Symmetric dot patterns are a particularly powerful object for investigation, providing opportunities for foundational learning across PK–5. We found that second-grade students naturally used repeated addends to count symmetric dot patterns created using the new software TileFarm.
Matt B. Roscoe
Juli K. Dixon, Treshonda Rutledge, Jennifer C. Caton, and Edward C. Nolan
Constraints for social distancing require teachers to find creative ways to engage students. Consider this fun strategy for exploring fraction equivalence, addition, and subtraction in a game environment where students use self-made or digital manipulatives.
Ming C. Tomayko
A series of activities uses media coverage of a natural disaster to develop quantitative literacy.
Amanda L. Cullen, Carrie A. Lawton, Crystal S. Patterson, and Craig J. Cullen
In this lesson, third graders were asked how many degrees is a full rotation around a circle. After we gave students time and space to disagree, to make and test conjectures, and to explore, they reasoned about angle as turn and determined a full rotation is 360 degrees.
Manouchehri Azita, Ozturk Ayse, and Sanjari Azin
In this article we illustrate how one teacher used PhET cannonball simulation as an instructional tool to improve students' algebraic reasoning in a fifth grade classroom. Three instructional phases effective to implementation of simulation included: Free play, Structured inquiry and, Synthesizing ideas.
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.
Justin T. Burris
Compare how third graders think mathematically when using virtual versus concrete base-ten blocks to learn place-value concepts.
This department showcases students' in-depth thinking and work on previously published problems. The August 2012 problem scenario leverages back-to-school shopping advertisements for this real-life scenario about making purchases using discount coupons. To access the full-size activity sheet, go to http://www.nctm.org/tcm, Back Issues.
Abdulkadir Erdogan and H. Bahadir Yanik
iSTEM: Integrating Science, Technology, and Engineering in Mathematics 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. This article describes how optimization ideas can be fostered in early grades through a game-based activity called Avoiding Invasion from Aliens
Angeliki Kolovou, Marja van den Heuvel-Panhuizen, and Olaf Köller
This study investigated whether an intervention including an online game contributed to 236 Grade 6 students' performance in early algebra, that is, solving problems with covarying quantities. An exploratory quasi-experimental study was conducted with a pretest-posttest-control-group design. Students in the experimental group were asked to solve at home a number of problems by playing an online game. Although boys outperformed girls in early algebra performance on the pretest as well as on the posttest, boys and girls profited equally from the intervention. Implications of these results for educational practice are discussed.