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Computer-based mathematics education

 
Wikipedia: Computer-based mathematics education
Sets of Mathematics, Education, and Computers

Computer-based mathematics education (CBME) is an approach to teaching mathematics that emphasizes the use of computers. It is still a developing field which has yet to realize the expectations formed in the early days of computing.[1]

Computers in education

Computers are used in education in a number of ways, such as interactive tutorials, hypermedia, simulations and educational games [2].

Tutorials are types of software that present information, check learning by question/answer method, judge response and provide feedback[2] and usually provide students study personally. MathMedia Educational Software and Bilelim Geometry are examples of this type.

Hypermedia provides students a database of information with multiple navigation methods and learning facilities, and also, a freedom of independence during the learning[2].

Simulations provide students interaction with in order to learn as it were real life[2] and use the storage and processing features of computers. An example is Crocodile-Clips.

Educational games are more like simulations and used from elementary to college students[2]. The Incredible Machines is a good example of this type.

References

  1. ^ Nicolas Balcheff, James Kaput (1996), "13 Computer-based Learning Environments in Mathematics", International Handbook of Mathematics Education, Springer, pp. 469, ISBN 9780792335337, http://books.google.com/books?id=0TC-CYCHoPUC 
  2. ^ a b c d e Stephen M. Alessi, Stanley R. Trollip (2001), Multimedia for Learning, Allyn and Bacon, ISBN 9780205276912, http://books.google.co.uk/books?id=k20EAAAACAAJ 

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