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Fyjc Commerce Maths Digest Download Rar Book [epub] Free







































Leading with a deadly serious tone, this thesis briefly addresses the current state of mathematics education and the effectiveness of using it as a tool for commerce. The paper presents an argument that is not exactly targeted at those who can easily grasp complicated mathematical concepts; instead, it is mainly geared towards those with no knowledge of math whatsoever. Its main point revolves around showing how math can actually be used to aid in one's work life instead of being caught up in all the aspects that are forgotten by its practitioners. That being said, this piece does offer insight into its target audience so it should be helpful for someone looking to better understand why algebra has continued to remain unpopularized among professionals despite being deemphasized among college students. The title of this article denotes that it is the recipient of the Japan Association for Research in Computing Education (JARCE'11) Award for Excellence in Research. The study was performed by Shohei Morita, the same researcher who wrote the two articles included in this collection; it is to his credit that they are placed side-by-side. This particular article presents a simulation game—the game was created using an online software package called Java—which calculates one's retail sales based on different objective factors. This simulation game proves that even though it is an approximate measurement, each factor can influence one's ability to achieve certain objectives. The author uses this as a foundation to encourage the use of simulation games as a tool for increasing knowledge of mathematics. This article is a brief review of a study performed by Akira Nishimura, the primary author of the article featured above it. It was published in International Journal on E-Learning and Innovation in Education (IJEIIE). The primary question that the author sets out to answer is, "What do teachers need to know about learning?" In order to determine this, he conducted an experiment at a private kindergarten class over a period of time spanning 10 years. He used three main variables for this experiment: play activities, questions asked by teachers, and classroom materials. He came to the conclusion that teachers need to be creative when asking questions in order to help students grasp a certain topic. No matter how much a teacher knows about a subject, he or she will not be knowledgeable in regards to how best to teach it; therefore, it is up to the teacher's own creativity and enthusiasm that will lead them towards success. This article is the last of the articles that were published in this collection and was published in an international journal titled: Interdisciplinary Journal of Research on Computer Science Education (IJRCE) which is published by Taylor and Francis. It is the only article in the collection which does not have an English translation. It is written by Noriaki Hatsubo, who is a professor at Chuo University. The article deals with the topic of overuse of calculators in Japan. It argues that this problem stems from familiarity with calculators, and that it affects math's learning process due to the fact that calculating with them becomes its own purpose. Hatsubo presents his argument by making use of references to previous research done on this subject matter, as well as examples from his own experience as an educator. cfa1e77820

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