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Micah S. Stohlmann

An escape room can be a great way for students to apply and practice mathematics they have learned. This article describes the development and implementation of a mathematical escape room with important principles to incorporate in escape rooms to help students persevere in problem solving.

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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.

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Debasmita Basu, Nicole Panorkou, Michelle Zhu, Pankaj Lal and Bharath K. Samanthula

We provide an example from our integrated math and science curriculum where students explore the mathematical relationships underlying various science phenomena. We present the tasks we designed for exploring the covariation relationships that underlie the concept of gravity and discuss the generalizations students made as they interacted with those tasks.

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Gabriel Matney, Julia Porcella and Shannon Gladieux

This article shares the importance of giving K-12 students opportunities to develop spatial sense. We explain how we designed Quick Blocks as an activity to engage our students in both spatial reasoning and number sense. Several examples of students thinking are shared as well as a classroom dialogue.

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Beth Bos, Lucy Wilder, Marcelina Cook and Ryan O'Donnell

The Common Core State Standards can be taught with Minecraft, an interactive creative Lego®-like game. Integrating Science, Technology, Engineering, and Mathematics (iSTEM) authors share ideas and activities that stimulate student interest in the integrated fields of science, technology, engineering, and mathematics (STEM) in K—grade 6 classrooms.

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Amanda Sibley and Terri L. Kurz

Here is a simple way to turn an ordinary whiteboard into an interactive tool that allows students to design and build pathways along which a sliding object will flow—within certain constraints—to reach its final destination. Students must reason, conjecture, test, conjecture again, and then retest their design features to determine a solution to the presented investigation.