Ansel Adams Math Machines

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.

Publication Details

Journal
Scholarly Commons (University of the Pacific)
Published
2025-04-02
Primary Topic
Teaching and Learning Programming
Type
article
Field-Weighted Citation Impact
0.00
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article

Ansel Adams Math Machines

Scholarly Commons (University of the Pacific)
Teaching and Learning Programming
article

Ansel Adams Math Machines

article en

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.

Scholarly Commons (University of the Pacific)
Quality Education
Openalex Percentile: Top 45%
Teaching and Learning Programming
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Ansel Adams Math Machines · Scholarly Commons (University of the Pacific) (2025) | TGRS Research Map | TGRS