MATHEMATICS

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Selasa, 15 Januari 2013

#globalmath Math Games

Tonight there's a #globalmath session on games where I'm one of the three panelists. I have loved the #globalmath sessions I've attended or watched afterwards so far, so I'm excited to be a panelist. EDIT here's the recording!

Here are my slides:


All the links are gathered together in a urli.st, Global Math Games. I tried to add other links that came up during the presentation. Unfortunately one of the panelists, Elizabeth, @cheesemonkeySF, couldn't join us because of school issues. She was going to talk about the Life on the Number Line game. But James Cleveland, frequent writer about games on his blog, was there.

James talked about his basic rule for analyzing a math game: does the math action have anything to do with the game action? He gave a couple of examples where the math is like a pause on the game, and you have to do some math to continue playing. He shared Ice Ice Maybe (MangaHigh) and Dragon Box as examples of good games. (I like one of those better than Dragon Box.) And then he talked about his game Totally Radical, which seems very cool, and is a great example of the math action being the game action. There's a homemade version to print up or you can even by a slick commercial version.

In planning my part of the presentation, I wanted to get across:
  • what makes a good math game
  • what I like about my best games
 Hey, how much should you shoot for in 20 min?

Slide:
  1. I like games because they're fun and engaging. I love playing games myself, so it's not crazy to want to do them with students. But I also think that games are mathematical, as math is game like. The actual process of being a mathematician is inherently playful. Trying things out, intentional variation, strategizing. I am actively jealous of literacy teachers, who have all these stories about the book that turned this student onto reading (Potter, Bridge to Terabithia, Desperaux, etc.) and we math teachers never get that.  For me games are our best shot. Watching kids play Pokemon or Yu-Gi-Oh you see them doing amazing problem solving.
  2. I'm in favor of gamification, but see that as being different from a math game. There's been some fun discussion of the Ninja board on Twitter with Jim Pai (his ninja board), Jeff Brenneman and @algebraniac1. That's just fun. I think how video games present challenges for which you need new skills and giving you notice for things you've accomplished (level up!) are worthwhile for teachers to think about. And review games are a good use of gamification as well. (Here's my list of other people's review games.)
  3. The Product Game (NCTM online, my copy) is to what I aspire. It's a great game, with the strategy of a Connect Four (which is a real game, if by some chance you haven't played since a kid), but all the game actions are math actions. Furthermore, the encourages you to organize multiplication facts by family, and use patterns to find products you don't know. Evenfurthermore, it encourages reverse thinking preparing students to think about factoring. Plus it is just fun. The game structure is so good it lends itself to adaptations (decimals, fractions, integers, exponents...)
  4. Decimal Point Pickle is one of my favorite games that I made. For students who have worked on decimal representation, it encourages better number sense and place value before moving on to decimal operations. It has a blackjack feel, and never fails to generate excitement. Mathematically, the comparisons of decimals in tenths, hundredths and thousandths have been invaluable.
  5.  Eleusis Express. This is an adaptation I made of a deep and difficult game by Robert Abbott. He captured an essential mathematical process, though: making and detecting patterns. It is an amazing game to play that affords opportunities to reason, discuss arguments, and problem-solve. It really helps me communicate with students the value of capturing thinking. Because it doesn't feel like mathematical content, it is safer for them to struggle. It's just a hard game. Handouts for this are at the top of my games page.
    Plug: I also love Robert's endlessly clever mazes.
  6. Where I'm heading now is trying to get the students to be the game designers. This is done over several sessions, releasing more and more of the design task to them, or by working through the different aspects of design and having them work on the piece of a game. Even students who don't get into the playing of games find this to be rewarding and engaging. Plus, I know from making games that a lot of the math is in the design and getting things to work out correctly.
  7. The framework:
    Adapted from Magic: the Gathering's lead designer's thoughts on design, this framework has helped me to better understand what I'm doing and to make better games.
People were nice, but I did not make a good presentation. Good thing I had cartoons.

I came upstairs and my wife asked me how it went. "I was too vague," I said.

"I'm not sure what you mean," she  says.

Sigh.

In retrospect, I should have just talked about the three games, and given some of the play of them. Don't spend time talking about what you're not talking about! But it was a good learning experience, nonetheless, and I love being a part of "PD you like." If you haven't peeked in at #globalmath, give it a try. Most Tuesdays at 9 pm ET. Next week looks good already: Building Intellectual Need.


    #globalmath Math Games

    Tonight there's a #globalmath session on games where I'm one of the three panelists. I have loved the #globalmath sessions I've attended or watched afterwards so far, so I'm excited to be a panelist. EDIT here's the recording!

    Here are my slides:


    All the links are gathered together in a urli.st, Global Math Games. I tried to add other links that came up during the presentation. Unfortunately one of the panelists, Elizabeth, @cheesemonkeySF, couldn't join us because of school issues. She was going to talk about the Life on the Number Line game. But James Cleveland, frequent writer about games on his blog, was there.

    James talked about his basic rule for analyzing a math game: does the math action have anything to do with the game action? He gave a couple of examples where the math is like a pause on the game, and you have to do some math to continue playing. He shared Ice Ice Maybe (MangaHigh) and Dragon Box as examples of good games. (I like one of those better than Dragon Box.) And then he talked about his game Totally Radical, which seems very cool, and is a great example of the math action being the game action. There's a homemade version to print up or you can even by a slick commercial version.

    In planning my part of the presentation, I wanted to get across:
    • what makes a good math game
    • what I like about my best games
     Hey, how much should you shoot for in 20 min?

    Slide:
    1. I like games because they're fun and engaging. I love playing games myself, so it's not crazy to want to do them with students. But I also think that games are mathematical, as math is game like. The actual process of being a mathematician is inherently playful. Trying things out, intentional variation, strategizing. I am actively jealous of literacy teachers, who have all these stories about the book that turned this student onto reading (Potter, Bridge to Terabithia, Desperaux, etc.) and we math teachers never get that.  For me games are our best shot. Watching kids play Pokemon or Yu-Gi-Oh you see them doing amazing problem solving.
    2. I'm in favor of gamification, but see that as being different from a math game. There's been some fun discussion of the Ninja board on Twitter with Jim Pai (his ninja board), Jeff Brenneman and @algebraniac1. That's just fun. I think how video games present challenges for which you need new skills and giving you notice for things you've accomplished (level up!) are worthwhile for teachers to think about. And review games are a good use of gamification as well. (Here's my list of other people's review games.)
    3. The Product Game (NCTM online, my copy) is to what I aspire. It's a great game, with the strategy of a Connect Four (which is a real game, if by some chance you haven't played since a kid), but all the game actions are math actions. Furthermore, the encourages you to organize multiplication facts by family, and use patterns to find products you don't know. Evenfurthermore, it encourages reverse thinking preparing students to think about factoring. Plus it is just fun. The game structure is so good it lends itself to adaptations (decimals, fractions, integers, exponents...)
    4. Decimal Point Pickle is one of my favorite games that I made. For students who have worked on decimal representation, it encourages better number sense and place value before moving on to decimal operations. It has a blackjack feel, and never fails to generate excitement. Mathematically, the comparisons of decimals in tenths, hundredths and thousandths have been invaluable.
    5.  Eleusis Express. This is an adaptation I made of a deep and difficult game by Robert Abbott. He captured an essential mathematical process, though: making and detecting patterns. It is an amazing game to play that affords opportunities to reason, discuss arguments, and problem-solve. It really helps me communicate with students the value of capturing thinking. Because it doesn't feel like mathematical content, it is safer for them to struggle. It's just a hard game. Handouts for this are at the top of my games page.
      Plug: I also love Robert's endlessly clever mazes.
    6. Where I'm heading now is trying to get the students to be the game designers. This is done over several sessions, releasing more and more of the design task to them, or by working through the different aspects of design and having them work on the piece of a game. Even students who don't get into the playing of games find this to be rewarding and engaging. Plus, I know from making games that a lot of the math is in the design and getting things to work out correctly.
    7. The framework:
      Adapted from Magic: the Gathering's lead designer's thoughts on design, this framework has helped me to better understand what I'm doing and to make better games.
    People were nice, but I did not make a good presentation. Good thing I had cartoons.

    I came upstairs and my wife asked me how it went. "I was too vague," I said.

    "I'm not sure what you mean," she  says.

    Sigh.

    In retrospect, I should have just talked about the three games, and given some of the play of them. Don't spend time talking about what you're not talking about! But it was a good learning experience, nonetheless, and I love be a part of "PD you like." If you haven't peeked in at #globalmath, give it a try. Most Tuesdays at 9 pm ET. Next week looks good already: Building Intellectual Need.


      Minggu, 07 Agustus 2011

      More GeoGebra 4 Teachers

      I presented two 1.5 hour workshops for teachers at the Michigan Council of Teachers of Mathematics annual conference yesterday Thursday, and thought I'd share a few quick thoughts.  Here's my session page/lesson outline. All handouts are attached.  Even in a computer lab with somewhat slow connections, running Internet Explorer, we were able to have the GeoGebra 4 beta installed and running in 10 minutes.

      EDIT: Later I used those materials to share GeoGebra with the Muskegon Community College Math Tech Bootcamp and a workshop with at the Kent Intermediate School District. The materials are updated from that, and feedback from all three groups are below.

      It doesn't take a lot of experience to introduce teachers to GeoGebra. I mostly just gathered resources, talked about the basics, then let them explore. It's worthwhile for me, too. In a room where many people had not even heard of it before (yet they are at the session - I love teachers' exploratory spirit) they found new corners and features for me to think about. I am no omega-class expert, but I've spent some hours with it. This is a rich program they're giving away for free.

      The basics to me are:
      • understanding the main areas:

      • Tool bar, including pull down tools. Emphasize the selection tool, the move graphics view and zooms

      • Graphics area

      • Algebra view and the View menu for axes, grid and algebra view

      • Input Bar

      • The selection arrow

      • Undo

      • Object properties/Right-clicking objects

      Just a few minutes and people are ready to roll. I made up a page adapted from the 2-day workshop of introductory algebra and geometry tasks, and then had options for further exploration of either. All the handouts are attached to the session page.  By the end of each workshop, most teachers had made something that impressed them. A few just thought it would be valuable for making images for tests and handouts, and I think that's a proper way to start for some people. But most were digging in deep, and several got some math learning out of what they did. "Oh, that's why..." was overheard a few times.

      The teachers recorded their comments on a Google doc (benefit of a computer lab session) and they're embedded below.  If you are a GeoGebra user - share it with your fellows! If you are not, give it a try. You'll find it worthwhile within an hour.

      Or I'll double your money back!

      MCTM Feedback


      MCC Math Tech Bootcamp Feedback


      Kent ISD Feedback

      Rabu, 11 Agustus 2010

      Math and Tech: Wed

      Water heater went this morning so I missed some goodstuff.  Sorry!



      Wed Morning

      Presentation Design - Maria Anderson
      Looks like they discussed topic generation, organizing potential slides and ideas with stickies, and the importance of visuals to go with presentation.  Literally a visual for every point.



      Some resources:
      Modes of presentation:
      • Prezi - groovy visual organizer for slides with very flexible positioning and sizing.  Video imbeddable from youtube, or you can upload .flv. 
      • Animoto - turns a slide show into a video with some slick animation and a soundtrack.  Easy to imbed, upload and share.  Big trick: in Powerpoint, save as jpegs, then they will upload directly.  Spotlight images you want for emphasis.  Easiest to add text in PowerPoint.  Can include video.  Sadly, free accounts can only do 30 sec video, but with the educator account, you can give students access to your account.
      • MindomoMindmeister - mindmaps.  (I might have to use Mindmeister just because of the Music Meister.  Who is the Music Meister?)  Mindomo is flash so no iPad or iPhone.  Mindmeister is HTML5, but has slightly fewer features.
      • What mode to choose?  Consider: venue, audience, time, digital or not, and presentation style
      • Venue: tech available? 1 computer per participant? Room setup? In a computer lab, go for interactivity; for example, mind maps.
      • Content: lots of screenshots, consider just powerpoint.  Full frame easy to see images.
      • Completely digital: not very long, just want to get across a clear single point (eg. function notation)
      • Impact: prezi to make a big impact.  Levers of Change was for futurists, and a big wow was wanted.
       From Dilbert.  Obviously.
        Wednesday Afternoon
        Camtasia Editing - Conan Heiselt

        Camtasia is better than Jing for long format screencast videos, can record from screen and webcam, and has a fairly robust editor.

        Editing tips
        • Export formats: Quicktime (.mov) for most purposes.  Html creates a webpage with a player and a .swf file, but you need to be able to upload folders to make that work online.
        • Control the speed of actions by  their duration.  Actions are transitions from one set of properties to another set.  About a second as a rule of thumb, effects for a second.  Adjust to make your point.
        • Visual effects have meaning, whether you intend them to, or not.  Fade is the most gentle.  Say instead of a shift of seconds you want a shift of hours.  Use a different effect to make your point.
        • Types of effects are transitions, filters and actions.
        • Smartfocus effect is an action that allows the camera to focus in on where your mouse travels.  Smartfocus only works on Camtasia recordings, as they use extra data that was collected by the program.
        • Filters apply in order.  Sometimes this matters but often it doesn't.  Example:  color adjustment, then colorize is more effective.  On the timeline, you can right-click, copy filters to new objects.
        • Properties gearbox allows access to important information and control.  But most things you can do through other tools.  Exception:  rotations of the input video.
        • Custom video action does nothing by itself, but you can learn to use it to do all the transitions.
        • To change aspect ratio hold down shift while resizing.  Default is to preserve aspect ratio because it's video.
        • Choose canvas size, add effects, organize... but do cuts last.  They are the "most destructive" and the hardest to undo.
        Creating or "Look, Ma, I'm a director!"
        • Scripts are helpful.  Ummm... minimize hesitations and... um.... keep you on flow.
        • Storyboards: not for everyone, but can be very helpful.
        • Instead of cutting a clip to get rid of verbal miscues, you can separate the audio and video, and just cut out the offending audio.  You can also do that to keep audio you want without video.  Cut out a corresponding bit of audio later, and realign the clips.
        • Beware of video-noise.  Use zooms and smartfocus (or the custom action to get that effect).  Arrows to direct attention.  (Turn arrows in the property box rather than rotate them parallel to the clip to make the gradient look right.)  Window Spotlight blurs everything outside of a region set apart by contrast.
        • Camtasia uses "tweening" with actions.  Accelerates them in and decelerates them out, as opposed to having them happen with a constant speed.  Can create some strange effects
          by layering actions.
        Sharing
        • Youtube: Choose Youtube or Youtube HD.  Understand it is going to be shrunken down.  Advantages - well known, great indexing for search, better for attracting followers.
        • Screencast:  can embed from screencast.com (TechSmith's videohosting site.) Advantages - doesn't reencode, so clearer, and more control.  You can password protect it, make collections, only allow access to a single movie, etc.  Screencast is where Jing stores video.
        • Blackboard: might be better to use another sharing option then link.
        • iPhone and iPad: export to .mp4
        Good Examples
        Should I put up my sample or not?