Past projects 3
Make Drones Fly After School
Funded Jun 21, 2015Thanks to your generosity my scholars have been able to find a new joy in solving problems through coding. There is often a fear of failure when it comes to doing mathematics, but within the context of a series of drone challenges, my scholars forget about that fear and are able to really experience the process of learning and what it feels like to struggle through a problem.
This experience will reinforce positive attitudes towards learning in other areas as well and teach my scholars to be more resilient when they come across difficult challenges that they haven't encounter before.
Thank you again for you generous contributions.”
With gratitude,
Ms. Yau
This classroom project was brought to life by Infosys Foundation USA and 4 other donors.Modeling Geometry
Funded Jan 25, 2015Thank you for your generous contributions to bring this projector to our classroom. It has allowed me to use better instructional techniques in the classroom that are more receptive and engaging to my students.
For example, students can watch me model a problem from beginning to end and then practice doing the same for other students. Specifically in Geometry, students can learn how to properly set up a diagram and the label it with the correct notations, which is critical to their success and was not possible before when I only had a TV in the classroom.
Once I switched over from the TV to the projector, I noticed much improvement in their assessments and much better use of mathematical notations. On behalf of my school, thank you again for contributing to the academic success of our students.”
With gratitude,
Ms. Yau
Makerbot for Math
Funded Nov 21, 2013Due to your generous contributions, our Scholars were able to enjoy creating a personalized game of their own, through which they got to explore the mathematical concepts of probability in a probability fair math project. There was an automatic engagement with the project because our Scholars were designing their own games, as well as the pieces for the games with the 3D printer. Because the Scholars had to design their own game, it made them think beyond the procedures of calculating probability, but also about the behaviors of probability when different factors, such as the criteria for winning or losing, are changed.
This also allowed Scholars to be pushed out of their comfort zone because our Scholars often lack the confidence in approaching mathematics without a given procedure and shut down when they encounter a context they are not familiar with. The project allowed Scholars to make connections through contexts they created on their own and made them practice changing what's abstract in math into a relevant context.
On the day of the probability fair, the Scholars and visiting teachers played the games that the Scholars created, and Scholars had the opportunity to win raffle tickets either from being a player or the creator of the game. The winners with the most raffle tickets earned the opportunity to print any item they could find on thingiverse.com, which made the winning Scholars feel special, since no one else they knew had the item they chose. It also motivated other Scholars who didn't win to be excited about future projects that would give them an opportunity to earn this same privilege.
Once again, I would like to thank all of you for making what I've mentioned above possible.”
With gratitude,
Ms. Yau
This classroom project was brought to life by MakerBot and 4 other donors.