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Cinderella is a unique, technically very sophisticated teachware for geometry that will be used as a tool by students learning Euclidean, projective, spherical and hyperbolic geometry, as well as in geometric research. Moreover, it can also serve as an authors' tool to design web pages with interactive constructions or even complete geometry exercises.
Combining research-based theory with fresh, practical guidance for the classroom, this is a stimulating resource for all student and practising teachers looking for new ideas and inspiration.
From two authors who embrace technology in the classroom and value the role of collaborative learning comes College Geometry Using GeoGebra, a book that is ideal for geometry courses for both mathematics and math education majors. The book's discovery-based approach guides students to explore geometric worlds through computer-based activities, enabling students to make observations, develop conjectures, and write mathematical proofs. This unique textbook helps students understand the underlying concepts of geometry while learning to use GeoGebra software—constructing various geometric figures and investigating their properties, relationships, and interactions. The text allows students to gradually build upon their knowledge as they move from fundamental concepts of circle and triangle geometry to more advanced topics such as isometries and matrices, symmetry in the plane, and hyperbolic and projective geometry. Emphasizing active collaborative learning, the text contains numerous fully-integrated computer lab activities that visualize difficult geometric concepts and facilitate both small-group and whole-class discussions. Each chapter begins with engaging activities that draw students into the subject matter, followed by detailed discussions that solidify the student conjectures made in the activities and exercises that test comprehension of the material. Written to support students and instructors in active-learning classrooms that incorporate computer technology, College Geometry with GeoGebra is an ideal resource for geometry courses for both mathematics and math education majors.
Math games and workbooks with topics for online small groups of teachers or students to collaboratively learn dynamic geometry. The approach is based on "Translating Euclid." The many GeoGebra files used in VMT courses are pictured in the workbook. Several versions of the workbooks are available, including the version used in WinterFest 2013 and analyzed in "Translating Euclid" and "Constructing Dynamic Triangles Together." Also includes the content of a game version that is available as a GeoGebraBook.
Learn computer programming the easy way with Processing, a simple language that lets you use code to create drawings, animation, and interactive graphics. Programming courses usually start with theory, but this book lets you jump right into creative and fun projects. It's ideal for anyone who wants to learn basic programming, and serves as a simple introduction to graphics for people with some programming skills. Written by the founders of Processing, this book takes you through the learning process one step at a time to help you grasp core programming concepts. You'll learn how to sketch with code -- creating a program with one a line of code, observing the result, and then adding to it. Join the thousands of hobbyists, students, and professionals who have discovered this free and educational community platform. Quickly learn programming basics, from variables to objects Understand the fundamentals of computer graphics Get acquainted with the Processing software development environment Create interactive graphics with easy-to-follow projects Use the Arduino open source prototyping platform to control your Processing graphics
Cinderella.2, the new version of the well-known interactive geometry software, has become an even more versatile tool than its predecessor. The geometry component extends the functionality to such spectacular objects as dynamic fractals, and the software includes two major new components: physical simulation such as of mechanical objects, virtual electronic devices, and electromagnetic properties. Cinderella.2 Documentation offers complete instruction and techniques for using Cinderella.2.
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
This book helps teachers get to grips with using software and offers advice on the different classroom management, differentiation and learning styles issues involved in using a whiteboard in a classroom context by: * Covering issues specific to Primary school teachers integrating whiteboard teaching into their classrooms * Providing cross-curricular strategies that help teachers incorporate the board in a range of subjects * Including screenshots and photos that show what can be created and how to do it * Offering innovative ways of presenting curriculum topics * Including a CD packed full of resources that teachers can develop for their own use.
Proceedings of the 15th European Conference on e- Learning (ECEL 2016)