Sunday, October 14, 2012

Examples of Mathematics Media and Their Apllication

In relation to instructional media, teaching aids as mathematical manipulative are one of the examples used especially in learning mathematics. It is a concrete object which is designed so that a student can learn some mathematical concepts by manipulating them. The use of manipulatives provides a way for children to learn concepts in developmentally appropriate, hands-on ways.

The manipulative materials should relate to the students' real world. Mathematical manipulatives are used in the first step of teaching mathematical concepts, to make the abstract mathematical concepts more concrete to students. Through concrete objects, students can be directed to make representations of mathematical concepts and finally come to concept abstraction. Here is an example of manipulative teaching aid for addition and substraction operation by using cards (Widyantini, 2010).

Mathematics teaching aid for Integer Addition and Subtraction operation.
This media consist of some cards marked positive cards for the cards ("+") and marked negative cards for the card ("-“)



Most of the students at 4th grade still have many difficulties in understanding the arithmetic operations on addition and subtraction of integers. Therefore, teachers always try to develop ways that can facilitate students in understanding addition and subtraction arithmetic operations such integers. One way is to use flah cards marked positive (+) and negative (-). Teaching aid is used to help the students‟ to understand about the concept of integer addition and subtraction operations. Some of the provisions that must be agreed in demonstrating addition and subtraction operations on integers teaching aid are:

1. Providing cards marked "+" and cards marked "-", at minimum of 20 (twenty) cards each. Cards marked "+" are used to represent positive integers and cards marked "-" are used to represent negative integers.


2. Addition operation is the process of adding/giving card "+" or card "- ", while the subtraction operation is the process of taking card "+" or  "-".
The key word is:
give  : add; plus
take  : subtract; minus
c. If the card marked positive meets (in pairs) card marked negative, the result obtained is 0.



Example of the use of the card in addition operation
1). Demonstration to determine the outcome of 2 + 3 = ... Put two "+" cards to represent the number 2 in the first term, and add three "+" cards to represent the number 3 in the second term, the result is five "+" cards. The demonstration shows that 2 plus 3 makes 5. For details, consider the following demonstration.


So, we get 2 + 3 = 5.
2). Demonstration to determine the outcome of 2 + (-3) =…
As in the example no.1



Demonstration to determine the outcome of 2 + (3)



So, we get 2 + (-3) = -1.
Examples of the use of the card in subtraction operation
1). Demonstration to determine the outcome of the 3 + (-2) Put the card marked "+" as many as three to represent the number 3 in the first term. Furthermore, take two cards marked "+" to indicate the minus 2 and show the rest of the cards. From this demonstration, 1 is obtained from the subtractions 3 + (-2). For more details, notice the following demonstration.

So, we get 3 +(-2) = 1
2). Demonstration to determine the outcome of the 2 +(-3)
The process is identical to example 1.
Consider the following demonstration
So, we get 2 +(-3) = -1
Beside those manipulative teaching aid, we also have to know the use of electronic media such as Computer Assisted Instruction (CAI) as mentioned above. Some mathematics softwares are available in the market or published in the website. We might be free to download or buy them. Some examples of mathematics softwares for primary school are Fraction Munchers (MECC), Math Blaster for drill and practice programs. Math Shop (Sholastic Inc), The Island of Dr. Barin (Sierra Discovery Series) - a combination of mathematics and science – are mathematics software for simulation programs (Sharp, 1996). . Drill and practice math program help students become more proficient in their math skills and concepts. The program gives students the needed practice in a highly motivating format and assists the less academically adept child in mastering concepts. Program such as Fraction Munchers (MECC), which focuses on fraction types, equivalent fraction, comparison of fraction, and fraction expression, uses the Pacman arcade format to motivate the learners to improve their skills. The users direct the fraction munchers to “eat” numbers or fractional expressions that match a phrase that appears at the top of the screen. If the users eat an incorrect fraction or are caught by a “troggle” creature, he or she will lose a muncher. The game automatically advances to the next level after the student successfully clears the screen of all the target values.


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