scholarly journals Day to Day Mathematics

Author(s):  
Manjunath H R ◽  
Bhagyalakshmi ◽  
Mamatha D ◽  
Chandan H ◽  
Prakyath Shetty

Mathematics plays a predominant role in our everyday life and has become an indispensable factor for the progress of our present day world. Counting starts from day one of the birth of a person. Most students would like to know why they have to study various mathematical concepts. Teachers usually cannot think of a real-life application for most topics or the examples that they have are beyond the level of most students. Mathematics is generally regarded as the driest subject at school, made up of routine, difficult, boring, arcane and irrelevant calculations which have nothing to do with discovery and imagination. In this paper, I have discussed the purposes of mathematics, aims of mathematics education and the rationales for a broad-based school curriculum followed by some examples of applications of mathematics in the workplace that secondary school and junior college students can understand. Lastly, I will look at how mathematical processes, such as problem solving, investigation, and analytical and critical thinking, are important in the workplace. The truly outstanding work of this research paper is a collection of review papers / articles investigating the open problems. In this paper I have discussed recent advances, problems and their current status as well as historical background of the subjects. It will help the students in pursuing higher education in their respective fields.

Author(s):  
Po-Yu Wang ◽  
Pin-Hsuan Lin ◽  
Chung-Ying Lin ◽  
Shang-Yu Yang ◽  
Kai-Li Chen

This study discusses the correlation between teenagers’ real-life interpersonal interactions and teenagers’ online interpersonal interactions with regards to emotion, sleep quality, and self-efficacy. This study adopted a cross-sectional design that included a survey using a structured questionnaire which included demographic data, the Chinese version of the Depression Anxiety Stress Scale (DASS-21), the Pittsburgh Sleep Quality Index (PSQI), the General Self-Efficacy Scale (GSE), the Real Interpersonal Interaction Scale (RIIS), and the Internet Interpersonal Interaction Scale (IIIS). This study enlisted 917 teenage students (age = 17.16 ± 1.48 years). The study found that RIIS had significant negative correlations with DASS and PSQI scores and a significant positive correlation with GSE. Namely, the greater the degree of real-life interpersonal interaction, the lower the degree of negative emotion. Likewise, the more satisfactory sleep quality is, the higher self-efficacy is. In addition, IIIS scores demonstrate significantly positive correlations with DASS and PSQI scores. Therefore, the greater the degree of online interpersonal interaction, the greater the levels of negative emotion, and the poorer the sleep quality is. This study showed that online interpersonal interaction may not improve emotions, sleep quality, or self-efficacy among junior college students. However, real-life interpersonal interaction may improve those three parameters.


1981 ◽  
Vol 52 (1) ◽  
pp. 51-56 ◽  
Author(s):  
D. Anthony Butterfield ◽  
Gary N. Powell

Recently Gelineau and Merenda (1980) reported that students saw an Ideal President of the United States as an effective leader who is forceful, confident, enthusiastic, independent, and aggressive. Students' ratings of President Carter did not match the Ideal President description, but their ratings of Senator Kennedy did. Using a completely different instrument (Bern Sex-role Inventory rather than Activity Vector Analysis) and 378 undergraduate business—rather than 114 junior college—students, the present study found nearly identical results. Both studies were validated by the 1980 U.S. presidential election.


Technology has significantly emerged in various fields, including healthcare, government, and education. In the education field, students of all ages and backgrounds turn to modern technologies for learning instead of traditional methods, especially under challenging courses such as mathematics. However, students face many problems in understanding mathematical concepts and understanding how to benefit from them in real-life. Therefore, it can be challenging to design scientific materials suitable for learning mathematics and clarifying their applications in life that meet the students’ preferences. To solve this issue, we designed and developed an interactive platform based on user experience to learn an advanced concept in the idea of linear algebra called Singular Value Decomposition (SVD) and its applicability in image compression. The proposed platform considered the common design principles to map between the provider in terms of clear mathematical explanation and the receiver in terms of matching good user experience. Twenty participants between the ages of 16 and 30 tested the proposed platform. The results showed that learning using it gives better results than learning traditionally in terms of the number of correct and incorrect actions, effectiveness, efficiency, and safety factors. Consequently, we can say that designing an interactive learning platform to explain an advanced mathematical concept and clarify its applications in real-life is preferable by considering and following the common design principles.


Author(s):  
T. Dutra ◽  
D.P. Costa ◽  
C.F.S. Barboza ◽  
L. Alves ◽  
H.C. Castro

<em>Dengue is the leading cause of viral death worldwide. The vector Aedes aegypti mosquito is also responsible for Zika and Chincungunha transmission, another very compromising viral diseases. As the understanding of the vector life cycle and its habitat is important for preventing and fighting against these diseases, we propose to use a mathematic concept, graphos, and a problem-based situation (the removal of potential breeding sites for mosquitoes in the player city) to design a computational game that may help on spreading information and to stimulate a players proactive virtual and real behavior. Thus this paper describes the design and construction of an educational computer game called "Graphos against mosquitos," based on graphos, a mathematics theoretical concept. We designed the Graphos game using as the main elements: a child, twelve neighborhood blocks, mosquitoes, streets and containers where mosquitoes lay eggs (tires, cans, bottles, plants with water deposits). In the game, the player (Avatar) is the main element that should "walk in" the streets (edges) of the city, removing the potential breeding grounds for mosquitoes in each block (vertices). As this game is based on the mathematics theoretical concept graphos using two dimensions, the city has two distinct vertices that are the beginning and end of it, which discriminate the beginning and end of the game. The player should remove all containers of each street, avoiding mosquitoes growth and passing only one time for each of them. As containers are removed, the player gains points and is prevented to return to the previous street. In this game the removal of all containers that pose risk of becoming mosquito breeding sites, without coming back to the previous street but only forward, is translatable into " graphos language". When finishing the game properly, it opens a final screen where the player is awarded with a medal. On this screen, the player can write his/her name, being invited to act as a "health worker" no longer in virtual form, but in the real life. Through teaching by using computational material ruled by mathematical concepts such as graphos, we hope to stimulate and contribute for fighting and controlling the vector of these serious viral diseases.</em>


Author(s):  
Oksana Strutynska

The paper considers the questions of substantiation of relevance of educational robotics implementation in the learning process of Ukrainian schools. The current state of development of robotics as an applied field and as an educational trend is analyzed to solve the research problems. The analysis of the global trends in the development of robotics as an applied field has shown that robotics is one of the most intensively developing fields of science and technology. This leads to the conclusion that there is a need to train relevant specialists and to update the curriculum in school and university education according to the daily requirements. Therefore, the issue of robotics implementation into the learning process of secondary and higher education institutions as an obligatory component of training of future specialists in robotics and future robotics teachers is of particular importance. The analysis of the robotics development as an educational trend has shown that educational robotics is one of the most perspective and popular trends in STEM education. In addition, it is determined that learning via robotics provides students with the opportunity to solve real life problems that require knowledge of STEM subjects. Based on previous research, the author also clarifies the concept of educational robotics, substantiates the aim and main tasks of its implementation into the educational process of educational institutions, which, as a consequence, leads to the importance of solving the issue of training future robotics teachers. The paper also presents and analyzes the results of the conducted research among educators and scientists on determining the state of teaching of robotics in Ukrainian schools. Based on the obtained results, we can conclude that there is a need to implement of the educational robotics into the learning process of secondary education institutions as a compulsory component of the school curriculum. In particular, possible ways of implementation of the educational robotics in Ukrainian schools are defined.


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