are grossly engaging
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8. A closer look at video games
• Video games have been with us since
• 1962
• 1972
• 1982
• 1992
• What do you think?
• Go to www.govote.at
• Enter code 63 96 06
• Vote!
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9. A closer look at video games
• Early games
• 1972: Pong arcade game
• 1975: Pong home edition (by Atari)
• Used a television set as a screen
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10. A closer look at video games
• Modern games
• 2004: World of Warcraft (WoW)
• Massively multiplayer online
role-playing game (MMORPG)
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11. A closer look at video games
Genres
• Board games
• May be electronic versions of ordinary games,
chess, backgammon, …
• Skill games
• Tetris, Super Mario
• Trains hand-eye coordination
• Simulation games
• Golf, ski, car, flight
• Strategy games
• Civilization, Sims
• Build and maintain a society
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12. A closer look at video games
Genres
• Role playing games
• World of Warcraft
• Take on the role of a fictional character
• Action games
• Grand Theft Auto
• First person shooters
• Often violent
• Pedagogical games
• Pedagogical purpose essential and obvious
• Many belong to several genres
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13. A closer look at video games
• World of Warcraft is a MMORPG
• More general term: MMOG (MMO)
• Massively Multiplayer Online Game
• Users may cooperate
• Form learning communities
• Users may compete
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14. A closer look at maths
• About manipulating symbols?
• Impossible to implement in games?
• Needed for precision and advanced maths
• Not necessary for “everyday maths”
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15. A closer look at maths
• Maths tends to throw people off
• “This is math = I can’t do it”
• Advanced maths requires interest and skills
• Almost everybody can learn everyday maths
• Only 3 % has dyscalculia
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16. A closer look at maths
Everyday maths
• A dress costs € 200
• Price goes up 15 %, later down 15 %
• Price is now
• Lower than before
• € 200 as before
• Higher than before
• Go to www.govote.at
• Enter code 96 03 45
• Vote!
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17. A closer look at maths
Everyday maths
• Price goes up 15 % from € 200:
• Price is now € 200 + € 200 ∙
15
100
= € 230
• Price goes down 15 % from € 230:
• Price is now € 230 − € 230 ∙
15
100
= € 195,50
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18. A closer look at maths
Everyday maths
• Childbirth: chances of boy 50 %, girl 50 %
• Chances that 2-child family has 1 boy & 1 girl are
• 0 %
• 25 %
• 33
1
3
%
• 50 %
• 100 %
• Go to www.govote.at
• Enter code 52 04 85
• Vote!
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50 % 50 %
? %
19. A closer look at maths
Everyday maths
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First child Second child Chances
BOY BOY 25 %
GIRL GIRL 25 %
BOY GIRL 25 %
GIRL BOY 25 %
20. A closer look at maths
Subjects
• Arithmetic
• Calculate
2 + 3
1
2
+
1
3
35 + 3
ln 5
• Number theory
• A number is divisible by 3 if its digit sum is
divisible by 3
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21. A closer look at maths
Subjects
• Algebra
• Simplify 3(𝑥2+4𝑥) − 2 𝑥 − 𝑥2
5𝑥2 + 10𝑥
• Obtain a formula for solving 𝑎𝑥2 + 𝑏𝑥 + 𝑐 = 0
𝑥1,2 =
−𝑏± 𝑏2−4𝑎𝑐
2𝑎
• Actually employing the formula is arithmetic
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22. A closer look at maths
Subjects
• Geometry
• Euclidian Geometry
• Trigonometry
• Fractals
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23. A closer look at maths
Subjects
• Logic
• If x = TRUE and y = FALSE, then
• x OR y is
TRUE
• x AND y is
FALSE
• Set theory
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24. A closer look at maths
Subjects
• Combinatorics
• In how many ways can you order three objects
6
• How many bridge hands with 8 hearts are
there?
740 999 259
• Probability theory
• What is the probability of obtaining
when throwing a die twice?
11
36
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25. A closer look at maths
Subjects
• Statistics
• 8 pupils weigh 32, 35, 33, 30, 28, 29, 35 and
27 kg. Calculate average, standard deviation,
median and mode
31,1 2,9 31, 35
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26. A closer look at maths
Subjects
• Calculus
• Calculate the derivative of 𝑥2 + 3𝑥
2𝑥
• Solve the integral cos 𝑥 𝑑𝑥
sin 𝑥 + 𝐶
• Find the asymptotes of the function f x =
2𝑥+3
𝑥−1
𝑥 = 1, 𝑦 = 2
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27. A closer look at maths
Which subject?
• The task “Calculate 5𝑥2 + 10𝑥 when 𝑥 = −2” is
• Algebra
• Arithmetic
• Calculus
• Combinatorics / probability theory
• Geometry
• Logic / set theory
• Number theory
• Statistics
• Go to www.govote.at
• Enter code 88 67 73
• Vote!
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28. What is mathematics
• No precise definition
• A duality
• A way of thinking about
problems and issues
• Basic skills
• Which is more important?
• Neither
• But basic skills may get you on your way
• Can video games teach basic skills?
• Easily
• Can video games teach ways of thinking?
• With more effort
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Architecture
Bricklaying / carpentry
29. Learning maths without knowing it?
• Video games are fun
• Learning maths is boring
• Many think maths is difficult because it is maths
• Can you learn maths without thinking of it as
maths?
• Yes, if the education is
• An integral part of the game
• E.g. Buying cloth for a costume
• Requires doing geometry to calculate
the amount of cloth
• Not something superimposed
• E.g. An equation pops up and must be
solved to continue
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NOT !
30. Group work: Analyze a game
• Go to www.mathplayground.com
• Or an other resource site of your choice
• Choose a game you find amusing and educational
• As far up on the following scales as possible
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Board / skill
game
Role playing
/ adventure
Basic skills
Ways of thinkingMulti user
Single user Math obvious
Math hidden
31. Group work: Analyze a game
• www.mathplayground.com / other resource
• State:
• Why you like the game
• What math subject(s) it teaches
• Rate:
• Board / skill Role playing / adventure
• Single user Multi user
• Math obvious Math hidden
• Basic skills Ways of thinking
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32. A math game: Dragonbox
• “Secretly teaches children maths”
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33. Mathematics teaching
• Early days
• Computational skills
• Procedural fluency
• Learning methods, but not understanding
• 1950 – 1960, “New Math”
• Intention and idea good
• Turned out as conceptual understanding only
• “Back to basic” movement
• 2001 National Research Council (US) report
• Introduces five elements of mathematical
proficiency
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34. Mathematical proficiency
• The five elements:
• Conceptual understanding
• Procedural fluency
• Strategic competence
• Adaptive reasoning
• Productive disposition
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Source: Devlin
35. Mathematical proficiency
through video games
1. Conceptual understanding
• Understanding concepts, not just methods
• Easier to learn new facts
• Remember things better
• Difficult to obtain in video games
2. Procedural fluency
• Master basic calculation algorithms
• Addition, multiplication, division ...
• Obtained through repetition
• Easy to implement in video games
• Maybe not all needed in calculator age
• But may lead to
Succeed with Mathematical Games
36. Mathematical proficiency
through video games
3. Strategic competence
• Ability to use math to solve real world problems
• “You’re having a party.
• You estimate that each guest eats ¼ pizza
• How many pizzas required for 12 guests?”
• Elegantly obtained by player solving real world
problems in video games
4. Adaptive reasoning
• Ability to do step by step reasoning
• Ability to follow formal proofs
• Difficult to obtain in game not explicitly
mathematical
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37. Mathematical proficiency
through video games
5. Productive disposition
• Ability to see sense in mathematics
• To see mathematics as useful
• Believe that learning mathematics pays off
• Obtained in video game if doing math is
integrated and essential to succeed
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38. Conceptual understanding
through video games
• Difficult to achieve in game
• Step back from activities and reflect
• Read a text
• See a video
• Go to a web site
• Players accept it if it advances game
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39. Conceptual understanding
through video games
• Example: Two numbers must be combined to open
a treasure chest
• 3 and 5 is given
• By trial and error player obtains 15
• 4 and 6 is given
• Player tries 24
• It is wrong
• By trial and error player obtains 12
• 6 and 15 is given
• Player tries 90
• It is wrong
• Player tries 45
• It is wrong
• By trial and error player obtains 30
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40. Conceptual understanding
through video games
• 3 and 5 15, 4 and 6 12, 6 and 15 30
• 5 and 15 ?
• Pirates are coming, no time for trial and error
• There must be a quick way, a pattern ...
• What is the correct answer?
• Go to www.govote.at
• Enter code 522 27
• Vote!
• The answer is 15
• Pattern is “least common multiple” (lcm)
• Step back and reflect
• What is the concept of least common multiple?
• How do we find it?
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41. Elements of successful math game
• Play on team with evolution
• People want their character to succeed
• Mathematical proficiency should be natural to
achieve
• Must be necessary to proceed in game
• Learning by doing
• Self paced learning
• Learning by exploration
• Immediate use of knowledge
• Regular tests of obtained knowledge
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42. Elements of successful math game
• Attractive and useful to different types of players
• Problem solvers
• Wants to succeed with tasks
• Explorers
Want to discover as much as possible
• Competitors
• Want to compete and gain power over
others
• Socializers
• Want to socialize with other players
• Not really playing game
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43. Group work: Sketch a game
• Outline a mathematical game
• State
• What mathematical subject does it teach?
• Which element(s) of mathematical proficiency
is exercised?
• Which kind of players does it appeal to? Why?
• For reference, open this presentation at Slideshare
• Go to www.slideshare.net
• Search for “ALICT 2014”
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44. Video game = teacher unemployed?
• No!
• Game must be a supplement to existing methods
• Skills from game world not automatically
transferable to real world
• Skills from game world not necessarily general
enough
• Misconceptions may occur
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45. Video game = teacher unemployed?
Succeed with Mathematical Games
Source: Devlin
46. Literature
• Devlin, Keith: Mathematical Education for a New
Era. AK Peters, Ltd, 2011. ISBN 978-1-56881-431-
5
• Young, Michael F. & al: Our Princess Is in Another
Castle. A Review of Trends in Serious Gaming for
Education. Review of educational research. March
2012 vol. 82 no. 1 61-89
• Class material by Cornelia Brodahl
• Class material by Nils Kristian Hansen
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Editor's Notes
Love the American terminology, where we all are professors.
In British technology I am just a «lecturer».
You will not listen to me for four hours, but participate in activities. I hope you all have computers or other devices
I initially planned to select games for you, but your first task will be to find games on the net.
Use the word «video», not «computer», because some games, like Xbox PlayStation and Wii do not run on computers. Video is not about old cassettes, It means «I see» in Latin.
A study was carried out in Brazil, to test the arithmetical capabilities of children.
I’m not sure if it was exactly phrased “35*10”, that’s multiplication. Maybe it was 35 + 35 + 35 + ...
The French and Germans dub films, not the Scandinavians. Imagine Elvis singing in German! Do you dub films in Slovenia / Bulgaria
www.govote.at will be used in later votes, but the code will change
The vote is created with “Mentimeter”, with a free basic version, but pro versions are a 100 dollars a month
Show results.
Getting it wrong is not a defeat, but an opertunity to learn.
You were not allowed to see the results while voting, as that would influence your answer. You would in fact learn from the others.
I was curious, beacuse for many of you 1992 is the “good old days”.
Mainly based on a Norwegian online dictionary, other genres exist. If you go to Wikipedia, you will find many more, including sub genres. But I want to keep these genres as a basis for later work.
Symbols provide an exact, unambiguous language needed for maths
The increase is 15 % of 200, but the decrease is 15 % of 230, therefore the decrease is larger.
0 % would mean that no 2-child families have one boy and a girl, and 100 % that all 2-child families have one boy and a girl, and you know that this is not the case. Answers like these appear when someone does the math (incorrectly) as a separate process without thinking of what the maths represent.
I’ll give an overview of the most common subjects taught in school. I may have forgotten something.
Arithmetic is about manipulating numbers. Not only whole numbers, but also fractions, powers, roots and logarithms
Number theory is more demanding, about rules concerning numbers
We’re not manipulating numbers any more, but structures that apply to all numbers
For simplicity I don’t show you how I obtain the result, if you are interested, we can do the calculations during the break
I’m not asking you to do the calculation, the answer is 0.
I included all the categories as a summary / reminder. Most of them are obviously wrong. It may resemble calculus, but there is no function, so ... It is not algebra, since we are manipulating numbers, not symbols.
Now that we’ve had a look at the subjects, it’s easy to define what mathematics is?
Example: Basic skill = learning long division. Way of thinking: How do long division reflect the principles of our number system
We know that learning maths is not boring, but many think it is.
I’m afraid it is difficult to find games that are at top of the scales
New Math was intended to address both conceptual understanding and computational skills. New math, I quote a US source.
New Math: Doesn’t matter if the answer is wrong if the method is right. Imagine an engineer constructing a bridge by this principle.
We’ll have a closer look at the elements in a moment, and see how they can be implemented in a computer game.
I’ve stolen the image from this book, which is my main source. I’ll put it here if you want to have a look at it, and it is also in the literature list in the last slide. You see the symbolism? Each strand is weak by itselft, but toghether they form a solid rope.
What do you think the player tries when 4 and 6 is given? It would be natural to assume it is the product, 24, since that was the case the last time. Next time the player tries the product, than half the product, since that appears to have been correct the last time.
What do you think 5 and 15 combines to? This time we have an open ended alternative. LCM is the lowest number that is divisible by both elements.
In fact success criteria applies to all games.
Tests do not mean written tests, but that you have to show in practice what you have learned.