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.
George J. Roy, Matthew Cunningham, and Kenneth Rafanan
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.
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.
The paper discusses technology that can help students master four triangle centers -- circumcenter, incenter, orthocenter, and centroid. The technologies are a collection of web-based apps and dynamic geometry software. Through use of these technologies, multiple examples can be considered, which can lead students to generalizations about triangle centers.
Anderson Norton, Jesse L. M. Wilkins, Michael A. Evans, Kirby Deater-Deckard, Osman Balci, and Mido Chang
Explore a new app that allows students to develop a more sophisticated understanding of fractions.
Nirmala Naresh and Bridget Royce
Students design game boards and gather experimental data to better understand the hidden mathematics in a common television game show.
Justin T. Burris
Compare how third graders think mathematically when using virtual versus concrete base-ten blocks to learn place-value concepts.
Terri L. Kurz and Barbara Bartholomew
To support mathematical investigations, use this framework to guide students in constructing art-based and technology-based literature.
Brandt S. Lapko
Teachers share success stories and ideas that stimulate thinking about the effective use of technology in K–grade 6 classrooms. This article describes how students can use available technology to communicate and share their thinking in popular media formats.