Virtual manipulatives for mathematics

Last updated
Base Ten blocks for math Base Ten Block.png
Base Ten blocks for math

Virtual manipulatives for mathematics are digital representations of physical mathematics manipulatives used in classrooms. [1] The goal of this technology is to allow learners to investigate, explore, and derive mathematical concepts using concrete models. [2] [3]

Contents

Common manipulatives include base ten blocks, coins, 3D blocks, tangrams, rulers, fraction bars, algebra tiles, geoboards, geometric planes, and solid figures.

Use in special education

Virtual math manipulatives are sometimes included in the general academic curriculum as assistive technology for students with physical or mental disabilities. [4] Students can still participate in activities using virtual manipulatives if they are unable to engage in physical activity.

Virtual math manipulatives also do not require any form of physical transportation and as a consequence are sometimes used to assist students who are unable to attend school regularly because of poor health or other difficulties. [5] [6]

Further reading

Related Research Articles

Distance education, also known as distance learning, is the education of students who may not always be physically present at school, or where the learner and the teacher are separated in both time and distance. Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via mail. Distance education is a technology-mediated modality and has evolved with the evolution of technologies such as video conferencing, TV, and the Internet. Today, it usually involves online education and the learning is usually mediated by some form of technology. A distance learning program can either be completely a remote learning, or a combination of both online learning and traditional offline classroom instruction. Other modalities include distance learning with complementary virtual environment or teaching in virtual environment (e-learning).

<span class="mw-page-title-main">Science education</span> Teaching and learning of science to non-scientists within the general public

Science education is the teaching and learning of science to school children, college students, or adults within the general public. The field of science education includes work in science content, science process, some social science, and some teaching pedagogy. The standards for science education provide expectations for the development of understanding for students through the entire course of their K-12 education and beyond. The traditional subjects included in the standards are physical, life, earth, space, and human sciences.

<span class="mw-page-title-main">Pedagogy</span> Theory and practice of education

Pedagogy, most commonly understood as the approach to teaching, is the theory and practice of learning, and how this process influences, and is influenced by, the social, political, and psychological development of learners. Pedagogy, taken as an academic discipline, is the study of how knowledge and skills are imparted in an educational context, and it considers the interactions that take place during learning. Both the theory and practice of pedagogy vary greatly as they reflect different social, political, and cultural contexts.

<span class="mw-page-title-main">Online school</span> School that teaches students entirely or primarily online or through the Internet

An online school teaches students entirely or primarily online or through the Internet. Online education exists all around the world and is used for all levels of education.

Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."

Universal Design for Learning (UDL) is an educational framework based on research in the learning theory, including cognitive neuroscience, that guides the development of flexible learning environments and learning spaces that can accommodate individual learning differences.

The Master of Education is a master's degree awarded by universities in many countries. This degree in education often includes the following majors: curriculum and instruction, counseling, school psychology, and administration. It is often conferred for educators advancing in their field. Similar degrees include the Master of Arts in Education and the Master of Science in Education.

<span class="mw-page-title-main">Teacher education</span> Training teachers to develop teaching skills

Teacher education or teacher training refers to programs, policies, procedures, and provision designed to equip (prospective) teachers with the knowledge, attitudes, behaviors, approaches, methodologies and skills they require to perform their tasks effectively in the classroom, school, and wider community. The professionals who engage in training the prospective teachers are called teacher educators.

<span class="mw-page-title-main">Inclusion (education)</span> Where disabled students spend most of their time with non-disabled students

Inclusion in education refers to including all students to equal access to equal opportunities of education and learning, and is distinct from educational equality or educational equity. It arose in the context of special education with an individualized education program or 504 plan, and is built on the notion that it is more effective for students with special needs to have the said mixed experience for them to be more successful in social interactions leading to further success in life. The philosophy behind the implementation of the inclusion model does not prioritize, but still provides for the utilization of special classrooms and special schools for the education of students with disabilities. Inclusive education models are brought into force by educational administrators with the intention of moving away from seclusion models of special education to the fullest extent practical, the idea being that it is to the social benefit of general education students and special education students alike, with the more able students serving as peer models and those less able serving as motivation for general education students to learn empathy.

Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.

<span class="mw-page-title-main">Educational video game</span> Video game genre

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 Swedish National Agency for Education is a Government agency in Sweden that oversees the Swedish public school system for children and adults.

E-learning theory describes the cognitive science principles of effective multimedia learning using electronic educational technology.

Statistics education is the practice of teaching and learning of statistics, along with the associated scholarly research.

<span class="mw-page-title-main">Learning commons</span>

Learning commons, also known as scholars' commons, information commons or digital commons, are learning spaces, similar to libraries and classrooms that share space for information technology, remote or online education, tutoring, collaboration, content creation, meetings, socialization, playing games and studying. Learning commons are increasingly popular in academic and research libraries, and some public and school libraries have now adopted the model. Architecture, furnishings and physical organization are particularly important to the character of a learning commons, as spaces are often designed to be rearranged by users according to their needs.

<span class="mw-page-title-main">Flipped classroom</span> Instructional strategy and a type of blended learning

A flipped classroom is an instructional strategy and a type of blended learning. It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. This pedagogical style moves activities, including those that may have traditionally been considered homework, into the classroom. With a flipped classroom, students watch online lectures, collaborate in online discussions, or carry out research at home, while actively engaging concepts in the classroom with a mentor's guidance.

Miriam G. Sherin is a professor in the School of Education and Social Policy and the Learning Sciences Department at Northwestern University. Her areas of research include mathematics teaching and learning, teacher cognition, and teacher education. Sherin has published articles in Journal of Teacher Education, Teaching and Teacher Education, and Journal of Mathematics Teacher Education. Her most recent book, Mathematics Teacher Noticing: Seeing Through Teachers' Eyes, was publish in 2011 by Taylor & Francis. Since 2018 she has been associate provost for undergraduate education at Northwestern University. She is the sister of sociology scholar Adam Gamoran, currently president of the William T. Grant Foundation.

<span class="mw-page-title-main">Technological pedagogical content knowledge</span> Educational technology knowledge

The Technological Pedagogical Content Knowledge (TPACK) framework is an educational model that describes the intersections between technology, pedagogy, and content for the effective integration of technology into teaching. TPACK became popular in the early 2000s.

Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment. The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students. These facets of virtual reality have found applications within the primary education sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.

Inclusive Classroom is a term used within American pedagogy to describe a classroom in which all students, irrespective of their abilities or skills, are welcomed holistically. It is built on the notion that being in a non-segregated classroom will better prepare special-needs students for later life. In the United States, the Rehabilitation Act of 1973 guaranteed civil rights to disabled people, though inclusion of disabled students progressed slowly until the No Child Left Behind Act of 2001, after which almost half of US students with disabilities were soon in general classrooms.

References

  1. Moyer, P.S. (2002). "What are Virtual Manipulatives?". Teaching Children Mathematics. 8 (6): 372–377. doi:10.5951/TCM.8.6.0372.
  2. Carbonneau, K.J. (2013). "A meta-analysis of the efficacy of teaching mathematics with concrete manipulatives". Journal of Educational Psychology. 105 (2): 380–400. doi:10.1037/a0031084.
  3. Silva R., Costa C., Martins, F. (2021). "Using Mathematical Modelling and Virtual Manipulatives to Teach Elementary Mathematics". Technology and Innovation in Learning, Teaching and Education. Communications in Computer and Information Science. Vol. 1884. pp. 75–89. doi:10.1007/978-3-030-73988-1_6. ISBN   978-3-030-73987-4. S2CID   234959877.{{cite book}}: CS1 maint: multiple names: authors list (link)
  4. Bouck, Emily C.; Anderson, Rubia D.; Long, Holly; Sprick, Jessica (2021-02-26). "Manipulative-Based Instructional Sequences in Mathematics for Students With Disabilities". TEACHING Exceptional Children. 54 (3): 178–190. doi:10.1177/0040059921994599. ISSN   0040-0599. S2CID   233907400.
  5. Satsangi, Rajiv; Miller, Bridget (2017). "The Case for Adopting Virtual Manipulatives in Mathematics Education for Students with Disabilities". Preventing School Failure. 61 (4): 303–310. doi:10.1080/1045988X.2016.1275505. ISSN   1045-988X. S2CID   152099008.
  6. Satsangi, Rajiv; Hammer, R.; Evmenova, A. (2018). "Teaching Multistep Equations with Virtual Manipulatives to Secondary Students with Learning Disabilities". Learning Disabilities Research & Practice. 33 (2): 99–111. doi:10.1111/ldrp.12166. S2CID   149871579.