The authors used two technology frameworks to design three seventh-grade mathematics lessons, focusing on opportunities to address collaboration, authenticity, or personalization.
Two Technology Frameworks: Their Use in Lesson Design
Elizabeth B. Harkey, Angela T. Barlow, and Victoria Groves-Scott
Using Mathematics to Design a Droid
George J. Roy, Matthew Cunningham, and Kenneth Rafanan
Teachers have the opportunity to make mathematics relevant. We leveraged the popularity of Star Wars to engage students in exploring and connecting two dimensions and three dimensions to careers in toy design.
Using CODAP to Grow Students’ Probabilistic Reasoning
Draw on two simulations to introduce compound events and help your class make connections between experimental and theoretical probabilities.
Building Powerful Mathematical Thinkers with dINBs
Courtney K. Baker, Terrie M. Galanti, Kimberly Morrow-Leong, and Tammy Kraft
The Teaching for Robust Understanding framework facilitates online collaborative problem solving with digital interactive notebooks that position all students as doers of mathematics.
Student Engagement with the “Into Math Graph" Tool
Amanda K. Riske, Catherine E. Cullicott, Amanda Mohammad Mirzaei, Amanda Jansen, and James Middleton
We introduce the Into Math Graph tool, which students use to graph how “into" mathematics they are over time. Using this tool can help teachers foster conversations with students and design experiences that focus on engagement from the student’s perspective.
A series of tasks encourage students to reflect on the reasonableness of their number sense and use benchmarks to refine their estimations.
Constructing and Adapting Technology-Infused Lessons
Jon D. Davis
Design principles are used to construct and refine a technology-infused lesson for beginning algebra students learning about systems of linear inequalities.
Let's Hit the Target!
Manouchehri Azita, Ozturk Ayse, and Sanjari Azin
In this article we illustrate how one teacher used PhET cannonball simulation as an instructional tool to improve students' algebraic reasoning in a fifth grade classroom. Three instructional phases effective to implementation of simulation included: Free play, Structured inquiry and, Synthesizing ideas.
Using Scratch Programming to Explore Coordinates
Erell Germia and Nicole Panorkou
We present a Scratch task we designed and implemented for teaching and learning coordinates in a dynamic and engaging way. We use the 5Es framework to describe the students' interactions with the task and offer suggestions of how other teachers may adopt it to successfully implement Scratch tasks.
Technology Continues to Evolve
Over the past 100 years, technology has evolved in unprecedented fashion. Calculators, computers, and smart phones have become ubiquitous, yet school mathematics experiences for many children still remain without many powerful technological tools for the exploration of mathematics. We consider the evolution of some tools as we imagine a future.