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.
Amanda K. Riske, Catherine E. Cullicott, Amanda Mohammad Mirzaei, Amanda Jansen, and James Middleton
LouAnn H. Lovin
Moving beyond memorization of probability rules, the area model can be useful in making some significant ideas in probability more apparent to students. In particular, area models can help students understand when and why they multiply probabilities and when and why they add probabilities.
Tracy E. Dobie and Miriam Gamoran Sherin
Language is key to how we understand and describe mathematics teaching and learning. Learning new terms can help us reflect on our practice and grow as teachers, yet may require us to be intentional about where and how we look for opportunities to expand our lexicons.
Julie M. Amador, David Glassmeyer, and Aaron Brakoniecki
This article provides a framework for integrating professional noticing into teachers' practice as a means to support instructional decisions. An illustrative example is included based on actual use with secondary students.
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.
Priya V. Prasad
Assess the robustness of students’ understanding of polygons and move students beyond drawing to constructing geometric shapes.
Sarah B. Bush, Richard Cox, and Kristin Leigh Cook
Contributors to the iSTEM (Integrating Science, Technology, Engineering, and Mathematics) department share ideas and activities that stimulate student interest in the integrated fields of science, technology, engineering, and mathematics (STEM) in K–grade 6 classrooms. The authentic STEAM project described here was born of a critical need of one child in the community. Using the Design Thinking framework, a class of fourth graders embarked on what was arguably the most meaningful school project of their lives. We place an explicit focus on the M in STEAM.
big solutions to little problems
Jo Ann Cady and Pamela Wells
Solutions to a previous Solve It problem are discussed, and the procedures used with problem solving are explored.
A cartoon exploring a problem about football is coupled with a full-page activity sheet.
Postscript items are designed as rich “grab-and-go” resources that any teacher can quickly incorporate into their classroom repertoire with little effort and maximum impact. In this article, classroom clocks are used as an effective tool to support student understanding of basic number, fraction, and geometry concepts.