Year: 1991
Type: article
Abstract: RATIONALEMathematics education is currently perceived as a focal point for improving education in the United States and other countries [1].During the past decade, numerous efforts have been made to use computers to improve education; there have been both successes and disappointments [2].Past approaches have included using computers for automatic presentation of information, drill and practice, intelligent tutoring, word processing, game playing and simulation.Graphics has also been used, but to a more limited extent, because high-quality graphics hardware has been relatively expensive for classroom, home, and dormitory use.However, the cost of good graphics has been moving steadily downwards, and the level of excitement for using graphics in mathematics education has been growing.Computer graphics helps make abstract concepts concrete and accessible, and it helps motivate students to learn mathematics.The potential uses of interactive graphics in mathematics education are myriad.This panel presents some of the current approaches and explicates some of the possible future directions in applying graphics to mathematics education. PANELISTSJames BIinn, California Institute of Teclmology.Dr. Blinn has been working in collaboration with Professor Tom Apostol on the development of a set of movies employing computer graphics that help teach mathematics.The project, entitled "MATHEMATICS!", has involved a combination of careful pedagogical design and painstaking computer animation to produce the stunning presentations in the set.In the panel, Dr.Blinn presents his views on the panel issues from the standpoint of the MATHEMATICS!project.
Source: ACM SIGGRAPH Computer Graphics
Author: Steven L. Tanimoto
Institution: University of Washington
Language: English
Subfield: Education
Field: Social Sciences
Domain: Social Sciences
SDG: Quality education
Open Access status: bronze
OpenAlex ID: W2037367283
