Computer-based mathematics education
Computer-based mathematics education (CBME) is an approach to teaching mathematics that emphasizes the use of computers. It is still a developing field which has yet to realize the expectations formed in the early days of computing.[1]
Computers in education
Computers are used in education in a number of ways, such as interactive tutorials, hypermedia, simulations and educational games [2].
Tutorials are types of software that present information, check learning by question/answer method, judge response and provide feedback[2] and usually provide students study personally. MathMedia Educational Software and Bilelim Geometry are examples of this type.
Hypermedia provides students a database of information with multiple navigation methods and learning facilities, and also, a freedom of independence during the learning[2].
Simulations provide students interaction with in order to learn as it were real life[2] and use the storage and processing features of computers. An example is Crocodile-Clips.
Educational games are more like simulations and used from elementary to college students[2]. The Incredible Machines is a good example of this type.
External links
- Adaptive Curriculum: Teacher-facilitated Math and Science Activities via Flexible Online Learning Environment
- bilelim Geometry. NOKTA Computer, Education and Consultancy
- Crocodile-Clips I-support learning
- Educational Java Applets for Mathematics
- MathMedia Educational Software. Interactive curriculum math software for K-College
- ITestYou Artificial Intelligence Math Education System Grade K-12
- ^ Nicolas Balcheff, James Kaput (1996), "13 Computer-based Learning Environments in Mathematics", International Handbook of Mathematics Education, Springer, p. 469, ISBN 9780792335337
- ^ a b c d e Stephen M. Alessi, Stanley R. Trollip (2001), Multimedia for Learning, Allyn and Bacon, ISBN 9780205276912