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MATEMATIKO
MATH PREPARATION CLASSES |
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OVERVIEW OF TABLES MODULES These modules offers three learning modes --- test mode, practice mode, and speed mode. With each mode or menu selection, the learner can choose multiplication, division, addition, or subtraction. The test mode is an inventory of the 81 basic multiplication, addition, subtraction, and division facts. This is used to obtain a baseline and for students who already have a good mastery and wish to improve it. In the practice mode, the student chooses a table that he has a problem with for extra practice. The speed mode is similar to the practice mode, but it encourages speed. When a student has completed, he or she has the opportunity to review the results. A printed copy of the results can be made for the teacher's records. TABLES TEST MODE gives the student a baseline with which to compare progress. Eighty-one basic examples (multiplication, subtraction, division, or addition) are given in a random fashion. That is, no two tests will have the examples in the same order. When an example is answered correctly, the display is shown in blue. When there is an error, the display turns red. On the screen, a student sees three bars.
When completed, the student can print out the results. This includes the percent correct and the duration of the test. The printout also includes a bar graph showing which tables the student needs to work on in the practice or speed modes.
TABLES PRACTICE MODE is used it to practice individual tables. For example, if the chart from the test indicates that a student needs practice with the nines tables. The student will select table nine and the number of examples desired. The developer usually instructs his students to select 50 examples. Fifty examples will then be randomly selected. There will naturally be repeats, but this will help learning. When an example is answered correctly, the display is shown in blue. When there is an error, the display turns red.
The bars found in the test mode above are also used in this mode:
When completed, the student can print out the results. This includes the percent correct. The printout also includes a bar graph showing which examples the student needs to work on in the practice or speed modes.
SPEED MODE encourages students to be quick when practicing. Students can determine how long he or she needs to complete each problem from 2 to 9 seconds. Students should be encouraged to use this mode to increase their speed and accuracy.
This mode works like the practice mode with a few differences. Like the practice test, the student will select a table he or she is having a problem with and like the others, the figures remain blue if the answer is correct and turn red when an error is made. A feature unique to this mode is that after a delay ,selected by the student, the display turns green. The student can choose from one second to nine seconds. The object therefore is not only to come up with the correct response, but to come up with the correct response within two seconds. A second difference between this mode and the practice mode is that when an example is answered correctly and accurately, it is not again bdisplayed on the screen for the current session. This is similar to using flash cards. When a math fact is memorized it is taken out of the pack of flash cards.
PROBABILITY DEMO Graphically shows the outcomes when one die or two dice are rolled ten million times. Can be used after students are given the opportunity to roll their own dice. Good for probability and ratio exercises. The developer gives each student two dice and graph paper to graph the results of rolling dice. The students results often look very much like the results on the computer screen. Differences can be explained by the fact that probability is more accurate at ten million rolls. How long would it take a person to roll dice ten million times? How long does it take the computer?
WHOLE NUMBERS Practice adding, subtracting, multiplying, and dividing whole numbers of varying levels of difficulty. Positive reinforcement is used. The student knows immediately if he is correct or not. If the example is incorrect, the screen text turns red. He is not allowed to continue until he has a correct answer. The student is given the opportunity to choose the number of examples and the level of difficulty. The number of examples correct the first time around is given at the end of the exercise. Also special modules are
included such as:
DECIMALS Practice adding, subtracting, multiplying, and dividing decimal numbers of varying levels of difficulty. Positive reinforcement is used. The student knows immediately if he is correct or not. If the example is incorrect, the screen text turns red. He is not allowed to continue until he has a correct answer. The student is given the opportunity to choose the number of examples and the level of difficulty. The number of examples correct the first time around is given at the end of the exercise. This section includes fraction to decimal conversion. The student selects a denominator family. The example are given in order from smallest fraction to largest. For example if the 5 family is selected. The examples given will be 1/5, 2/5, 3/5 etc. This will help the students see the relationship between fractions and decimals. The instructor can use this to encourage students to memorize some families, such as the thirds and fourths.
VERSION 2.05 · The program runs on MICROSOFT WINDOWS. · The program is shipped on one CD.
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This page updated June 4, 2007
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