Download Free Quantitative Literacy Through Games And Gambling Book in PDF and EPUB Free Download. You can read online Quantitative Literacy Through Games And Gambling and write the review.

This book was developed to address a need. Quantitative Literacy courses have been established in the mathematics curriculum for decades now. The students in these courses typically dislike and fear mathematics, and the result is often a class populated by many students who are unmotivated and uninterested in the material. This book is a text for such a course; however, it is focused on a single idea that most students seem to already have some intrinsic interest in and is written at an accessible level. It covers the basic ideas of discrete probability and shows how these ideas can be applied to familiar games (roulette, poker, blackjack, etc.). The gambling material is interweaved through the book and introduced as soon as the necessary mathematics has been developed. Throughout, mathematical formalism and symbolism have been avoided, and numerous examples are provided. The book starts with a simple definition of probability, goes through some basic concepts like combining events and expected value, and then discusses some elementary mathematical aspects of various games. Roulette is introduced very early on, as is the game of craps, which requires some knowledge of conditional probability. Other games like poker, blackjack, and lotteries, whose study requires some rudimentary combinatorics, come shortly thereafter. The book ends with a brief introduction to zero-sum games, with some attention paid to the use of these ideas in studying bluffing. In addition to discussion of these traditional games, the author motivates probability by talking about a few applications in legal proceedings that illustrate how mathematics has been misused in the courtroom. There is also a discussion of the Monty Hall problem, a nonintuitive result in probability that has an interesting and colorful history. Hopefully, students studying from this text will find that mathematics is not as horrible as they have always thought and offers some interesting applications in the real world. This should perhaps be the goal of any quantitative literacy course.
This book was developed to address a need. Quantitative Literacy courses have been established in the mathematics curriculum for decades now. The students in these courses typically dislike and fear mathematics, and the result is often a class populated by many students who are unmotivated and uninterested in the material. This book is a text for such a course; however, it is focused on a single idea that most students seem to already have some intrinsic interest in and is written at an accessible level. It covers the basic ideas of discrete probability and shows how these ideas can be applied to familiar games (roulette, poker, blackjack, etc.). The gambling material is interweaved through the book and introduced as soon as the necessary mathematics has been developed. Throughout, mathematical formalism and symbolism have been avoided, and numerous examples are provided. The book starts with a simple definition of probability, goes through some basic concepts like combining events and expected value, and then discusses some elementary mathematical aspects of various games. Roulette is introduced very early on, as is the game of craps, which requires some knowledge of conditional probability. Other games like poker, blackjack, and lotteries, whose study requires some rudimentary combinatorics, come shortly thereafter. The book ends with a brief introduction to zero-sum games, with some attention paid to the use of these ideas in studying bluffing. In addition to discussion of these traditional games, the author motivates probability by talking about a few applications in legal proceedings that illustrate how mathematics has been misused in the courtroom. There is also a discussion of the Monty Hall problem, a nonintuitive result in probability that has an interesting and colorful history. Hopefully, students studying from this text will find that mathematics is not as horrible as they have always thought and offers some interesting applications in the real world. This should perhaps be the goal of any quantitative literacy course.
Health Technology Literacy: A Transdisciplinary Framework for Consumer-Oriented Practice examines the wide range of resources used by health consumers to inform, support decision-making, self-monitor, build supportive social networks online or via cell phone, and engage in treatment using interactive programs online or on CD or related media. Using evidence-based practice and relevant theories, this unique text analyzes the trend for health care systems to be reactive, while consumers are proactive for health technology.
"I finally understand why I need to learn some math!" says a student after finishing a course that used Quantitative Literacy. That enthusiastic response gets to the heart of how this remarkable textbook works. Quantitative Literacy shows students that they use math in their everyday lives more than they realize, and that learning math in real-world contexts not only makes it easier to get better grades, but prepares them for decisions they’ll face about money, voting and politics, health issues, and much more. The authors draw on a wide range of examples to give students basic mathematical tools— from sports to personal finance to sociopolitical action to medical tests to the arts—with coverage that neatly balances discussions of ideas with computational practice.
Active engagement is the key to learning. You want your students doing something that stimulates them to ask questions and creates a need to know. Teaching Mathematics Through Games presents a variety of classroom-tested exercises and activities that provoke the active learning and curiosity that you hope to promote. These games run the gamut from well-known favorites like SET and Settlers of Catan to original games involving simulating structural inequality in New York or playing Battleship with functions. The book contains activities suitable for a wide variety of college mathematics courses, including general education courses, math for elementary education, probability, calculus, linear algebra, history of math, and proof-based mathematics. Some chapter activities are short term, such as a drop-in lesson for a day, and some are longer, including semester-long projects. All have been tested, refined, and include extensive implementation notes.
The International Handbook of Research in Children's Literacy, Learning and Culture presents an authoritative distillation of current global knowledge related to the field of primary years literacy studies. Features chapters that conceptualize, interpret, and synthesize relevant research Critically reviews past and current research in order to influence future directions in the field of literacy Offers literacy scholars an international perspective that recognizes and anticipates increasing diversity in literacy practices and cultures
The allure and marketplace power of digital technologies continues to hold sway over the field of education with billions spent annually on technology in the United States alone. Literacy instruction at all levels is influenced by these evolving and ever-changing tools. While this opens the door to innovations in literacy curricula, it also adds a pedagogical responsibility to operate within a well-developed conceptual framework to ensure instruction is complemented or augmented by technology and does not become secondary to it. The Handbook of Research on Integrating Digital Technology With Literacy Pedagogies is a comprehensive research publication that considers the integration of digital technologies in all levels of literacy instruction and prepares the reader for inevitable technological advancements and changes. Covering a wide range of topics such as augmented reality, literacy, and online games, this book is essential for educators, administrators, IT specialists, curriculum developers, instructional designers, teaching professionals, academicians, researchers, education stakeholders, and students.
Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.