Using Virtual Manipulatives in Teaching Mathematics through a Multimedia Approach
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Fulmer, J. (2004). Using Virtual Manipulatives in Teaching Mathematics through a Multimedia Approach. In L. Cantoni & C. McLoughlin (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2004 (pp. 2215-2216). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/12329.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2004
Lorenzo Cantoni & Catherine McLoughlin
More Information on EDMEDIA
Table of Contents
Abstract: Learning and understanding mathematics, at every level, requires student engagement. Mathematics is not, as has been said, a spectator sport. Too much of current instruction fails to actively involve students. One way to address the problem is through the use of manipulatives, physical objects that help students visualize relationships and applications. Computers can now be used to create virtual learning environments to address the same goals. This roundtable session will focus on various virtual manipulatives that can be used in teaching mathematics. Mathematics topics to be explored include Number & Operations, Algebra, Geometry, Measurement, and Data Analysis & Probability. References will include several online websites.
- A mathematical analysis of semantic maps, with theoretical and applied implications for blended learning software
- Research on Use Virtual Manipulatives
- Computer Technology, Special Needs Students, and the Inclusion Classroom
- Third-Graders Learn About Fractions Using Virtual Manipulatives: A Classroom Study
- Merging Technology & Mathematics Instruction: The Case of Virtual Manipulatives & Geometric Concepts
- Distributed Learning: Motivated Classrooms
- The Current Use of Technology in Elementary Schools: Implications for Teacher Education
- Geometric Skills: From Hands-On Manipulatives to the LOGO Turtle’s Path
- The Impact of Virtual Manipulatives on First Grade Geometry Instruction and Learning
- Third generation educational use of computer games
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