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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


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