Math Action Books: For Young Readers

1989 ◽  
Vol 37 (1) ◽  
pp. 12-13
Author(s):  
Gerry Bohning ◽  
Marguerite C. Radencich

Primary-grade children delight in using three-dimensional action books. Why not build on this interest to help them to practice their counting and basic mathematics facts? Action books have movable parts and are often called pop-up or pop-out books, lift-the-flap books, or surprise books. Children lift flaps, pull tabs, slide panels, move wheels, or turn pop-up pages to initiate a three-dimensional movement. Mathematics three-dimensional action books offer skill practice in a helpful and exciting format. Children can add apples that slide into baskets, subtract airplanes that disappear behind lift-flap clouds, count pop-up crabs that crawl on the shore, or move hands on a clock to show when it is lunchtime.

Skull Base ◽  
1996 ◽  
Vol 6 (03) ◽  
pp. 191-192
Author(s):  
Hiroshi Okudera ◽  
Atul Goel ◽  
Kazuhiko Kyoshima ◽  
Shigeaki Kobayashi

2006 ◽  
Vol 5 (3) ◽  
pp. 264-269 ◽  
Author(s):  
Brian White

This article describes a simple and inexpensive hands-on simulation of protein folding suitable for use in large lecture classes. This activity uses a minimum of parts, tools, and skill to simulate some of the fundamental principles of protein folding. The major concepts targeted are that proteins begin as linear polypeptides and fold to three-dimensional structures, noncovalent interactions drive this folding process, and the final folded shape of a protein depends on its amino acid sequence. At the start of the activity, students are given pieces of insulated wire from which they each construct and fold their own polypeptide. This activity was evaluated in three ways. A random sample of student-generated polypeptides collected after the activity shows that most students were able to create an appropriate structure. After this activity, students (n = 154) completed an open-ended survey. Their responses showed that more than three-quarters of the students learned one or more of the core concepts being demonstrated. Finally, a follow-up survey was conducted seven weeks after the activity; responses to this survey (n = 63) showed that a similar fraction of students still retained these key concepts. This activity should be useful in large introductory-level college biology or biochemistry lectures.


1997 ◽  
Vol 90 (5) ◽  
pp. 370-384
Author(s):  
Duane DeTemple ◽  
Allen Miedema

Teacher's Guide: The construction projects, puzzles, and experiments presented here provide hands-on experiences in spatial visualization and problem solving for an important class of three-dimensional figures: pyramids and prisms. Students will enjoy creating physical models and performing experiments with the models, but the main goals of the activities are to develop students' geometric intuition and build a concrete foundation on which abstract principles can be grounded.


2020 ◽  
Author(s):  
Md Rashedul Sarker ◽  
Najmus Saqib ◽  
George Ricco ◽  
Megan Hammond ◽  
Jared Hilt ◽  
...  

2018 ◽  
Vol 8 (2) ◽  
Author(s):  
Lorisia MacLeod

Goose, Roy & McCluskey, Kerry. Sukaq and the Raven. Illustrated by Soyeon Kim. Inhabit Media, 2017. Inhabit Media is a quality publisher and Sukaq and the Raven matches their usual exemplary quality of story and imagery. The story is a traditional legend from Inuit storyteller Roy Goose illustrated using Kim’s beautiful three-dimensional dioramas. This wondrous illustration style previously earned Kim the Amelia Frances Howard-Gibbon Illustrator’s Award for her work You Are Stardust and it is easy to see how her artwork is award-winning. The depth created by the illustrations perfectly complements the story which follows Sukaq as he falls into his favourite bedtime story—how the raven created the world. As with many of Inhabit Media’s works, this story is distinctly Inuit while remaining understandable to everyone which makes it extremely useful in classrooms and libraries. The audience for this piece could range from pre-reading children to later elementary students as the full-page illustrations provide enough interest to any reader. Most young readers will need a reading buddy due to the amount of text and the complexity of some words. Artistically-minded readers may be intrigued by the three-dimensional diorama illustration style though educators or librarians may find this story to be a great introduction to a craft program involving dioramas. Parents may also find this story works well as a bedtime story due to the flow and lack of interrupting onomatopoeias (boom, beep, etc.). I highly recommend this book given how the illustrations and story combine to create a book that is pleasing to readers of many ages. Highly recommended: 4 stars out of 4 Reviewer: Lorisia MacLeod Lorisia MacLeod is an Instruction Librarian at NorQuest College Library and a proud member of the James Smith Cree Nation. When not working on indigenization or diversity in librarianship, Lorisia enjoys reading almost any variation of Sherlock Holmes, comics, or travelling.


This research study aims to investigate the competency model of software developers in Thailand using the qualitative research methodology. The findings reveal the following: 1) There are two career paths for software developers, namely as entrepreneurs and as employeesin various organizations, whose career development could lead to positions of executives or experts; 2) There are four competency clusters for software developers, namely Core Competency, Technical Competency, Business Competency and Teamwork Competency; 3) The assessment criteria set by workplaces for software developers are three dimensional incorporating software developers’ performance, teamwork behavior, and learning and self-development; and 4) The main method for software developers’ self-development is self-learning based on hands-on practices and supported by training, knowledge management and mentoring.


1993 ◽  
Vol 46 (1) ◽  
pp. 35-50 ◽  
Author(s):  
Miriam Ittyerah

Congenitally blind and sighted blindfolded children between the ages of 6 and 14 years were tested for hand preference with performance tasks. There were no differences between the groups in direction or degree of hand preference. The degree of handedness increased with age and was essentially linear though the blind seemed to be somewhat less lateralized at the younger ages. When the same groups were required to match three-dimensional bricks for height, depth, breadth, and volume, no hand advantages were found for either group. Both groups of children improved in their accuracy of spatial discriminations with age. Further, the degree of lateralization on the handedness task did not relate to ability on the tactile task or to differences between the right and left hands on the tactile task. Thus, there is no effect of blindness on tactile matching ability nor is there an effect of the hand used in the task.


2000 ◽  
Vol 122 (11) ◽  
pp. 98-101 ◽  
Author(s):  
Jean Thilmany

This article discusses that virtual reality can be expected to be the next big thing in product design and prototype, especially for products too small to be seen with the naked eye. Virtual reality will be new technology for engineering, according to many companies. Virtual reality applications could become commonplace as soon as five years down the road. By using virtual reality systems, designers touch a stylus or pen to manipulate a three-dimensional image. They get their hands on tiny sensing devices, the way you would tinker under the hood of a car. They can still determine, through the system’s visualization and animation capabilities, how the MEMS devices will function in their tiny world. Intersense of Burlington, MA, provides the motion-tracking sensors that literally track a user’s eyes and hand motions, to ensure the object they feel and manipulate in three dimensions matches the movements of their hands and eyes. It is this key piece of technology that allows users to interact in a three-dimensional environment the same way they move in their real environments.


10.2196/23827 ◽  
2020 ◽  
Vol 7 (2) ◽  
pp. e23827
Author(s):  
Trevor Binedell ◽  
Karupppasamy Subburaj ◽  
Yoko Wong ◽  
Lucienne T M Blessing

Background The prosthetic and orthotic industry typically provides an artisan “hands-on” approach to the assessment and fitting of orthopedic devices. Despite growing interest in digital technology for prosthetic and orthotic service provision, little is known of the quantum of use and the extent to which the current pandemic has accelerated the adoption. Objective This study’s aim is to assess the use of digital technology in prosthetics and orthotics, and whether its use can help overcome challenges posed by the current COVID-19 pandemic. Methods A web-based survey of working prosthetists, orthotists, and lower limb patients was conducted between June and July 2020 and divided into three sections: lower limb amputees, prosthetist and orthotist (P&O) currently using digital technologies in their practice, and P&O not using any digital technology. Input was sought from industry and academia experts for the development of the survey. Descriptive analyses were performed for both qualitative (open-ended questions) and quantitative data. Results In total, 113 individuals responded to the web-based survey. There were 83 surveys included in the analysis (patients: n=13, 15%; prosthetists and orthotists: n=70, 85%). There were 30 surveys excluded because less than 10% of the questions were answered. Out of 70 P&Os, 31 (44%) used digital technologies. Three dimensional scanning and digital imaging were the leading technologies being used (27/31, 88%), primarily for footwear (18/31, 58%), ankle-foot orthoses, and transtibial and transfemoral sockets (14/31, 45%). Digital technology enables safer care during COVID-19 with 24 out of 31 (77%) respondents stating it improves patient outcomes. Singapore was significantly less certain that the industry's future is digital (P=.04). The use of virtual care was reported by the P&O to be beneficial for consultations, education, patient monitoring, or triaging purposes. However, the technology could not overcome inherent barriers such as the lack of details normally obtained during a physical assessment. Conclusions Digital technology is transforming health care. The current pandemic highlights its usefulness in providing safer care, but digital technology must be implemented thoughtfully and designed to address issues that are barriers to current adoption. Technology advancements using virtual platforms, digitalization methods, and improved connectivity will continue to change the future of health care delivery. The prosthetic and orthotic industry should keep an open mind and move toward creating the required infrastructure to support this digital transformation, even if the world returns to pre–COVID-19 days.


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