Math Baseball
http://www.funbrain.com/math/


Description
This applet allows students to practice their addition, subtraction, multiplication, and division facts by performing basic computations. They are rewarded for correct answers (the harder the problem, the greater the reward- a home run, for example), and punished for an incorrect answer (an out) in a baseball game format.

Evaluation
What mathematics is (potentially) being learned?

NCTM Standard(s) addressed?
- Numbers and Operations, Grades 6-8: Students must be able to compute fluently to use this applet. Students must use appropriate methods for calculations.

What is the nature of the mathematics?
This program is designed for one or two students to practice their computations of whole numbers. The players may choose to do any of the four operations or a mixture of the four, on whole numbers only. For increased difficulty the players can choose algebra mode where the answer is given, but one of the factors/addends, etc. is missing. In the course of a game, a student will be given many practice problems, and can move on to harder levels or operations if the game becomes too easy.

How does learning take place?
Learning takes place through the continual practice of mathematical computations. Students will strengthen their computational skills through repeated practice. The applet provides a variety of problems with different operations which allows students to focus on more than just one particular operation. By also introducing basic algebra concepts, the applet is preparing students for higher-level computations.

What role does technology play?
The technology turns math computation into a competitive game. The applet allows students to participate in computational practice problems individually or with a partner by creating a math baseball game in which students answer questions correctly in order to get hits and runs. The game provides motivation to succeed in solving problems, as well as reinforces concepts learned in the classroom. It allows for a player to compete against the computer or another human player. It also allows players to instantly change the type of operation they’re playing with and the difficulty level. Little time is wasted on a skill that is too easy or too hard, with just a few clicks. The game can be adjusted to all students so that it is at an appropriate level.

This technology allows students to represent their knowledge of basic addition, subtraction, multiplication, and division computational problems in either an individual or peer setting. The game automates flash card practice, and gives instant feedback about correct/incorrect answers. It offers incentive for correct answers, as that is how the player advances in the game (around the base paths) and ultimately wins (scoring the most runs). The peer setting allows students to communicate while solving problems, even though they may be on opposite teams. They could confer about an answer before entering it- comparing methods of solving and having to justify to one another on how an answer was reached. Even without multiple players on a team, players view one another's successes and mistakes and are essentially getting twice the practice while only being responsible for half of the work.

How does it fit within existing school curriculum?
Computational practice can be a beneficial addition to any school’s curriculum. Students from of any age and grade level can benefit from increased practice. At the middle school level, according to the NCTM’s Numbers and Operations standard, students, "Students should also develop and adapt procedures for mental calculation". The "Math Baseball" applet is a valuable tool for achieving this goal.

How does the technology fit or interact with the social context of learning?
This technology could be used as a partner activity. The applet allows for peers to compete against one-another, allowing for collaboration. It may also be used for individual practice, perhaps for the student that is struggling with their computations and need the extra practice, or for the learner who finishes their work early and "needs something to do". It provides flexibility for the teacher as it offers two game modes that the teacher can use.

How are important differences among learners taken into account?
One of the most beneficial aspects of the game is that it allows for students to choose the most appropriate difficulty level. This allows for all levels of learners the ability to learn and be successful. The game won’t be "too hard" or "too easy" for any student in the classroom. It offers challenges to all students who play.

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