STANDARD 5 - TOOLS AND TECHNOLOGY
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All students will regularly and routinely use calculators,
computers, manipulatives, and other mathematical tools to enhance
mathematical thinking, understanding, and power.
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Standard 5 - Tools and Technology - Grades 3-4
Overview
This standard addresses the use of calculators, computers and
manipulatives in the teaching and learning of mathematics. These
tools of mathematics can and should play a vital role in the
development of mathematical thought in students of all ages.
In grades 3 and 4, manipulatives have traditionally not been
used as much as they have been in the primary grades. It is fairly
common for teachers at this level to think that once initial notions
of number and shape have been established with concrete materials in
the lower grades, the materials are no longer necessary and a more
symbolic approach is preferable. Research shows, however, that
concrete materials and the modeling of mathematical operations and
concepts is just as useful at these grade levels as it is for younger
students. The content being modeled is, of course, different and so
the models are different - but no less important.
Third- and fourth-graders can use square tiles to model one-digit
multiplication arrays in a manner that makes the operation very
meaningful for them, and later use base-ten blocks to model two-digit
multiplication arrays. The added advantage to this kind of a model is
the degree to which students who have used it can visualize
what's happening with the factors in the problem and so can
develop much better estimation and mental math skills than students
who have simply learned the standard paper-and-pencil algorithms. The
relationship between multi-digit multiplication and division is also
clearly shown by such models.
Geometry models, both two- and three-dimensional, are an important
part of learning about geometry and development of spatial sense in
students of this age. Students should use geoboards to explore area
and perimeter and to begin to develop procedures for finding the areas
of irregular shapes. They can also use construction materials like
pipe cleaners and straws to make three-dimensional geometric shapes
like cubes and pyramids so that they can study them directly. Such
models make it much easier to determine the number of faces or edges
in a figure than two-dimensional drawings.
Third- and fourth-graders should also be in the habit of using a
variety of materials to help them model problem situations in other
areas of the mathematics curriculum. They might use different colored
unifix cubes to represent all of the different double-decker ice cream
cones that can be made with three different flavors of ice cream.
They should be able to use a variety of measurement tools to measure
and record the data in a science experiment. They might use coin
tosses or dice throws to simulate real-world events that have a
one-in-two chance or a one-in-six chance of happening.
This list is, of course, not intended to be exhaustive. Many more
suggestions for materials to use and ways to use them are given in the
other sections of this Framework. The message in this section
is a very simple one - concrete materials help children construct
mathematics that is meaningful to them.
There are several appropriate uses for calculators at these
grade levels. It is never too early for students to be introduced to
the tool that most of the adults around them will use whenever they
deal with mathematics.
The use of calculators at this level does not imply that students
don't need to develop arithmetic skills traditionally introduced
at the primary level. They certainly do need to develop these skills.
This Standard does not suggest that all traditional learning be
replaced by calculator use; rather, it calls for the appropriate and
effective use of calculators.
One of the most effective uses of the calculator with young
children which can be continued in grade three is the use of the
constant feature of most calculators to count, forward or backward, or
to skip count. This process allows children to anticipate what number
will come next and then get confirmation of their guess when they see
it come up in the display. Students can greatly enhance their
estimation ability through calculator use. Range-finding games
ask students, for instance, to add a number to 342 that will give them
an answer between 800 and 830. After the estimate is made, it is
punched into the calculator to see whether or not it did the job.
Calculators will also prompt students to be curious about
mathematical topics to which they are about to be introduced. For
example, while routinely using calculators in problem solving
activities, some students may notice that whenever they add, subtract,
or multiply two whole numbers, they get a whole number for an answer.
Sometimes that happens for division, too, but sometimes when they
divide they get an answer like 3.5. What does that mean?
These kinds of questions offer a great opportunity for some further
exploration and investigation; for example, Which problems give you
answers like those? What happens when you solve those problems
using pencil-and-paper?
Computers are a valuable tool for students in third and
fourth grade. As more and more computers find their way into these
classrooms, the software available for them will dramatically improve;
however, there are already many good programs that can be used with
students of this age. MathKeys links on-screen manipulative
materials to standard symbolic representations and to a writing tool
for children. Logo can be used by students to explore computer
programming and geometry concepts at the same time.
Tesselmania! and other programs offer an opportunity to
play with geometric transformations on the screen and produce striking
designs. The King's Rule is a program that asks
students to determine the rules that distinguish one set of numbers
from another, fostering creative and inductive thinking. The World
Wide Web can be an exciting and eye-opening tool for third-and
fourth-graders as they retrieve and share information. Specifically,
in these grades, they might look for state populations, meteorological
data, and updates on current events.
Standard 5-Tools and Technology-Grades 3-4
Indicators and Activities
The cumulative progress indicators for grade 4 appear below in
boldface type. Each indicator is followed by activities which
illustrate how it can be addressed in the classroom in grades 3 and
4.
Building upon knowledge and skills gained in the preceding grades,
experiences in grades 3-4 will be such that all students:
1. Select and use calculators, software,
manipulatives, and other tools based on their utility and
limitations and on the problem situation.
- Students participate in races between some
students who use calculators and others who use mental math, each
working to complete a set of computation problems involving newly
learned arithmetic skills. They try to determine what makes the
calculator a useful tool in some circumstances (large numbers, harder
operations) and not terribly useful in others (basic facts, easy
numbers).
- Students work through the Tiling a Floor
lesson that is described in the First Four Standards of this
Framework. Third grade students test various shapes made of a
variety of materials to determine which can be used to tessellate an
area.
- Students choose to use a computer spreadsheet on
their classroom computer as a neat way to organize tables and charts,
but they also use a full-function word processor when there is a good
deal of text involved or when using different fonts and text
formatting.
- Students use base ten blocks rather than
popsicle sticks when performing operations with large numbers because
they can create models more efficiently and more quickly with
them.
2. Use physical objects and manipulatives to model
problem situations, and to develop and explain mathematical
concepts involving number, space, and data.
- Students use base ten blocks to demonstrate the
operations of multiplication and division with multi-digit numbers
using both repeated subtraction and partition methods.
- Students work through the Sharing Cookies
lesson that is described in the First Four Standards of this
Framework. Fourth grade students use manipulatives to
determine how to divide 8 cookies equally among 5
people.
- Students use a variety of devices such as dice, coin flips,
spinners, and decks of cards for generating random numbers and
understand the essential equivalence of these devices.
- Students use pipe cleaners and straws to build
and study three-dimensional objects, finding it easier to discuss
things like numbers of edges, faces, and vertices and the
relationships among them if they have a physical model with which to
work.
- Students use geoboards to solve Farmer
Brown's problem. She has 16 meters of fencing and wants to fence
in the largest rectangular area possible for her dog to romp around
in.
- Students use colored rods or pattern blocks to
develop early notions of fractions, using different rods or blocks as
the unit and discovering by trial-and-error the resulting fractional
values of all of the other pieces.
3. Use a variety of technologies to discover number
patterns, demonstrate number sense, and visualize geometric
objects and concepts.
- Students play the game target practice in
the New Jersey Calculator Handbook. In it, one student enters
a number into a calculator to be used as an operand, enters an
operation (addition, subtraction, multiplication, or division) into
the calculator by pressing the appropriate sign, and then specifies a
"target range" for the answer. For instance, the student
may enter: 82 x and specify the range as 2000-3000. A
second student must then enter a second operand into the calculator
and press the equals key. If the answer is within the specified
target range, the shot was a bull's eye.
- Students play The Biggest Product, also
from The New Jersey Calculator Handbook. In it, four
cards are dealt face up from a shuffled deck of cards containing only
the cards from ace to nine. The students who are playing then use
their calculators to try to compose the multiplication problem that
uses only the digits on the cards, each only once, that has the
largest possible product. After several rounds, the students begin to
notice a pattern in their answers and become much more efficient at
finding the correct problems.
- Students begin to use Logo to create geometric
figures on the computer screen. They write routines that have the
turtle's path describe a square, a rectangle, a triangle, and
other standard polygons. As a challenge, they write a routine to have
the turtle draw a simple house with windows and a roof.
- Students solve the problems posed in Logical
Journey of the Zoombinis by using logic and classification and
categorization skills. In it, they create Zoombinis, little creatures
that have specific characteristics that allow them to accomplish
specified tasks.
- After reading Counting on Frank by Rod
Clement, students practice their estimation skills by using software
of the same title.
4. Use a variety of tools to measure mathematical and
physical objects in the world around them.
- Students regularly use both analog and digital
stopwatches to practice timing events that happen in short time
periods such as: the amount of time it takes a classmate to recite
the Pledge of Allegiance or count to 60, how long a classmate takes to
run a 50 meter dash, or how long the morning announcements take. They
begin to record the elapsed time in decimals that include tenths or
hundredths of a second.
- Students first estimate and then use a metric
trundle wheel to measure long distances such as the distance from the
cafeteria doors to the sandbox, the distance from the classroom door
to the principal's office door, or the distance all the way
around the school on the sidewalk.
- Students read Counting on Frank by Rod Clement and
repeat some of the estimates made by the boy in the book. How many
peas would it take to fill up the room? How long a line can a
pen write? They make up their own silly things to estimate, and
devise ways to make the appropriate measures and estimates.
5. Use technology to gather, analyze, and display
mathematical data and information.
- Students use the New Jersey State homepage
http://www.state.nj.us on the World Wide Web to gather data about the
latest reported populations for each of the municipalities in their
county. They then enter the collected data into a simple spreadsheet
and use its graphing function to produce a bar graph of all of the
populations of the towns and cities. They highlight their own town to
show where it stands in relationship to the others.
- Students use the Graphing and Probability
Workshop or similar software to generate large amounts of random
data. This software simulates a variety of probability experiments
including up to 300 coin tosses, spinner spins, and dice rolls.
Discussions focus on whether the simulated outcomes were as expected
or were different from what was expected.
- There is always math help available at the
Dr. Math World Wide Web site (dr.math@forum.swarthmore.edu). In
Dr. Math's words, "Tell us what you know about your problem,
and where you're stuck and think we might be able to help you.
Dr. Math will reply to you via e-mail, so please be sure to send us
the right address. K-12 questions usually include what people learn
in the U.S. from the time they're five years old through when
they're about eighteen."
References
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Association of Mathematics Teachers of New Jersey.
The New Jersey Calculator Handbook. 1993.
Clement, Rod. Counting on Frank. Milwaukee, WI: Gareth
Stevens Children's Books, 1991.
Software
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Counting on Frank. EA Kids Software.
Graphing and Probability Workshop. Scott
Foresman.
Logical Journey of the Zoombinis. Broderbund.
Logo. Many versions of Logo are commercially
available.
MathKeys. Minnesota Educational Computing
Consortium (MECC).
Tesselmania! Minnesota Educational
Computing Consortium (MECC).
The King's Rule. Sunburst Communications.
On-Line Resources
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http://dimacs.rutgers.edu/archive/nj_math_coalition/framework.html/
The Framework will be available at this site during Spring
1997. In time, we hope to post additional resources relating to this
standard, such as grade-specific activities submitted by New Jersey
teachers, and to provide a forum to discuss the Mathematics
Standards.
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