ICT in Mathematics:
- Grade five's are beginning to develop a deeper understanding of finances.
- The Australian curriculum (2013) states that in grade five students will learn how to "Create simple financial plans".
- Using games and manipulatives in mathematics education is important for actively engaging all types of learners and cognitive processing mathematical concepts. As a cognitive technology tool, virtual manipulatives provide an externalized representation of mathematical processes, reflect mathematical properties and conventions and reflect the user’s strategic choices while engaged in the mathematical activity (Moyer-Packenham.& Suh, 2011).
Mathematics programs for the classroom:
Study ladder
Study ladder offers an interactive lesson that helps students to learn how to budget. From here teacher can move on to more complex budgets using programs like Money Smart Teaching.
Kathleen Morris wrote on her blog Primary Tech about studyladder saying "I like using the IWB resources and explanation videos as another way to teach a concept. Studyladder also has many other resources for all areas of the curriculum".
Kathleen Morris wrote on her blog Primary Tech about studyladder saying "I like using the IWB resources and explanation videos as another way to teach a concept. Studyladder also has many other resources for all areas of the curriculum".
Money Smart Teaching
Money Smart Teaching offers teachers various interactive on-line games that can be used as a whole class activity to educate students on the value of money, how to save and how to budget.
Games are highly engaging and motivational to students and they also encourage active learning (Crompton, 2011).
Peter Kell, ASIC commissioner states "The key to effective financial literacy education is to start young. We need to engage students and their families on a practical and accessible level – from the very beginning of their schooling.”
Motherpedia (2013) states "ASIC’s digital activities support teachers and parents with learning tools which mirror students’ daily lives".
Games are highly engaging and motivational to students and they also encourage active learning (Crompton, 2011).
Peter Kell, ASIC commissioner states "The key to effective financial literacy education is to start young. We need to engage students and their families on a practical and accessible level – from the very beginning of their schooling.”
Motherpedia (2013) states "ASIC’s digital activities support teachers and parents with learning tools which mirror students’ daily lives".
The Mint
The Mint budgeting game allows students to complete a savings and spending budget based on a yearly income. It discusses the use of savings, interest, spending, budgeting and taxes. This activity can be used as a whole group presentation or set as an assignment task.