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Virtual math manipulatives are sometimes included in the general academic curriculum as assistive technology for students with physical or mental disabilities. [4] Students can still participate in activities using virtual manipulatives if they are unable to engage in physical activity.
Computer-Based Math, a project aimed at using computers for computational tasks and spending more classroom time on applications; Mathletics (educational software), a popular K-12 mathematics learning program from 3P Learning; Mathspace, a similar program for students aged 7-18, founded in Australia in 2010; Sokikom, a team-based math learning game
A nonprofit organization, Curriki provides an Internet site for open-source curriculum (OSC) development, to provide universal access to free curricula and instructional materials for students up to the age of 18 (K-12). By applying the open source process to education, Curriki empowers educational professionals to become an active community in ...
In 2010 the website www.computerbasedmath.org was set up to start developing a new curriculum and interactive digital learning materials to support it. It holds an annual conference. In February 2013, Estonia announced that it would be piloting a Computer-Based Math developed statistics course [9] [10] [11] in cooperation with the University of ...
This is a list of educational software that is computer software whose primary purpose is teaching or self ... Houghton Mifflin Harcourt Learning Technology ...
Much effort has been put into the technical reuse of electronically based teaching materials and, in particular, creating or re-using learning objects. These are self-contained units that are properly tagged with keywords, or other metadata, and often stored in an XML file format. Creating a course requires putting together a sequence of ...
For example, "Teaching with Technology" is an annual survey that asks teachers about technology in the classroom. Survey findings found it was found that 38.37% of teachers said that technology has had an extremely positive impact on education and 36.63% said that technology has mostly had a positive impact on education. [17]
As an example, a project highlighting intelligence in the domain model may generate solutions to complex and novel problems so that students can always have new problems to work on, but it might only have simple methods for teaching those problems, while a system that concentrates on multiple or novel ways of teaching a particular topic might ...