Abstract
During Bridge, which is the after-school program at Ansel Adams Elementary School, a K-6 school, there is an hour when students have time to do their work. Many of the students attending Bridge struggle in math and have a hard time doing their homework during the hour. As a baseline of measurement, we gave the students an appropriate mathematical assessment to identify areas of improvement and tracked their scores. As fellows at this site, we combined fun games with math to help with academic motivation and improve the students' math skills. After incorporating the math games we implemented into Bridge, we administered the same assessment again to determine whether our games effectively helped the students and showed signs of improvement. Our initiative within this project is designed to allow students to have a better experience with math and be rewarded for their improvements. We strove to foster an engaging learning environment within Bridge to allow students to grow and have the tools to succeed at Ansel Adams as well as when moving on to the next grades. We intended this project to empower Bridge students to strive to do the best they can in school and shape math into a more enjoyable experience.
Location
DeRosa University Center, University of the Pacific
Start Date
26-4-2025 1:00 PM
End Date
26-4-2025 3:00 PM
Ansel Adams Math Machines
DeRosa University Center, University of the Pacific
During Bridge, which is the after-school program at Ansel Adams Elementary School, a K-6 school, there is an hour when students have time to do their work. Many of the students attending Bridge struggle in math and have a hard time doing their homework during the hour. As a baseline of measurement, we gave the students an appropriate mathematical assessment to identify areas of improvement and tracked their scores. As fellows at this site, we combined fun games with math to help with academic motivation and improve the students' math skills. After incorporating the math games we implemented into Bridge, we administered the same assessment again to determine whether our games effectively helped the students and showed signs of improvement. Our initiative within this project is designed to allow students to have a better experience with math and be rewarded for their improvements. We strove to foster an engaging learning environment within Bridge to allow students to grow and have the tools to succeed at Ansel Adams as well as when moving on to the next grades. We intended this project to empower Bridge students to strive to do the best they can in school and shape math into a more enjoyable experience.