Adherence to Mathematics Professional Standards and Instructional Design Criteria for Problem-Solving in Mathematics

2005 ◽  
Vol 71 (3) ◽  
pp. 319-337 ◽  
Author(s):  
Asha K. Jitendra ◽  
Cynthia Griffin ◽  
Andria Deatline-Buchman ◽  
Caroline Dipipi-Hoy ◽  
Edward Sczesniak ◽  
...  

This study investigated the extent to which teaching the recommended methods for problem-solving presented in third-grade mathematics textbooks adhered to the National Council of Teachers of Mathematics Standards and instructional design criteria. Results indicated that there were more variations than similarities within and across textbooks in meeting the Standards. In terms of the instructional design criteria, most were satisfied in only two textbooks and few discrepancies were evident across the textbooks that were evaluated. For example, instructional design criteria of clarity of objectives, sufficient teaching examples, and nonexamples were met in less than half of the textbooks. Additional findings and implications for practitioners meeting the diverse needs of students with learning problems are discussed.

1990 ◽  
Vol 38 (2) ◽  
pp. 8-10
Author(s):  
Sue Brown

In 1980, the National Council of Teachers of Mathematics stated that “problem solving must be the focus of school mathematics.” In 1989 the Council reaffirmed that belief with the Curriculum and Evaluation Standards for School Mathematics (Standards). Standard 1 for grades K–12 is “Mathematics as Problem Solving.” The Standards also asserts that “a computer should be available in every classroom for demonstration purposes, and every student should have access to a computer for individual and group work.” Also according to the Standards, “manipulative materials are necessary for good mathematics instruction.” In a typical classroom, problem solving may be taught, manipulative materials may be used, or students may be working at a computer. These functions, however, are usually completed as disjoint activities. Integrating these activities is possible, and this article illustrates how it can be done.


1996 ◽  
Vol 1 (10) ◽  
pp. 828-835
Author(s):  
Jinfa Cai ◽  
Maria E. Magone ◽  
Ning Wang ◽  
Suzanne Lane

The issue of linking testing with instructional practice is not new. In recent years, mathematics educators have been redefining the goals of mathematics education to include increased attention to problem solving and reasoning. For example, the National Council of Teachers of Mathematics's Curriculum and Evaluation Standards for School Mathematics (1989) and Professional Standards for Teaching Mathematics (1991) and the National Research Council's Everybody Counts (1989) suggest an emphasis on reasoning, problem solving, conceptual understanding, and communicating mathematically.


2017 ◽  
Vol 5 (3) ◽  
pp. 299
Author(s):  
Imam Kusmaryono

This study aimed to identify the proportion of diversity and suitability of narrative mathematical questions with SOLO taxonomy level and mathematical power ability. The research was conducted through quantitative descriptive. Sources of data in the forms of narrations contained in mathematics textbooks. The research procedure was conducted by making the classification and determining the percentage of the narrations based on the compatibility of SOLO taxonomy and the mathematical power ability. The results showed that, the narrative mathematical questions with uni-structural level are of 7.5%, multi-structural of 33.8%, relational of 46.6% and extended abstract of 12.1 %. In terms of compatibility of the narrative  questions were able to measure 23% reasoning aspect, 18% problem solving, 8.3% connection, 28% communication and 22.6% mathematical representation. In general, mathematics textbooks as the object of research should be revised, since they have not yet achieved the ideal alignment between SOLO taxonomy based on grade level and the objective of learning develop mathematical power


2015 ◽  
Vol 7 (2) ◽  
Author(s):  
Muhammad Rizal

This study aims to address learning problems in SMA 1 Lubuk Basung, in particular to improve the learning outcomes of students in Pendidikan Agama Islam (PAI) in the class XII.IPA.2 SMA Negeri 1 Lubuk Basung through the use of Problem Solving Approach. The results showed the use of Problem Solving Approach successfully improve student learning outcomes, which in the first cycle in which the average value obtained new students reached 7.1 with classical completeness 71% and in the second cycle increased reach an average value of 8.31 with classical completeness of 93%. It can be concluded that the use of Problem Solving Approach to learning Pendidikan Agama Islam (PAI) succeeded in improving student learning outcomes in the class XII.IPA.2 SMA Negeri 1 Lubuk Basung


2004 ◽  
Vol 96 (4) ◽  
pp. 635-647 ◽  
Author(s):  
Lynn S. Fuchs ◽  
Douglas Fuchs ◽  
Karin Prentice ◽  
Carol L. Hamlett ◽  
Robin Finelli ◽  
...  

Author(s):  
Shalin Hai-Jew

The design of learning does not often emphasize on how much high-concentration “focused time” and other time learners spend on particular endeavors: reading, viewing, listening, writing, assessing, problem-solving, researching, communicating, collaborating, and others. And yet, how time is spent in purposeful learning—in assignments, fieldwork, research, collaboration, invention, co-design, and assessments—is thought to have a clear impact on the learning and the learning experience. This work explores some of the research in the area of time in learning and proposes some methods for including “focused time” design and time awareness in instructional design for online learning, particularly given the available tools for learner check-ins, time monitoring, and other tools.


Author(s):  
Dan O’Brien ◽  
Kimberly A. Lawless ◽  
P. G. Schrader

Digital games are a relatively new tool for educators, who often misunderstand their value for education. This is partly since they perceive many very different types of games in the same way. The authors propose a taxonomy of digital games in education based on the features that are relevant to instructional design and educational research. The taxonomy outlines four genres into which games fall, depending on the cognitive functions and skills they engage. The theoretical basis for the taxonomy the authors develop draws from R. M. Gagne’s Five Categories of Learning Outcomes, Bloom’s Taxonomy of Educational Objectives, and D. H. Jonassen’s Typology of Problem Solving. The links between these theories and the educational games taxonomy will allow educators and researchers to understand games in the light of their educational affordances. Instructional design based on these theories can more effectively integrate games into the classroom.


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