DigiMath


 * Welcome to DigiMath! **



//Using Technology in Math// toc media type="custom" key="9634350"

**Workshop Overview** This hands-on workshop will introduce participants to the possibilities of using technology during math Participants will learn how to find resources and create activities using technology as a way of engaging students in math.

Stephanie Ratliff SAISD Instructional Technology Facilitator (210) 527-1400 ext. 124 scorrea2@saisd.net
 * Presented by:**

=Objectives= In this workshop, you will:
 * 1) View ways technology is used in math (Technology in Math- 30 minutes)
 * 2) Review ways to use technology in math (Classroom Examples - 30 minutes)
 * 3) Evaluate resources for classroom use (Websites/Articles - 45 minutes)
 * 4) Discuss classroom implications (Conclusion - 5 minutes)
 * 5) Brainstorm activities for the classroom (Conclusion - 30 minutes)
 * 6) Share a lesson possibility (Conclusion - 5 minutes)

=ISTE Standards= This workshop will help teachers accomplish the following standards: > C. identify and locate technology resources and evaluate them for accuracy and suitability. > D. plan for the management of technology resources within the context of learning activities. > E. plan strategies to manage student learning in a technology-enhanced environment. > C. manage student learning activities in a technology-enhanced environment. > C. apply technology to increase productivity. > D. use technology to communicate and collaborate with peers, parents, and the larger community in order to nurture student learning.
 * 1) Technology Operations and Concepts - Teachers demonstrate a sound understanding of technology operations and concepts. Teachers: B. demonstrate continual growth in technology knowledge and skills to stay abreast of current and emerging technologies.
 * 2) Planning and Designing Learning Environments and Experiences - Teachers plan and design effective learning environments and experiences supported by technology. Teachers: B. apply current research on teaching and learning with technology when planning learning environments and experiences.
 * 1) Teaching, Learning, and the Curriculum - Teachers implement curriculum plans, that include methods and strategies for applying technology to maximize student learning. Teachers: A. facilitate technology-enhanced experiences that address content standards and student technology standards
 * 1) Assessment and Evaluation - Teachers apply technology to facilitate a variety of effective assessment and evaluation strategies. Teachers: B. use technology resources to collect and analyze data, interpret results, and communicate findings to improve instructional practice and maximize student learning.
 * 2) Productivity and Professional Practice - Teachers use technology to enhance their productivity and professional practice. Teachers: B. continually evaluate and reflect on professional practice to make informed decisions regarding the use of technology in support of student learning.

//Websites/Links// //Overheads// //Projectors// //VMath// //Computer Lab// //Neufeld//
 * Think, Pair, Share**
 * How has technology been used in math?**

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=Articles= media type="custom" key="9634356"

[|Chaos in the Classroom] - One of the most interesting applications of technology in the mathematics classroom is the fact that it allows teachers to bring many new and exciting topics into the curriculum. In particular, technology lets teachers bring some topics of contemporary interest in research mathematics into both middle school and high school classrooms.

[|Technology Helps Math] - As the emergence of a new global economy continues to drive wholesale instructional changes in the nation's classrooms, the demand for solutions designed to teach higher-level mathematics concepts such as calculus and engineering is growing.

[|Math Equations in Word and PowerPoint] - Mathematicians tell us that their language can describe and predict the phenomena of the universe, from the forces in the atom to the movement of the planets. But theirs is a strange language, often using symbols that don't appear on my keyboard. Many math teachers, from elementary school through university level, tell me they find it difficult to write math on the computer. So they revert to pencil and paper. This week's article looks at how anyone, whether math specialist or primary teacher or middle-school student, can use ubiquitous tools like Microsoft Word or PowerPoint to create and work with the symbolic language of mathematics.

[|Assistive Technology Tools: Math] - Assistive technology (AT) tools for math are designed to help people who struggle with computing, organizing, aligning, and copying math problems down on paper. With the help of visual and/or audio support, users can better set up and calculate basic math problems.

[|How to Integrate Technology into Math] - With a bit of literature, too - it's easier than you might think! There are many ways to incorporate technology into the study of math and numbers. Whether you decide to use your word processing program for story problems or use a spreadsheet to help calculate $1 words, I hope you and your students find these activities fascinating.

=Classroom Examples= //Beat the Calculator// media type="custom" key="9634360"

//The Math Curse// media type="custom" key="9634364"

//Math Movies// media type="custom" key="9634368"

//Multiplying Decimal Numbers// media type="custom" key="9634372"

//Graphing Math Videos// media type="custom" key="9634380"

//Math Mysteries: Case of the Missing Pearls// media type="custom" key="9634388"

//Online Scavenger Hunt (VoiceThread)// media type="custom" key="9634392"

=Resources= media type="custom" key="9634400"

> The National Library of Virtual Manipulatives (NLVM) is an NSF supported project that began in 1999 to develop a library of uniquely interactive, web-based virtual manipulatives or concept tutorials, mostly in the form of Java applets, for mathematics instruction (K-12 emphasis). The project includes dissemination and extensive internal and external evaluation.
 * 1) www.mathforum.com. This online community includes teachers, students, researchers, parents and educators who have an interest in math and math education. The site includes Ask Dr. Math, Problems of the Week, discussion groups and much more.
 * 2) www.AAAmath.com. Customized by grade level and topic, AAA Math features explanations of various mathematical topics, practice problems and fun, challenging games.
 * 3) www.coolmath.com. This fully interactive site and allows the user to sharpen basic math skills, play games and explore new math concepts.
 * 4) www.figurethis.org. Created by the National Council of Teachers of Mathematics, this site helps families enjoy mathematics outside school through a series of fun and engaging challenges.
 * 5) www.mathcats.com. Math Cats provides playful explorations of important math concepts through games, crafts and interactive projects. Includes a magic chalkboard and an art gallery.
 * 6) www.easymaths.org. This South African Community website for teachers, parents and students is complete with lessons, tests, exams, worksheets, study skills and much more.
 * 7) www.bbc.co.uk/education/megamaths/tables.html. This lively, interactive Web site, based on the popular BBC Schools Television series “Megamaths,” is for practicing and testing times tables.
 * 8) www.mathleague.com. The Math League, designed for students in fourth grade through high school, specializes in math contests, books and computer software. The “Help Facility” is handy reference guide for math topics complete with examples, definitions and explanations.
 * 9) www.fleetkids.com. FleetKids games teach elementary children several different aspect of money management. Games include Windfall, where a child can run an imaginary business and BuyLo/SellHi, where children can play the stock market. Students can sign up as an individual or as part of an elementary school team.
 * 10) www.funbrain.com/numbers.html. This site includes 17 original games based on soccer, car racing and much more Other games include Math Baseball, where a child can score runs with correct answers and Operation Order, where students can build pyramids with their knowledge of algebra.
 * 11) [|National Library of Virtual Manipulatives]