scholarly journals Using 6 questions cognitive method and polya’s model to helps students solve mathematical problem

2021 ◽  
Vol 2 (2) ◽  
pp. 62-70
Author(s):  
Xinxin Li ◽  
Ying Zhou ◽  
Liwen Liang

The ability to solve the mathematical equation problem is very important for the thinking development of middle school students.  “How to solve it” of George Polya is famous in the world. 6 questions cognitive model proposed by Professor Zhou are monitored through metacognition, and the 6 questions are coherent, complete and sequential. This paper found that the 6 questions cognitive model can help implement “How to solve it” of George Polya and reduce students' cognitive load. At the same time, this study found that 6 questions cognitive model can help students solve the mathematical equation problem better.

Author(s):  
Brian Herrig

This chapter discusses the development and implementation of an introductory programming unit within a seventh grade technology education course. The goal of this unit was to introduce the concepts of programming to middle school students in a way that was accessible and unintimidating. Digital games provide an inherent level of engagement not present in other programming activities, and the digital game environment provides a safe platform for experimentation without concern for safety or equipment. The curriculum described in this chapter provides many practical examples of how digital games can be incorporated into a technology education classroom to engage students in the world of programming.


2019 ◽  
pp. 761-780
Author(s):  
Michelina Occhioni

This work describes Techland, an OpenSim-based VW developed and owned by the author for educational purposes for middle school students. Techland is a group of islands focused on math, and science, where explore various approaches to VW, in different and mutually not exclusive learning sets and degrees of immersion. The main objectives are to simplify abstract concepts by using scripted 3D learning objects and to engage students offering a way to go beyond the classroom as the only learning environment. So Techland can be considered a giant 3D book. Activities range from viewing the contents of the world on an IWB, as a support for the teacher's lesson, to logging on the student's avatars into the world for exploration, producing machinima videos and collaborating together. Most islands are public access and reachable from other similar virtual worlds by the HG system, so other schools could take advantage from its contents or they could share projects. Techland has got the proper requirements to will become a meeting place between students and teachers who want to find new approaches to scientific matters.


2018 ◽  
Vol 24 (2) ◽  
pp. 112-115
Author(s):  
Stacy Reeder

Eager to understand their world, students can really engage when population data are introduced in the classroom. The lesson presented in this article was inspired by the book If the World Were a Village: A Book about the World's People (Smith 2011), which presents a great deal of data in a concise form that middle school students typically find interesting, engaging, and, most often, surprising.


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