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BEED 7 REVIEWER

TWIN GOALS:
• Critical Thinking - intellectually disciplined process of actively and skillfully conceptualizing, applying,
analyzing, synthesizing, and/or evaluating information gathered from, or generated by, observation, experience,
reflection, reasoning, or communication, as a guide to belief and action. (Scriven and Paul, 1987)
• Problem Solving - finding a way around a difficulty, around an obstacle, and finding a solution to a problem
that is unknown. (Polya, 1945 & 1962)

CONTENT AREAS (MATHTED & SEI, 2010):


• Numbers and Number Sense - concepts of numbers, properties, operations, estimation, and their applications.
• Measurement - use of numbers and measures to describe, understand, and compare mathematical and concrete
objects.
• Geometry - two- and three- dimensional figures and their relationships, spatial visualization, reasoning, and
geometric modelling and proofs.
• Patterns and Algebra - patterns, relationships, and changes among shapes and quantities.
• Statistics and Probability - collecting and organizing data using charts, tables, and graphs; making predictions
about outcomes.

SKILLS AND PROCESSES:


• Knowing and Understanding
• Estimating, Computing, and Solving
•Visualizing and Modelling
• Representing and Communicating
• Conjecturing, Reasoning, Proving, and Decision-Making
• Applying and Connecting

VALUES AND ATTITUDES:


• Accuracy
• Creativity
• Objectivity
• Perseverance
• Productivity

TOOLS:
• Manipulative Objects
• Measuring Devices
• Calculators and Computers
• Smartphones and Tablet PCs
• Internet

CONTEXT - locale, situation, or set of conditions of Filipino learners


• Beliefs
• Environment
• Language
• Culture
• Learner's Prior Knowledge and Experiences

LEARNING PRINCIPLES AND THEORIES:


• Experiential and Situated Learning - experiential: David Kolb; making sense of direct everyday experiences;
Lave and Wenger; situated: Lave & Wenger; learning in the same context in which concepts and theories are
applied
• Reflective Learning - learning that is facilitated by reflective learning.
• Constructivism - knowledge is constructed when the learner is able to draw ideas from his/her own experience
and connect them to new ideas.
• Cooperative Learning - working with fellow learners as they all engage in a shared task.
• Discovery and Inquiry-based Learning - students learn when they make use of personal experiences to
discover facts, relationships, and concepts. (Bruner, 1961)

WHOLE NUMBERS
MULTIPLICATION DIVISION - left < right = divisible
Lattice Method DPMA

NUMBER THEORY
PRIME FACTORIZATION
PRIME - 2 factors (1 and itself)
COMPOSITE - more than 2

Greatest Common Factor - numbers that can multiply a given number Least Common Multiple - multiples of N

FRACTIONS
Improper Fraction - Mixed Number Mixed Number - Improper Fraction

FRACTIONS IN SIMPLEST FORM


- Find the GCD and divide.
ADDITION OF:
DISSIMILAR FRACTIONS MIXED NUMBERS

SUBTRACTION OF DISSIMILAR FRACTIONS - same process as addition, but subtract.

MULTIPLICATION OF:
FRACTIONS MIXED NUMBERS

DIVISION OF:
FRACTIONS FRACTION ÷ WHOLE NUMBER
FRACTION ÷ MIXED NUMBER WHOLE NUMBER ÷ MIXED NUMBER

DECIMALS
DIVISION OF:
WHOLE NUMBERS ÷ DECIMAL

RATIO AND PROPORTION


KINDS OF PROPORTION
• Direct Proportion - a ⬆ : b ⬆ or a ⬇ : b ⬇ • Inverse Proportion - a ⬆ : b ⬇ or vice versa

• Partitive Proportion
PERCENT
• Percent - Fraction: 9% = 9/100
• Fraction - Percent: - numerator ÷ denominator
- move decimal point twice to the right / multiply to 100
- put percent (%)
• Percent - Decimal: - remove percent (%)
- move decimal point twice to the left / divide to 100
• Decimal - Percent: multiply to 100 or move decimal point twice to the right
• Percent - Ratio: - percent ➡ fraction ➡ ratio (35% ➡ 35/100 ➡ 35 : 100)
- convert to lowest term (7:20)
• Ratio - Percent: (antecedent ÷ consequent) × 100 (or move decimal point twice to the right)

Percentage, Base, and Rate

Percentage - portion of the whole


Base - the whole, writter after the word "of"
Rate (%) - percent of the whole; ratio between percentage and base

Discount, Simple Interest, and Commission


• Discount = rate × original price
• Selling Price/Net Price = OP - D
• Interest = I = principal × rate of interest × time
• Principal = P =Interest ÷ (rate of interest × time)
• Rate of interest = I/Pt
• Amount = P + I
• Time = I/Pr
• Commission - total sales × Commission Rate
• Commission Rate = Commission ÷ Total Sales
• Gross Proceeds = TS - C
• Take Home Pay = Salary + C

INTEGERS
Addition: Subtraction:

Multiplication: Division:
GEOMETRY
Triangle:
Equiangular Traingle: All interior angles are equal.

Quadrilateral: Circle:
Radius = D ÷ 2
Diameter = R × 2
Circumference = 2 × π × R or π × D

MEASUREMENT
Elapsed Time:
Perimeter: Area:

Surface Area: Volume:

ALGEBRA
• Infinite - last term is unknown (...)
• Finite - last term is known
• Arithmetic sequence - difference between two terms is constant.
- An = A1 + (n-1) d | d = common difference
• Geometric Sequence - every term except the first is obtained
- An = Ar² - 1 | r = common ratio

• Expresion - no equal sign


• Equation - there's an equal sign

Geometric Sequence:
STATISTICS AND PROBABILITY

Probability(%) = number of times event occurs ÷ total trials

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