Literaturnachweis - Detailanzeige
Autor/in | Parker, Tom |
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Titel | Alice in the Real World |
Quelle | In: Mathematics Teaching in the Middle School, 17 (2012) 7, S. 410-416
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1072-0839 |
Schlagwörter | Forschungsbericht; Video Games; Computer Oriented Programs; Problem Solving; Computers; Programming; Grade 5; Mathematics Teachers; Probability; Mathematics Instruction; Sons; Virtual Classrooms; Student Interests; Middle School Students; Teaching Methods Video game; Videospiel; Videospiele; Computerprogramm; Problemlösen; Digitalrechner; Programmierung; School year 05; 5. Schuljahr; Schuljahr 05; Mathematics; Teacher; Teachers; Mathematik; Lehrer; Lehrerin; Lehrende; Wahrscheinlichkeitsrechnung; Wahrscheinlichkeitstheorie; Mathematics lessons; Mathematikunterricht; Son; Sohn; Studieninteresse; Middle school; Middle schools; Student; Students; Mittelschule; Mittelstufenschule; Schüler; Schülerin; Teaching method; Lehrmethode; Unterrichtsmethode |
Abstract | As a fifth-grade mathematics teacher, the author tries to create authentic problem-solving activities that connect to the world in which his students live. He discovered a natural connection to his students' real world at a computer camp. A friend introduced him to Alice, a computer application developed at Carnegie Mellon, under the leadership of Randy Pausch. This computer application was designed to create interest in computer programming for middle school girls. After his third-grade son spent a week using the Alice application at camp, he returned home with a new love for computer programming and problem-solving. After seeing his son's experience, he was convinced that he needed to introduce this application to his fifth-grade students. Although Alice is used by high schools and colleges, it is incredibly user-friendly, in part because it relies on a drag-and-drop interface to create a virtual world. Users can explore variables, algorithms, rates of change, and probability in a three-dimensional world that can be manipulated similar to a video game. In the classroom, students will explore problem solving and math concepts in a real world that they create and control. (Contains 4 figures.) (ERIC). |
Anmerkungen | National Council of Teachers of Mathematics. 1906 Association Drive, Reston, VA 20191-1502. Tel: 800-235-7566; Tel: 703-620-3702; Fax: 703-476-2970; e-mail: orders@nctm.org; Web site: http://www.nctm.org/publications/ |
Begutachtung | Peer reviewed |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2017/4/10 |