Math Games At Promethean Planet

Logo of Promethean Boards Bound: A Blog About Educational Technology featuring a cartoon map of the Upper Cumberland region

by MARK WEST 02/07/16

Math Games At Promethean Planet

Promethean Planet has many games that can be used by educators. Here are a few that are content-specific.

Math

  • Geometry baseball. Review geometry terms and to calculate perimeter, area, diameter, and circumference.
  • Integer products. In dual user mode have two students or two teams compete to be the first to connect 4 in a row. Rules are shown in the notes page.
  • Math puzzles and games. adapted from a traditional book of math puzzles.
  • Multiplication Baseball. - used for a 5th grade math night.
  • Math War. Using the dual pen mode, two students each pull out a card at the same time. The first student to multiply them (or add them) and verbally say the answer gets to put them into their team box. Students can keep score of how many books they win using the score boxes. This can be a great Math Center. If the students are getting too loud, you can modify it by having the first team to write the correct answer win the point.
  • Sum numbers as close to 100 as possible

References

Burleson, W., & Picard, R. (2004). Affective agents: Sustaining motivation to learn through failure and a state of “Stuck.” Proceedings of Workshop of Social and Emotional Intelligence in Learning Environments, in conjunction with the 7th International Conference on Intelligent Tutoring Systems Maceio, Alagoas, Brazil.

Chang, Y.K., Plass, J.L., & Homer, B.D. (2008). Development and validation of a behavioral measure of metacognitive processes (BMMP). Featured Research presentation at the annual convention of the Association for Educational Communication and Technology (AECT) in October, 2008 in Orlando, FL.

Domagk, S., Schwartz, R., & Plass, J.L. (in press). Defining interactivity in multimedia learning. Computers in Human Behavior.

Leutner, D., & Plass, J.L. (1998). Measuring learning styles with questionnaires versus direct observation of preferential choice behavior in authentic learning situations: The Visualizer/ Verbalizer Behavior Observation Scale (VV–BOS). Computers in Human Behavior, 14, 543–557.

Mandryk, R.L. (2008). Physiological measures for game evaluation. In K. Isbister & N. Shaffer (Eds.) Game usability: Advice from the experts for advancing the player experience. San Fransico: Morgan Kaufmann.

Plass, J.L., Perlin, K., & Nordlinger, J. (2010). The Games for Learning Institute: Research on design patterns for effective educational games. Paper accepted for presentation at the Game Developers Conference, San Francisco, March 9-13, 2010.

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