The webpage that follows contains the guidelines which the directors of Project Sirius give to our student resource developers. From this, the reader can have a glimpse at the structure of our curricular resources.
Before you start designing, research on what/how mathematics is taught in schools.
- Skim online textbooks, syllabus, etc. to learn in detail what the expected learning outcomes for your concepts are.
- Feel free to use online resources for examples and ideas, but try to add your own flavors. We want this to be made by awesome students like you, for students. Remember to cite everything you use.
Follow the curriculum so that teachers can adapt it more easily into their classes.
- List of topics can found on the webpage named “Curricular Topics”
- In general, don’t stray from these topics. If you have an idea and are not sure if it fits, please talk to the directors of Project Sirius.
- Make each activity specific to one topic.
Give teacher notes and suggestions, but do NOT command them how to teach.
- Else the teachers can get defensive. We just want to help them, not direct them.
- Tables like this are good:
How might it be recognized?
What questions could the teacher ask?
|Students are confused on (some specific) topic.||People are staring, not responding to questions.||Ask a simpler question that the students know, then go back and slowly build things up.|
We want to promote Green
- Whenever possible, use examples and problems about an environmental topic.
- In particular, try to rephrase word problems.
- These subtle nudges matter a LOT if we all weave them into our activities.
Provide clear instructions that the teacher can follow to run the activities the way you want to run them, without the need of a person to clarify the instructions in real time. Teachers often may decide to make changes to the activity to better fit their class plans. Furthermore, our resources may be used by teachers from communities with vastly different demographics. Hence, design easily adaptable versions of the activities.
Remember: make everything interactive, approachable, hands-on, and engaging!
Types of Activities
- Games and Projects
- Good for introducing or reviewing a topic
- Make sure it’s still math focused -- e.g. not a bunch of logical games
- Interactive examples, problems, & puzzles
- Make them approachable and NOT repetitive
- Remember, this isn’t for already very talented math students! Make EASY problems that:
- Are approachable in many ways (provide example approaches!)
- Connect to other concepts
- Start easy, but lead to deeper explorations
- Provide hints & guidelines for students
- Provide questions for teachers to ask (see previous page for an example table)
- If you want, you can create Youtube videos demonstrating an example yourself and how to teach it creatively
- If possible, connect to other areas of real life by explaining concepts using examples from art, language, science, etc.
Regarding competitive environments:
- They are great for engagement and a deep learning curve. However, take care to avoid students giving up due to frustration/losing.
- Possible ideas:
- Students are divided up into teams of the same size. The team then receives an interesting but challenging problem set focused on the topic at hand. The team's goal is to explore the problems and try to solve all of them. Design the activity so that student in a team will naturally present/contribute an equal amount. At the end of the activity, teams submit their solutions for grading or comments/feedback from the teacher, as appropriate.
- Make the “win” condition flexible, so that students who understand/explore the most, not just those who are “best” at math, are rewarded
- Jigsaw classroom (www.jigsaw.org)
- Make sure that throughout the activity, students of all levels feel involved
- Reflection at the end to make sure everyone learned something
This is just a framework. Go free with your ideas, we are excited to see what you can create!