4 resultados para Mathematical games

em Massachusetts Institute of Technology


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Over the next five years, computer games will find their way into a vast number of American homes, creating a unique educational opportunity: the development of "computer coaches" for the serious intellectual skills required by some of these games. From the player's perspective, the coach will provide advice regarding strategy and tactics for better play. But, from the perspective of the coach, the request for help is an opportunity to tutor basic mathematical, scientific or other kinds of knowledge that the game exercises.

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The aim of this thesis was to explore the design of interactive computer learning environments. The particular learning domain selected was Newtonian dynamics. Newtonian dynamics was chosen because it is an important area of physics with which many students have difficulty and because controlling Newtonian motion takes advantage of the computer's graphics and interactive capabilities. The learning environment involved games which simulated the motion of a spaceship on a display screen. The purpose of the games was to focus the students' attention on various aspects of the implications of Newton's laws.

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A large computer program has been developed to aid applied mathematicians in the solution of problems in non-numerical analysis which involve tedious manipulations of mathematical expressions. The mathematician uses typed commands and a light pen to direct the computer in the application of mathematical transformations; the intermediate results are displayed in standard text-book format so that the system user can decide the next step in the problem solution. Three problems selected from the literature have been solved to illustrate the use of the system. A detailed analysis of the problems of input, transformation, and display of mathematical expressions is also presented.

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This report develops a conceptual framework in which to talk about mathematical knowledge. There are several broad categories of mathematical knowledge: results which contain the traditional logical aspects of mathematics; examples which contain illustrative material; and concepts which include formal and informal ideas, that is, definitions and heuristics.