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  • Manipulatives and semiotic tools of Game of Go as playful and creative activity to learn mathematics in early grades in France
    197-206
    Views:
    36

    This research develops resources to teach mathematics in French primary school by using the game of Go. A group of searchers, teachers and go players meet at university to produce teaching resources. These resources are implemented in the classroom. Then the group evaluate this implementation and improve the resources. The aim of this classroom research is to study the opportunities of the game of Go to learn mathematics and to propose a teacher training course to implement the game of Go in French primary schools in accordance with the French syllabus. Game of Go appears as a manipulative and semiotic tool to learn mathematics at primary school.

    Subject Classification: 97D50, 97U60

  • Mathematical Laboratory: Semiotic mediation and cultural artefacts in the mathematics classroom
    183-195
    Views:
    55

    Aim of this presentation is to summarize the influence of Tamas Varga on the Italian research and practice concerning didactics of mathematics since the 70s of the 20th centuries. While being in Budapest for the Conference I noticed that this influence was not known by most Hungarian mathematics educators. I guess that also in Italy, only the teacher educators of my generation know Varga’s influence on the teaching and learning of mathematics in primary school. Hence I start from a brief summary of development of mathematics curriculum in Italy (mainly in primary school) in the last decades of the 20th century. I focus some elements that may be connected with Varga’s influence and, later, some recent development of them.

    Subject Classification: 97G20, 97-U6, 97A40

  • Virtual manipulatives in inquiry-based approach of 3D problems by French 5th graders
    229-240
    Views:
    37

    The aim of this research is to study the appropriation of a 3D environment by learners in an a-didactical situation of problem solving. We try to evaluate the relevance of the virtual 3D environment in the development of students' cognitive and metacognitive abilities. We implanted a problem-solving activity related to a 3D cube situation with an empty part in the cube in different French primary school areas in May 2019. In the experimental group each learner works individually with a PC-computer where the virtual environment ANIPPO is implemented. In the control group the pupils work in a traditional class environment. We present the results of this pre-experimentation.

    Subject Classification: 97D50, 97U60, 97U70

  • Prime building blocks in the mathematics classroom
    217-228
    Views:
    81

    This theoretical paper is devoted to the presentation of the manifold opportunities in using a little-known but powerful mathematical manipulative, the so-called prime building blocks, originally invented by two close followers of Tamás Varga, to support discovery of various concepts in arithmetic in middle school, including the Fundamental Theorem of Arithmetic or as it is widely taught, prime factorization. The study focuses on a teaching proposal to show how students can learn about greatest common divisor (GCD) and least common multiple (LCM) with understanding, and meanwhile addresses internal connections and levels of abstractness within elementary number theory. The mathematical and methodological background to understanding different aspects of the concept prime property are discussed and the benefits of using prime building blocks to scaffold students’ discovery are highlighted. Although the proposal was designed to be suitable for Hungarian sixth graders, mathematical context and indications for the use of the manipulative in both primary and high school are given.

    Subject Classification: F60, C30, E40, U60

  • What does ICT help and does not help?
    33-49
    Views:
    75

    Year by year, ICT tools and related teaching methods are evolving a lot. Since 2016, the author of the present lines has been looking for a connection between them that supports the development of mathematical competencies and could be integrated into Transcarpathian minority Hungarian language education too. As a doctoral student at the University of Debrecen, I experienced, for example, how the interactive whiteboard revolutionized illustration in Hungarian mathematics teaching, and how it facilitated students' involvement. During my research of teaching in this regard, in some cases, the digital solution had advantageous effects versus concrete-manipulative representation of
    Bruner's too.
    At the same time, ICT "canned" learning materials (videos, presentations, ...) allow for a shift towards repetitive learning instead of simultaneous active participation, which can be compensated for by the "retrieval-enhanced" learning method.
    I have conducted and intend to conduct several research projects in a Transcarpathian Hungarian primary school. In the research so far, I examined whether, in addition to the financial and infrastructural features of the Transcarpathian Hungarian school, the increased "ICT-supported" and the "retrieval-enhanced" learning method could be integrated into institutional mathematics education. I examined the use of two types of ICT devices: one was the interactive whiteboard, and the other was providing one computer per student.
    In this article, I describe my experiences, gained during one semester, in the class taught with the interactive whiteboard on the one hand, and in the class taught according to the "retrieval-enhanced" learning method on the other hand.
    I compare the effectiveness of the classes to their previous achievements, to each other, and to a class in Hungary.

    Subject Classification: 97U70

  • Better understanding mathematics by algorithmic thinking and computer programming
    295-305
    Views:
    72

    Tamás Varga’s mathematics education experiment covered not just mathematics, but also other related topics. In many of his works he clearly stated that computer science can support the understanding of mathematics as much as mathematics supports informatics. On the other hand, not much later than the introduction of the new curriculum in 1978, personal computers started to spread, making it possible to teach informatics in classes and in extracurricular activities. Varga’s guided discovery approach has a didactic value for other age groups as well, not only in primary school. Its long-lasting effect can be observed even in present times. Having reviewed several educational results in the spirit of Tamás Varga, we have decided to present an extracurricular course. It is an open study group for age 12-18. Students solve problems by developing Python programs and, according to our experiences, this results in a deeper understanding of mathematical concepts.

    Subject Classification: 97B10, 97B20, 97D50, 97N80, 97P20, 97P30, 97P40, 97P50, 97U70