Mini-Society: Experiencing Real-World Economics in the Elementary School Classroom

1984 ◽  
Vol 15 (3) ◽  
pp. 243
Author(s):  
George M. Vredeveld ◽  
Marilyn L. Kourilsky
2001 ◽  
Vol 94 (6) ◽  
pp. 450-452
Author(s):  
Susan Socha

In 1998, the keynote speaker for the Virginia Council of Teachers of Mathematics Conference was Gail Burrill. I had read many of her articles and even used some of the materials in her books, but that occasion was the first time that I had heard her speak. During the talk, she described an elementary school classroom that was working on data collection and analysis. The teacher had not provided a template or worksheet for the students to use to collect the data, so they had to come up with their own formats. The teacher acted as a coach, walking around the room as the children counted pumpkins, leaves, and other objects and making suggestions, such as “How do you know which objects your tally marks represent?” The students had to decide how they should represent the objects and then how to present the data in a usable format. Burrill's point was that we sometimes give students too much structure and not enough real-world experience. In a work environment, no one hands employees a set of instructions with a worksheet to collect data and questions to assist in interpreting those data. Workers must design their own experiment as part of the process.


2013 ◽  
Vol 20 (1) ◽  
pp. 8-10
Author(s):  
Erin R. Moss

A good problem can capture students' curiosity and can serve many functions in the elementary school classroom: to introduce specific concepts the teacher can build on once students recognize the need for additional mathematics or to help students see where to apply already-learned concepts. We encourage teachers to use the monthly problem in their own classrooms and report solutions, strategies, reflections, and misconceptions to the journal audience.


2021 ◽  
Vol 10 (1) ◽  
pp. 45
Author(s):  
I Made Satya Vyasa ◽  
I Gede Arta Wibawa

This study aims to build an application to introduce the Sumerta 1 public elementary school building. This research uses AR (Augmented Reality) technology, which with this technology makes it possible to display an object in virtual form in a real world view. The method used in this application is marker-based which identifies the pattern of a marker, in the application development itself the model used is the waterfall model. In the process of building this application, using the Vuforia software development kit (SDK) and Unity as the engine.


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