Computer-based mathematics education

Computer-based mathematics education (CBME) is an approach to teaching mathematics that emphasizes the use of computers and mathematical software.

Computers in math education

Computers are used in education in a number of ways, such as interactive tutorials, hypermedia, simulations and educational games.[1] Tutorials are types of software that present information, check learning by question/answer method, judge responses, and provide feedback.[1] Educational games are more like simulations and are used from the elementary to college level.[1] E learning systems can deliver math lessons and exercises and manage homework assignments.

Computer-based mathematics

See also

3D sketch of powered carrel cubicles to get computers on the desk in the classroom for computer-based math, CAD, CAM, BIM, computer-aided engineering, computer programming, animation software, science software applications, and more.
  • ALEKS, a computer-based education system that includes mathematics among its curricula
  • Computer-Based Math, a project aimed at using computers for computational tasks and spending more classroom time on applications
  • Mathletics (educational software), a popular K-12 mathematics learning program from 3P Learning
  • Mathspace, a similar program for students aged 7-18, founded in Australia in 2010
  • Sokikom, a team-based math learning game
  • Mathlete
  • Datathons
  • Manim - open-source library for Python that does mathematical animations and visualizations
  • The Math(s) Fix - 2020 book by Conrad Wolfram on computational mathematics education
  • Zearn - online K-8 digital math curriculum widely used in elementary and middle schools in the United States
  • DreamBox Learning - online K-8 digital math curriculum

References

  1. ^ a b c Stephen M. Alessi, Stanley R. Trollip (2001), Multimedia for Learning, Allyn and Bacon, ISBN 978-0-205-27691-2