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  • https://doi.org/10.55549/epess.903Copy DOI Icon

The Mathematics Web Application for Solving Exercises

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Abstract

This paper presents the web application "Mathematics," structured with multiple pages. The purpose of this work is to explore the use of the application during mathematics lessons, the implementation of real-world problem-solving situations based on Information and Communication Technology. The application is organized using a Navigation Bar with five main menus, each corresponding to different topics within mathematics. Each menu contains multiple dropdown submenus that appear when the mouse hovers over the menu title. Users submit requests that the server processes and returns to the browser, providing results to the user.The "Number" menu includes submenus such as: “Factors of a Number; Prime Number; Even or Odd Number; Calculator; Fractions; Converting Decimals to Fractions; Maximum Between Three Numbers; Power of Numbers; Arithmetic Progression”. The "Measurement" menu includes: “Unit Conversion; Pythagorean Theorem; Triangle Area; Square Area; Circle Perimeter; Circle Surface Area; Sphere Volume; Cone Volume”.The "Geometry" menu focuses on Angle Measures.The "Algebra and Functions" menu includes: “Linear Equation; Quadratic Equation; System of Equations; Plotting a Point in the Coordinate Plane; Graph of a Linear Function; Graph of a Quadratic Function; Graph of a Cosine Function; Graph of a Sine Function”.The "Probability and Statistics" menu offers: “Pie Chart in Statistics; Solved Statistical Exercise; Factorial of a Number; Probability of Rolling Two Dice; Probability of Coin Tossing”. The application also includes links to educational videos developed during online teaching sessions. The final menu summarizes all curricular and cross-curricular projects conducted in secondary education. The exercises and problem-solving situations are designed to different education levels (Grades II to VI in Middle School and High School). The integration of applications makes learning more engaging and fun for students, enhancing the effectiveness of the teaching-learning process. Teachers can utilize this application in all three stages of a lesson.

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