Show simple item record

dc.contributor.authorSolarz, Izabelapl
dc.date.accessioned2023-09-29T08:23:41Z
dc.date.available2023-09-29T08:23:41Z
dc.date.issued2020
dc.identifier.citationDifferent perspectives on transgressions in mathematics and its education / edited by Barbara Pieronkiewicz. - Kraków : Wydawnictwo Naukowe Uniwersytetu Pedagogicznego, 2020. - S. 281-[291]pl
dc.identifier.urihttp://hdl.handle.net/11716/12472
dc.description.abstractThe 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.en
dc.language.isoenpl
dc.titleUsing the semiotic potential of virtual artifacts in developing algebraic thinkingen
dc.typeArticlepl


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record