CHECK THESE SAMPLES OF Mathematics.Games for drill and practice
To be more specific, game theory is simply a mathematical model based on games identified as zero-games.... hellip; The scholarly work titled ‘Theory of games and economic behaviour (TGEB)' by Von Neumann is generally accepted as the starting point of the game theory.... This theoretical framework first described zero-sum games where an individual's gains are exactly equal to the net losses of other participant(s).... Game Theory The game theory is based on the fundamental concept of zero-sum games, and a game has elements such as players, actions, information, strategies, outcomes, payoffs, and equilibria....
6 Pages
(1500 words)
Essay
The Effectiveness of Professional Development in mathematics and the underlying principles of such development in determining the implementation of numeracy strategy in producing quality teacher learning
1.... The main focus of the review is the teachers' professional development in mathematics and its application in numeracy strategy implementation.... The growth of competence and expertise in classroom teaching is clearly crucial for teacher's professional growth and for the effectiveness of the whole mathematics teaching system....
8 Pages
(2000 words)
Essay
This is a result of a change in the way that teachers teach, moving from traditional instruction with lecture, drill-and-practice, and rote memorization of facts toward a constructivist model which promotes active student learning through inquiry, problem solving, and collaboration with peers and adults.... This is a result of a change in the way that teachers teach, moving from traditional instruction with lecture, drill-and-practice, and rote memorization of facts toward a constructivist model which promotes active student learning through inquiry, problem solving, and collaboration with peers and adults....
15 Pages
(3750 words)
Essay
(2004).... What is Cognitive-Affective Learning (CAL)?... ... Journal of Cognitive Affective Learning, 1(11).... Retrieved September 1, 2007, from https://www.... cal.... mory.... du//viewarticle.... hp?... d=31&layout=html
The author is a professor of Psychology and Women's Studies and… The author emphasized the importance of “Cognitive-Affective Learning” in the process of teaching and learning....
13 Pages
(3250 words)
Essay
The teacher… From her previous experience, she has noted that computerized drill-and-practice mathematics software is not only effective in helping to teach Action Plan Introduction The teacher in this scenario is a third grade math teacher at an elementary school in a low-income neighborhood.... From her previous experience, she has noted that computerized drill-and-practice mathematics software is not only effective in helping to teach children basic math skills when they find them boring or repetitive, but the students also find the software fun to use....
2 Pages
(500 words)
Essay
The aim of the national curriculum for the Foundation Stage in Education in UK for children is to provide a learning programme that promotes their development in all areas including a positive disposition… The national curriculum encourages children's thinking, skills and personal capabilities....
12 Pages
(3000 words)
Essay
This paper "Computer Game Improves the Motivation of Learning Mathematics " carries out an analysis of four articles on computer games, and reviews the literature that supports the hypothesis that computer gaming improves the motivation of learning mathematics in elementary schools.... hellip; The hypothesis that computer games improve motivation in learning mathematics in elementary schools is rather supported than refuted, which can be definitely proved with the review of literature that will be further provided....
6 Pages
(1500 words)
Research Paper
They need special motivation,… games provide the types of motivation, which often do no't exist in the traditional learning.... Video games have the ability to evoke feelings of strong emotional bonds as a part of the students' experience (Bengoechea, 2009).... % of 1163 students with an age range between 11-16 years feel that video games can provide them with an opportunity for and help them acquire new skills , and 77....
8 Pages
(2000 words)
Research Paper