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27 Cards in this Set
- Front
- Back
Definition of Mathematics
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* a study of patterns and relationships
*a way of thinking *an art *a language *a tool |
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Factors Influencing Math Being Taught
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*Needs of the Subject
*Needs of the Child *Needs of Society |
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5 process standards
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*Problem Sovling
*Reasoning and Proving *Communicating *Connecting *Representing |
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5 Content Standards
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*Number & Operations
*Algebra *Geometry *Measurement *Data Analysis & Probability |
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Behaviorism
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*Behavior can be shaped through reinforcement
*Practice promotes desired behavior |
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Constructivism
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*Learners actively create or invent (construct) their own knowledge
*Students create new mathematical knowledge by reflecting on their physical and mental actions. |
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Procedural Knowledge
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based on a series of actions, rules, and algorithms (behaviorism)
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Conceptual Knowledge
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Based on meaningful connections among existing and new concepts (constructivism)
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Conceptual or Procedural?
1) to divide 23 candies among 4 friends, Steve knows each must receive an equal amount and there may be some left 2) To take 23 divided by 4, Steve knows to take 5 x 4 and subtract the reult form 23 |
1) conceptual (understands concept)
2) procedural (using rules) |
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Conceptual or Procedural?
1) Sara knows when counting, 7 follows 6 2) Sara knows 7 represents 7 objects |
1) procedural (following rules)
2) conceptual (making a connection between objects) |
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Conceptual or Procedural?
1) Joe knows that to find 25% of a price he can cut the price in half, then half againt o find one-fourth. 2) Joe knows that to find 25% of a price he can multiply the price by .25 |
1) conceptual (using own method)
2) procedural (using rule) |
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Conceptual or Procedural?
1) Nancy knows that to find the area of a rectangle, she must find out how much space it covers. 2) Nancy knows that to find the area of a rectangle she must multiply the length times the width. |
1) conceptual (understand what the concept of area is)
2) procedural (understands the rule of finding area) |
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6 types of computer software
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*Drill-and-practice software
*tutorial software *Simulation software *Educational game software *Problem-solving software *Tool Software |
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What Are Investigative Lessons?
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*Develop problem solving skills, learning new concepts or applying and deepending understanding of previously learned ideas
*involved students in pursing a problem or exporation on their own, the lesson revolves aroudn ideas taht the students generate through their own invesigations |
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What are the parts of an investigative lesson?
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*Launch: motivation i sprovided for the lesson and the probelm at hand is expalined
*Investigate: migh involved learning stations, individual work, paried problem solving, or cooperative groups. Teacher OBSERVES and interjects questions/comments *Summarize: class comes back together to talk about their findigs. THis is the apprpriate time for identifying generalities or starting rules that have been formulated. |
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Direct Instruction Lessons
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Appropriate when teh teacher wants to communicate specific knowledge to instroduce a new vocabulary or to teach certain procedures.
*Teacher exercises more control and the lesson has a tighter focus. *LAUNCH, INSTRUCT (whole-class teacher instruction, class/individual activities), SUMMARY |
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Prenumber concepts
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*classification
*patterns *Comparisons *conservation *group recognition THESE CONCEPTS DO NOT RELY ON NUMBER BUT PROVIDE A FOUNDATION FOR LATER NUMBER CONCEPTS/SKILLS |
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Classification
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*helps identify what is to be counted
*fosters thinking skills *forces defense of answers *no counting words in beginning (use words like more, few, many, most, and none) |
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Patterns
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*early exploration w/ patterns helps develop ordering, sequencing, and counting
*later patterns help students develop thinking strategies for basic facts *even later these skills contribute to growth in graphing, number theory, and geometry |
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Comparisons
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*comparing leads to one-to-one correspondence
*early learners need connectors as a visual reminder of one-to-one correspondence *use of square paper or index cards brovides a graphical framework |
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Subitizing definition
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the skill to instantly see how many
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Group Recognition
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*subitizing
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Conservation
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*A given number doesn't vary
*a young child may think taht a number varies depending on arrangement or configuarion *children rarely conserve number before 5 or 6 years old. *a child can be very good at counting, and remaind naive about conservation |
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Referent, Chunking, and Utilizing
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*REFERENT: "I am about 6 feet tall so the door must be about 7 feet tall"
*CHUNKING: (break the object into subparts and estimate each part) " I know it's a yard to the know, another yard to here, so a little more than 2 yards *UTILIZING: Each cement block is about 8 inches. Therea re 10 blocks so about 80 inches |
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Proportional palce value manipulatives
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*Proportional models are recommended for grades 1-3
EX: Base-ten blocks and bundling (popsicle sticks) |
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Nonproportional place value manipulatives
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*reccommended ofr those students who are in grades 4 and up
EX: money, abacus, colored counters |
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Appropriate sequence of place value models
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Place value must be taught in the following sequence: concrete physical models, semi-concrete organizational models, symbolic representation models.
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