Lee Appelbaum

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United States - Maine - Brunswick
Lee Appelbaum
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Use small group discussions augmented with some computer programming to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapter 2 covers place values, Roman Numerals, and bases other than 10. Very
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Use small group discussions augmented with some computer programming to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapter 6 introduces Fibonacci numbers. Very little programming experience is
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Create an introductory-level program in Snap (Scratch works) to test if a positive integer is a happy number. The first section of the lesson discusses happy numbers, including a definition and some continuation thoughts. The second section works
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Use small group discussions augmented with some computer programming to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapter 3 introduces prime numbers. Very little programming experience is
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Use small group discussions augmented with some computer programming to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapter 4 introduces rational and irrational numbers. Very little programming
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Use small group discussions augmented with some computer programming to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapter 5 introduces triangle and square numbers along with some of their
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Here are four programming activities using Snap (or Scratch) related to pi. Good pi-day activities, though if students independently work on these programs, they may take a few hours to build. 1. Assess the randomness of the first 10,000 digits of
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Use small group discussions augmented with some computer programming to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapter 7 introduces Pascal's Triangle. Very little programming experience is
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Use small group discussions augmented with some computer programming to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapter 8 introduces permutations and combinations. Very little programming
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Use small group discussions augmented with some computer programming to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapter 9 introduces sequences, series, and infinite sets. Very little
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Use small group discussions augmented with some computer programming to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapter 10 expands on the Fibonacci numbers from chapter 6 by looking at the
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Use small group discussions augmented with some computer programming to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapter 1 introduces palindrome numbers. Very little programming experience is
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Use small group and class discussions to enhance the mathematical concepts discussed in "The Number Devil," by Hans Magnus Enzensberger. Chapters 11 and 12 introduce the reader to the mathematicians behind the math is several of the dreams along
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This activity leads students through the development of a Scratch program of a fair game. The results are not intuitive, which leads to the discussion in Part 2 of the activity. While the game seems as if it should be fair, we show that the game
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This activity leads students through the development of a Scratch program of a fair game. The results are not intuitive, which leads to the discussion in Part 2 of the activity. Here is Using Coding to Simulate a Fair Game, Part 1. The first part
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In this activity we develop a Python program based on the probability problem presented in Using Coding To Simulate a Fair Game, Part 1 Using Coding To Simulate a Fair Game, Part 2 Part 1 leads us through the development of the simulation in the
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This is the master file linked to three specific activities. We describe the game in this file and whet one's appetite for the possibly unintuitive result. The first activity leads us through the development of the simulation in Scratch. Little
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Learn how to use a linear function to encrypt the characters in a language enabling you to write secret messages. See how to decode the messages by using the inverse function or through reversing the encryption process on the original character set.
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