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MathQuest
Project type
Grade-Level Math
Location
Hyde Park Elementary, Jacksonville, FL
Teacher Leader
Crystal Williams-Moxey
Documentation
*Primary Observation*
Observations emphasized a clear belief among students that technology can substantially enhance their math learning experiences. A combination of interactive tools, personalized learning, collaborative environments, and a supportive approach is necessary to foster improvements in math scores and attitudes towards the subject.
*Primary Design Challenges*
(1)How might we incorporate technology and digital tools to enhance math learning and practice inside and outside of the classroom?
(2)How might we enhance student engagement in math through gamification, making math learning more interactive and enjoyable?
*Solution Approach*
Interactive Math Apps L.L learning App: Introduce engaging math applications that offer adaptive learning experiences. These apps can provide immediate feedback, track student progress, and adjust difficulty levels based on individual needs, complementing traditional and benchmark questions and instruction.
Providing a classroom response system that integrate mobile polling during lessons to gauge student understanding in real-time. This immediate feedback can guide instruction, ensuring that traditional methods are effectively supplemented with technological insights.
Gamification: Transform math concepts into games where students earn points or rewards for completing challenges and practicing skills. This approach maintains the structure of traditional teaching while leveraging technology to motivate students. Quizizz, Boddle, Kahoot, Prodigy ect.
*Additional Participants*
Olivia Lloyd and Jacky Manisilla



















