scholarly journals GAMIFICATION IN MATH EDUCATION FOR GRADES 5-7

2019 ◽  
Vol 34 (2) ◽  
pp. 497-501
Author(s):  
Magdalena Tsoneva ◽  
Todor Yankov

The Digital Age has only just begun to change how we play, learn and work. In the 21st century technology knows no bounds smart devices such as tablets and phones are entering our everyday lives and are available at affordable prices, have great functionality and offer superior performance. We live in the Internet of Things era where digitization is the integration of digital technologies into everyday life.During this era of fast paced progression the education system must also adapt, develop and evolve itself in order to facilitate the new technological advancements and with it so must the limits of traditional learning be pushed to new heights. Digitalization is one such tool which will help us to transform the old paper educational system into a digital paperless one.Digital education involves the following main advantages: Online courses: Developed by experts in their fields and providing students with lessons which are accessible in real-time; Online exams: Making the examination process convenient for both teachers and students; Interactive content: Students are granted access to an interactive interface which lets them review multimedia content such as videos, presentation and hyperlinks; Animation: The visualization of content, presents the concept in a simplified way with the help of animation; Communication: Students and Teachers are connected in virtual classroom /chat, blog, platform/ designed to provide immediate feedback.Digital education requires a new classroom model to make learning difficult subject matter more exciting and interactive. “Gamification” in education increases motivation through engagement and offers many possible benefits including the following: students taking ownership over their creations; a more relaxed atmosphere which in turn facilitates a more fun and focused environment; the progress is visible through indicators; students often feel more comfortable in a gaming environment.In the following article we are going to present the integration of the core principles of gaming using different development platforms (Scratch / Game Maker / VBA in PowerPoint) and share the results which we achieved when we used this method to train our students grades 5 through 7 in a "gamified" classroom for the most popular international computer science and mathematics competition BEAVER.

2021 ◽  
Vol LXIX (1) ◽  
pp. 73-91
Author(s):  
Iulia Gonţa ◽  
Cristina Tripon

The challenges of online learning, created by the COVID-19 pandemic, have prompted a significant demand in researching this particular field of education. The adaptation to online learning, unfortunately, was applied in a context of unprepared teachers and students. This situation was caused by the new format of education, which differs significantly from massive open online courses, traditional learning or distance learning. The new hybrid model of education, prompted by the pandemic, has certainly become a trend that could incite future transformations in terms of teaching and learning. To better understand the specifics of this type of online learning, we asked the students (N = 705) from the University POLITEHNICA of Bucharest to express their opinion on their learning experience during the pandemic. The survey included the problems and expectations of the interviewees, and the research results were analyzed in the article. Our goal was to improve educational practices in the virtual educational environment. In this regard, we analyzed the important components of online learning, focusing on the following ones: the quality of the educational resources used to support the content, the improvement of the quality of the teacher- student relationships, time management, online assessment. The article also provides solutions for effective online learning, from the students’ perspective.


2021 ◽  
Vol 18 (2) ◽  
pp. 172-179
Author(s):  
Andrey A. Kuznetsov

Problem and goal. The relevance of this study is emphasized by the increasing need and importance of distance education in the modern world in connection with the pandemic, as well as the increased demand of teachers and students of different levels for the tools of the virtual classroom. The purpose of this work is to introduce teachers to the tools of the Internet, to present a classification of these tools, resources and existing electronic educational environments for working in distance learning. Methodology. The use of the Langteach-online cross-platform learning environment during the COVID-19 pandemic, and the experience of working with LMS Moodle and LMS Canvas related to the construction of online courses are analyzed. A comparative analysis of online services and the use of QR technology for educational purposes for the modernization of the developed format of the electronic educational environment is carried out. Results. The experience of modernizing the format under study to expand the range of disciplines and forms of education in the field of which it can be applied at the levels of secondary and higher education in the Russian Federation is presented. The working conditions of the environment, its functionality and requirements for the teacher as the organizer of the educational environment of this format are described. Conclusion. The presented format expands the effective tools of the teacher, integrates mobile technologies into the educational process, forms multifunctional online libraries of various-format educational materials.


2020 ◽  
Vol 1(16) (2020) ◽  
pp. 91-98
Author(s):  
Oksana Yastrub ◽  
◽  
◽  

The problem of introducing distance learning in primary school is actualized by the development of social networks and Internet technologies, which open unlimited horizons for their application in educational activities. In addition, the introduction of quarantine in Ukraine requires primary school teachers to find ways to effectively master the program material. Among such ways is distance learning. The purpose of the study is to substantiate the specifics and possibilities of organizing the educational process in primary school with the use of distance learning. In the process of scientific research methods of analysis, synthesis, generalization and systematization were used. Distance learning in primary school is defined as a form of organization and implementation of the educational process, in which the subjects of learning (teachers and students) in the online mode carry out educational interaction in principle and mainly extraterritorially. In the context of reforming modern Ukrainian education, a number of e-platforms have been created for the organization of distance learning for primary school students. An effective commercial platform for distance learning is the service "My Class", which contains online courses from 1st to 11th grade, which contain lessons that integrate theoretical (test presentation of content) and practical (individual tasks that can be solved independently of each other, a block of tasks that need to be solved sequentially, guidelines) blocks. Result. Emphasis is placed on the requirements to be met by a primary school teacher when organizing distance learning in primary school during the quarantine period and it is suggested to advise parents who will work remotely with junior students in the initial stages of distance learning, gradually transferring activity to children.


2021 ◽  
Vol 39 (4) ◽  
pp. 1-33
Author(s):  
Fulvio Corno ◽  
Luigi De Russis ◽  
Alberto Monge Roffarello

In the Internet of Things era, users are willing to personalize the joint behavior of their connected entities, i.e., smart devices and online service, by means of trigger-action rules such as “IF the entrance Nest security camera detects a movement, THEN blink the Philips Hue lamp in the kitchen.” Unfortunately, the spread of new supported technologies makes the number of possible combinations between triggers and actions continuously growing, thus motivating the need of assisting users in discovering new rules and functionality, e.g., through recommendation techniques. To this end, we present , a semantic Conversational Search and Recommendation (CSR) system able to suggest pertinent IF-THEN rules that can be easily deployed in different contexts starting from an abstract user’s need. By exploiting a conversational agent, the user can communicate her current personalization intention by specifying a set of functionality at a high level, e.g., to decrease the temperature of a room when she left it. Stemming from this input, implements a semantic recommendation process that takes into account ( a ) the current user’s intention , ( b ) the connected entities owned by the user, and ( c ) the user’s long-term preferences revealed by her profile. If not satisfied with the suggestions, then the user can converse with the system to provide further feedback, i.e., a short-term preference , thus allowing to provide refined recommendations that better align with the original intention. We evaluate by running different offline experiments with simulated users and real-world data. First, we test the recommendation process in different configurations, and we show that recommendation accuracy and similarity with target items increase as the interaction between the algorithm and the user proceeds. Then, we compare with other similar baseline recommender systems. Results are promising and demonstrate the effectiveness of in recommending IF-THEN rules that satisfy the current personalization intention of the user.


2017 ◽  
Vol 15 (3) ◽  
pp. 327-340 ◽  
Author(s):  
Fatimah Ahmad ◽  
Heather Greenhalgh-Spencer

This paper argues for a more complex literature around gender and math performance. In order to argue for this complexity, we present a small portion of data from a case study examining the performance of Kuwaiti students on the Trends in International Mathematics and Science Study and on Kuwait national math tests. Westernized discourses suggest that girls have a harder time in math classes; these discourses frame and are reified by prominent literature and practices within the field of math education research that suggest that women and girls need help in order to reach their potential in math. These Westernized discourses stand in contrast to the discourses in Kuwait that normalize women and girls as outperforming boys in all subjects – including all science, technology, engineering and mathematics subjects. As our study shows, the reality is more complex. And, while the reality is more complex, we yet lack the discourses to understand this complexity.


Author(s):  
Mariagrazia Francesca Marcarini

AbstractThis project investigates how to overcome traditional learning environment’s rigidity; those established practices that may hinder full use of what we might call new learning environments. It addresses how teachers adapt their teaching to changing learning environments, what impact new educational spaces have on teachers and students, how to organise students with different criteria, and how learning environments can be redesigned in old schools with limited investments. The research studies four schools: in Denmark, the Hellerup Folkeskole in Gentofte and the Ørestad Gymnasium in Copenhagen; in Italy, the Enrico Fermi High School in Mantua and IC3 Piersanti Mattarella secondary first grade in Modena. New learning environments are intended to enhance teacher collaboration and stimulate the exchange of new teaching methods, enabling learning personalisation. This is often facilitated by team teaching, which in this chapter is seen as a “bridge-culture” concept, offering a wider vision including structural and organisational details. The chapter discusses how this strategy lead to students improved learning skills, them taking on greater personal responsibility and displaying aptitude to study in different ways. In this sample of “architecture feeds pedagogy” schools, some key concepts are explored that might guide future learning environments design: readability, “semantic-topical”, flexibility, invisible pedagogy and affordances.


2020 ◽  
Vol 4 (2) ◽  
Author(s):  
Michael Love ◽  
Marwan Jamal

The Internet of Things (IoT) is emerging as a primary enabler of the transformation to digital business services in today’s economy. At the same time, 5th Generation (5G) cellular transport technology is emerging as a viable means to support IoT data requirements. Although 5G is still in its infancy, DoD leaders need to understand the impacts that 5G will have on IoT projects as there are several challenges involved with integrating 5G into IoT. In order to achieve the maximum benefits of high bandwidth, low latency and superior performance, an entirely new grid of cell sites and access units must be installed. A second challenge is with malware and intrusion attacks. 5G is an IP-based network technology that will expose 5G connected devices to common IP-based malware and intrusion risks such as denial-of-service (DOS and DDOS) and intrusion attacks. A third challenge is with standardized security and encryption of data from end-devices. The larger challenge with standardization involves interoperability. In order for 5G to work seamlessly across carriers with device agnostic hardware and compatible software, a holistic approach should be considered. Hardware compatibility will determine interoperability between sensors, platforms and gateways. In addition, software compatibility will be governed by 5G standards as well as industry partnerships. 5G standards are currently still being developed. Organizations, including the DoD Chief Information Officer and Government Accountability Office should specifically address implications of 5G cellular technology for IoT-related studies and use cases in the DoD.


2021 ◽  
Vol 19 (4) ◽  
pp. pp262-281
Author(s):  
Marta Migocka-Patrzałek ◽  
Magda Dubińska-Magiera ◽  
Dawid Krysiński ◽  
Stefan Nowicki

The number of online courses conducted at universities has been growing steadily worldwide. The demand for this form of education has jumped sharply in the 2019/2020 academic year as a consequence of the COVID-19 pandemic and the national lockdown. The following study uses the case of University of Wrocław and examines how this unprecedented situation would affect the attitude of members of the academic community toward distance learning. The examination, based on quantitative analysis of separated questionnaires distributed among teachers and students, reveals that the previous experience in distance learning strongly correlates with willingness to use it in the future, i.e. after fighting the coronavirus crisis. Thus, the research suggests that the implementation of distance learning may involve the need to put more emphasis on systematic and long-term actions. The results achieved in the study may contribute to improving the ways of implementing distance learning on a large scale in institutions dealing with higher education.  


Author(s):  
James Johnston ◽  
Jeff Killion ◽  
Jody Oomen

This article is a literature review that identifies contributors to student satisfaction with online instruction. Key among these contributors is flexibility within the course and contact with the instructor. Suggestions and steps are offered for the design and implementation of online courses.


Author(s):  
Tanweer Alam

In next-generation computing, the role of cloud, internet and smart devices will be capacious. Nowadays we all are familiar with the word smart. This word is used a number of times in our daily life. The Internet of Things (IoT) will produce remarkable different kinds of information from different resources. It can store big data in the cloud. The fog computing acts as an interface between cloud and IoT. The extension of fog in this framework works on physical things under IoT. The IoT devices are called fog nodes, they can have accessed anywhere within the range of the network. The blockchain is a novel approach to record the transactions in a sequence securely. Developing a new blockchains based middleware framework in the architecture of the Internet of Things is one of the critical issues of wireless networking where resolving such an issue would result in constant growth in the use and popularity of IoT. The proposed research creates a framework for providing the middleware framework in the internet of smart devices network for the internet of things using blockchains technology. Our main contribution links a new study that integrates blockchains to the Internet of things and provides communication security to the internet of smart devices.


Sign in / Sign up

Export Citation Format

Share Document