From Wikipedia, the free encyclopedia


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

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.

See also

  • 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

References

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


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

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.

See also

  • 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

References

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

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