Stage 6 Math Reflection: Math and Technology
For my final math blog, I would like to share what really stood for me from Stage 6's in class activities, online tasks, and lecture. The obvious "Ah ha" moment is that math expresses itself everywhere. This means that it should not be hard for us to connect math problems to daily applications and student life experiences to make it more meaningful. It is hidden all around us (nature, pinecones, sea shells, counting, construction, baking, navigation, managing time, Darth Vader's mask, pineapples, sports, Mona Lisa, grocery stores, calculating bank's interest rates, shapes, curves, patterns,etc). As a future educator, I can capitalize on this belief to increase students' motivation, interest, attention and emotion in math. Something that I have learned from my math courses, is that mathematics is the universal language that we use everyday without realizing it. I plan to use this strategy to help students discover and learn that math can be fun.
InvestingInOurYouth. (June 8, 2010). Investing in our youth - math is everywhere. Retrieved from https://i.ytimg.com/vi/Hh1M409ed1I/hqdefault.jpg
Before this week's lecture, I had not heard of the SAMR model. It is an acronym for Substitution, Augmentation, Modification and Redefinition and designed by Dr.Ruben Puentedura. What a great reference to use because all technology is NOT created equal. Computer technology is becoming more important in the classroom and it is our responsibility to consider how it might impact teaching and learning. Overall, the model supports and allows educators to design, develop and inject digital learning that uses technology. It is not only about using technology in the classroom, it is all about finding more meaningful uses of technology in teaching. I am going to have to take more time to better understand this approach. Obviously, I want to experiment with it and see how my lessons and assessments can be transformed considering the different stages of the model. The theory is that substitution and augmentation enhance student learning. Modification and redefinition transform student learning. At these two levels, technology allows for student analyzing, evaluating and creating. In my opinion, that is what we want to push our students thinking to include.

Taken in class by Matt DiMartino, Thursday October 19, 2017.
Another factor that resonated to me is that efforts to integrate technology into mathematical classrooms with games and apps can fail to make positive differences in student learning. Students think games are fun and entertaining, but not all math games or apps lead to deeper understanding and greater competency. Have a look at Dr. Boaler's video. She highlights what a game should not do (emphasize speed) and presents three valuable math apps (Wuzzit Trouble, Motion Math, DragonBox) and a game (Mathbreakers) that promote engagement with the math curriculum. Other key features of superior apps and games are that they help students understand key ideas, see the math through animation and visuals and let the participants play and explore while learning mathematics. Dr. Boaler's recommendations give your brain a workout by further developing brain muscles. Now, I will have to consider this advice when choosing educational math games and apps for my students.
Finally, through blogging, I have documented some beneficial strategies, resources, and tips to help make math, a subject that students will love. There will be challenges presented by technology, but I will try and use them as a learning experience. I look forward to implementing everything that I have learned in this course in my fast approaching placement.
Thanks for any feedback and the support.



