Computer-based mathematics education (CBME) is an approach to teaching mathematics that emphasizes the use of computers.
Computers are used in education in a number of ways, such as interactive tutorials, hypermedia, simulations and educational games. [1] Tutorials are types of software that present information, check learning by question/answer method, judge responses, and provide feedback. [1] Educational games are more like simulations and are used from the elementary to college level. [1] E learning systems can deliver math lessons and exercises and manage homework assignments.
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation.
A tutorial, in education, is a method of transferring knowledge and may be used as a part of a learning process. More interactive and specific than a book or a lecture, a tutorial seeks to teach by example and supply the information to complete a certain task.
Educational software is a term used for any computer software which is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software, etc. The purpose of all this software is to make some part of education more effective and efficient.
Constructionist learning is the creation by learners of mental models to understand the world around them. Constructionism advocates student-centered, discovery learning where students use what they already know, to acquire more knowledge. Students learn through participation in project-based learning where they make connections between different ideas and areas of knowledge facilitated by the teacher through coaching rather than using lectures or step-by-step guidance. Further, constructionism holds that learning can happen most effectively when people are active in making tangible objects in the real world. In this sense, constructionism is connected with experiential learning and builds on Jean Piaget's epistemological theory of constructivism.
Edu-Ware Services, Inc. was an educational and entertainment software publisher established in 1979 by Sherwin Steffin and Steven Pederson. It was known for its adventure games, role-playing video games, and flight simulators for the Apple II family of computers.
MicroWorlds is a program that uses the Logo programming language to teach language, mathematics, programing, and robotics concepts in primary and secondary education. It features an object in the shape of a turtle that can be given commands to move around the screen drawing shapes, creating animations, and playing games. The program's use of Logo is part of a large set of dialects and implementations created by Seymour Papert aimed at triggering the development of abstract ideas by children through experimentation. MicroWorlds is developed by Logo Computer Systems Inc. (LCSI) and released for Windows and Mac computers.
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
The KDE Education Project develops free educational software based on the KDE technologies for students and parents. These educational software is translated into more than 65 languages, so that users can access them without any problems. The KDE-Edu project also provides free software educational to support and facilitate teachers in planning lessons.
Web-based simulation (WBS) is the invocation of computer simulation services over the World Wide Web, specifically through a web browser. Increasingly, the web is being looked upon as an environment for providing modeling and simulation applications, and as such, is an emerging area of investigation within the simulation community.
ALEKS is an online tutoring and assessment program that includes course material in mathematics, chemistry, introductory statistics, and business.
ExploreLearning is a Charlottesville, Virginia-based company which operates a large library of interactive online simulations for mathematics and science education in grades 3–12. These simulations are called 'Gizmos'. The company's website describes their library of over 450 Gizmos as the world's largest collection of such materials.
Modern elementary mathematics is the theory and practice of teaching elementary mathematics according to contemporary research and thinking about learning. This can include pedagogical ideas, mathematics education research frameworks, and curricular material.
Math Rabbit is a 1986 video game that serves as a spin-off to the Reader Rabbit edutainment series. It was made by The Learning Company for DOS and Apple II. A Deluxe version was released in 1993 for DOS, Macintosh, and Windows 3.x. Then in 1997, the game was remade for Windows and Macintosh under the title "Reader Rabbit's Math 1". The final remake for Windows and Macintosh in 1998 was titled "Reader Rabbit's Math Ages 4-6", with a personalized version released in 1999.
Mathletics is an online, educational website launched in 2005.
An explorable explanation is a form of informative media where an interactive computer simulation of a given concept is presented, along with some form of guidance that suggests ways that the audience can learn from the simulation. Explorable explanations encourage users to discover things about the concept for themselves, and test their expectations of its behaviour against its actual behaviour, promoting a more active form of learning than reading or listening.
Gary Bitter is an American researcher, teacher, author and pioneer in educational technology. He is Professor of Educational Technology and past Executive Director of Technology Based Learning and Research at Arizona State University. He was a founding board member of the International Society for Technology in Education and served as its first elected president. He is the co-author of the National Technology Standards (NETS) which have been used extensively as a model for National and International Technology Standards.