Word: mathes
(lookup in dictionary)
(lookup stats)
Dates: all
Sort By: most recent first
(reverse)
...could barely survive high school, much less college, but even students who have trouble reading routinely get into college. In fact, more than 600,000 of the freshmen who arrived at U.S. colleges this fall--remarkably, 29% of the total--are taking at least one remedial reading, writing or math class. Taxpayers spend approximately $1 billion a year on the classes...
...graduate most of Cal State's remedial kids. The visitors tutor pupils in the basics and carefully explain what classes they will need to get in and stay in. With the extra push in high school, not as many Cal State freshmen need remediation: the percentage testing into remedial math fell from 54% in 1997 to 46% last year. (The proportion who must take remedial English rests stubbornly...
With President Bush's recent call for more extensive school testing, the pressure to give children an edge on math and science skills is more intense than ever. To many parents, buying computer software may seem like the right solution. But according to some experts, exposing kids to math on the computer too early may do more harm than good...
...kids get older, visual representation is more important, and we've found that virtual manipulatives in computer programs are really popular with middle-school kids because they don't feel like it's baby stuff," says Shelley Goldman, associate professor of math at Stanford University's School of Education. Researchers have found that in some cases good software can do a better job of explaining a complex math or science problem to a 10-year-old than a person can. The trick is finding the right software...
...such math program is Math for the Real World (Knowledge Adventure; ages 10 to 14; $30). This game invites players to join a band and go on a tour across the country; along the way, they have to solve practical problems, such as budgeting for band equipment, food and gas. "Real world" can also mean any scenario in which math or science decisions have lifelike consequences. For example, in the science program Zap! (Edmark/Riverdeep; ages 8 to 12; $30), cartoon characters in a virtual physics lab ask for help manipulating lasers, electrical circuits and sound waves...