Using the semiotic potential of virtual artifacts in developing algebraic thinking
Author:
Solarz, Izabela
xmlui.dri2xhtml.METS-1.0.item-citation: Different perspectives on transgressions in mathematics and its education / edited by Barbara Pieronkiewicz. - Kraków : Wydawnictwo Naukowe Uniwersytetu Pedagogicznego, 2020. - S. 281-[291]
xmlui.dri2xhtml.METS-1.0.item-iso: en
Date: 2020
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The main goal of the research I report here was to determine whether a
special kind of tool like a computer game, can help children to learn how to operate
on algebraic symbols and also how to solve linear equations. I run an experiment in
the classroom, with a group of twenty 12-year old children, who were using a video
game (DragonBox Algebra 5+, 12+, 2012–2013) during algebra lessons. While
playing the game they discovered algebraic symbols and operations. Adopting the
theory of Mariotti and Bartolini Bussi (2008), I used DragonBox as a semiotic tool.
The results of this study show that such an artefact as DragonBox may serve as a
source of many mathematics meanings.