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  • The Role of representations constructed by students in learning how to solve the transportation problem
    129-148
    Views:
    38

    The purpose of the research presented in this paper was to study the role of concrete and table representations created by students in learning how to solve an optimization problem called the transportation problem. This topic was learned in collaborative groups using table representations suggested by teachers in 2021. In 2022, the researchers decided to enrich the students’ learning environment with concrete objects and urged the students to use them to present the problem to be solved. The students did it successfully and, to be able to record it in their notebooks, they constructed a table representation by themselves without any help from their teacher. After that, they managed to solve the problem by manipulating the objects. At the same time, each step in the solution was presented with changes in the table. The students were assessed before (pre-test) and after collaborative learning (test) in both academic years. The pre-test results were similar, but the test results were better in 2022. Therefore, it can be concluded that using concrete and table representations constructed by students in learning how to solve transportation problems makes collaborative learning more constructivist and more effective than when they use only table representations suggested by their teachers.

    Subject Classification: 97M10, 97M40

  • 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

  • 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

  • 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