78 resultados para mathematics curriculum reform


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Self-study of variations to task design offers a way of analysing how learning takes place. Over several years, variations were made to improve an assessment task completed by final-year teacher candidates in a primary mathematics teacher education subject. This article describes how alterations to a task informed on-going developments in self-study of one assessment task employed in an online subject. Analysis of my journal, notes from conversations with colleagues, teacher candidates’ work on the task and responses to online forums, and survey data inspired variations focused on better exploration of key concepts involved in the task, raising of focal awareness, developing a stronger professional eye in the students and the author, adaptations for multiple curriculum levels, and explorations of dual teacher–student perspectives. The overall challenge has been to support teacher candidates to learn to design effective open-ended tasks with a critical professional eye. Descriptions of the changes made to the task and the development of my own professional eye as a consequence of the application of self-study are included. Data show that variations to the task increased teacher candidates’ understanding of mathematics problem posing and generated pedagogical insights for task design.

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International Association for the Evaluation of Educational Achievement (IEA) cross-national studies (FIMS, SIMS and TIMSS) show that gender differences in mathematical achievements and attitudes have decreased considerably over thirty years (Hanna, 2000), however, mathematics is still historically stereotyped as a male domain with crucial evidence supporting this belief (Forgasz, Leder, & Kloosterman, 2009). Previous research showed that gender differences in mathematics participation,performance and achievement existed widely in the majority of English speaking countries, specifically favouring boys (Forgasz, 1992; Hyde, Fennema, & Lamon, 1990; Tiedemann, 2000). Hyde, Lindberg, Linn, Ellis and Williams (2008) pointed out that the stereotype that females lack mathematical ability persists and is widely held by parents and teachers.Mathematics teaching materials play an important role in mathematics teaching and learning. The contents within mathematical teaching materials are rational, and deliver both explicit and implicit information. The explicit information refers to mathematics knowledge that students can learn from textbooks, while the latter one, also named as hidden curriculum, contains social and cultural messages. Hidden curriculum is a side effect of education. It has deep and long-term influences on students’ construction of math-gender stereotype that impact their future mathematicallearning (Zhang & Zhou, 2008). Therefore, this study will investigate Chinese andAustralian elementary mathematics teaching materials to explore the messages of gender equity and inequity delivered through hidden curriculum including names, images and problem-solving contexts. Based on the findings, practical implications concerning the promotion of equitable gender environments within elementary mathematics teaching materials from a cross-cultural perspective will be discussed.

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Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field.Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a textual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.