Math and Mr. Men

2017 ◽  
Vol 24 (2) ◽  
pp. 82-83
Author(s):  
James Russo ◽  
Toby Russo

Read a Mr. Men story with your students, and tackle the associated mathematical tasks. Success with these tasks requires children to draw on a variety of problem-solving strategies, including drawing diagrams and pictures, creating tables, trial-and-error strategies (guess and check), modeling problems with concrete materials, and possibly even acting out the problems. Have fun!

2021 ◽  
Vol 29 ◽  
pp. 1337-1355
Author(s):  
Adilson Vahldick ◽  
Maria José Marcelino ◽  
António José Mendes

Blocks-based environments have been used to promote programming learning mostly in elementary and middle schools. In many countries, isolated initiatives have been launched to promote programming learning among children, but until now there is no evidence of widespread use of this type of environment in Brazil and Portugal. Consequently, it is common that many students reach higher education with little or no programming knowledge and skills. NoBug’s SnackBar is a game designed to help promote programming learning. This study examined students' behavior and attitudes when playing the game on their initiative. It used a sample of 33 undergraduate students enrolled in an introductory programming course. The variables studied were students' performance and engagement, satisfaction, and problem-solving strategies. The main findings were (1) better performing students had a high level of perceived learning, (2) all the students had similar perceptions about their fun while playing, (3) the leader board was the most used game element not directly related to learning and (4) the top-ranked students access previous solutions to help them solve a new mission, while the others often use a trial-and-error approach.


2013 ◽  
pp. 223-239
Author(s):  
Junjie Shang ◽  
Morris Siu Yung Jong ◽  
Fong Lok Lee ◽  
Jimmy Ho Man Lee

With the integrated use of quantitative and qualitative research methods, this chapter describes the learners’ problem-solving processes and the strategies they used under a pedagogy called Virtual Interactive Student-Oriented Learning Environment (abbreviated as VISOLE). By recording learners’ operations in the game, and collecting their game logs (BLOG), summary reports, and interview records, also based on the observations done by the researchers, it is found that the problem solving strategies that learners used in VISOLE primarily included: (1) trial and error, (2) random, (3) purpose-oriented, (4) starting from simple, (5) adventure, (6) comprehensive, (7) focused, (8) index, (9) BUG, (10) entertainment strategies, etc.


2021 ◽  
Vol 15 (1) ◽  
pp. 37-48
Author(s):  
Meryansumayeka Meryansumayeka ◽  
Zulkardi Zulkardi ◽  
Ratu Ilma Indra Putri ◽  
Cecil Hiltrimartin

This study purposes to describe the strategies used by students in solving PISA type problems seen from the strategy of problem solving according to Polya. The research methodology is qualitative type descriptive study. Research subjects were 6 high school students in Palembang who had different levels of mathematical ability. Data was gathered using observation, interviews, and student answer sheets on the type of PISA questions given. The results showed that the dominant strategy used by students in solving PISA type problems included making pictures when they solve problem related to geometry; looking for possible answers systematically when they try to solve problem within numeric; writing information stated and the question when the problem is in the form of storytelling; and using trial and error when the problem provide answer alternatives.


1991 ◽  
Vol 39 (3) ◽  
pp. 41-43
Author(s):  
Ernest Woodward

My experience has been that teachers will not become teachers of problem solving until they first become problem solvers themselves. From that perspective, those of us who are responsible for the preparation of teachers need to ensure they get appropriate problem-solving experiences. Like many other colleges and universities across the country, Austin Peay State University has a one-year mathematics requirement for prospective elementary school teachers. Problem solving is emphasized in the three required courses. The initial course begins with a unit on the problem-solving process. Various problem-solving strategies—such as look for a pattern, build a table, draw a picture, use trial and error, write an equation, work backward, and solve a simpler problem—are introduced and illustrated. Throughout the year, problem-solving situations are presented within the framework of the specific mathematics topic being studied. Students are encouraged to employ the strategies that were learned in the first unit.


Author(s):  
J. Navaneetha Krishnan ◽  
P. Paul Devanesan

The major aim of teaching Mathematics is to develop problem solving skill among the students. This article aims to find out the problem solving strategies and to test the students’ ability in using these strategies to solve problems. Using sample survey method, four hundred students were taken for this investigation. Students’ achievement in solving problems was tested for their Identification and Application of Problem Solving Strategies as a major finding, thirty one percent of the students’ achievement in mathematics is contributed by Identification and Application of Problem Solving Strategies.


2021 ◽  
Vol 9 (1) ◽  
Author(s):  
Yang Jiang ◽  
Tao Gong ◽  
Luis E. Saldivia ◽  
Gabrielle Cayton-Hodges ◽  
Christopher Agard

AbstractIn 2017, the mathematics assessments that are part of the National Assessment of Educational Progress (NAEP) program underwent a transformation shifting the administration from paper-and-pencil formats to digitally-based assessments (DBA). This shift introduced new interactive item types that bring rich process data and tremendous opportunities to study the cognitive and behavioral processes that underlie test-takers’ performances in ways that are not otherwise possible with the response data alone. In this exploratory study, we investigated the problem-solving processes and strategies applied by the nation’s fourth and eighth graders by analyzing the process data collected during their interactions with two technology-enhanced drag-and-drop items (one item for each grade) included in the first digital operational administration of the NAEP’s mathematics assessments. Results from this research revealed how test-takers who achieved different levels of accuracy on the items engaged in various cognitive and metacognitive processes (e.g., in terms of their time allocation, answer change behaviors, and problem-solving strategies), providing insights into the common mathematical misconceptions that fourth- and eighth-grade students held and the steps where they may have struggled during their solution process. Implications of the findings for educational assessment design and limitations of this research are also discussed.


Mathematics ◽  
2021 ◽  
Vol 9 (8) ◽  
pp. 793
Author(s):  
Manuel Santos-Trigo ◽  
Fernando Barrera-Mora ◽  
Matías Camacho-Machín

This study aims to document the extent to which the use of digital technology enhances and extends high school teachers’ problem-solving strategies when framing their teaching scenarios. The participants systematically relied on online developments such as Wikipedia to contextualize problem statements or to review involved concepts. Likewise, they activated GeoGebra’s affordances to construct and explore dynamic models of tasks. The Apollonius problem is used to illustrate and discuss how the participants contextualized the task and relied on technology affordances to construct and explore problems’ dynamic models. As a result, they exhibited and extended the domain of several problem-solving strategies including the use of simpler cases, dragging orderly objects, measuring objects attributes, and finding loci of some objects that shaped their approached to reasoning and solve problems.


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