In the Third millennium, it is important to equip learners with the tools they need to deal with uncertain everyday situations independently and with confidence. This case study presents and analyses a sequence of episodes that documents the mathematical thinking of one student’s group about two random phenomena. The design activities, implemented in problem solving conditions, use games as a means for investigating and studying aspects of sensible reality. The methodological approach favours the experiential-symbolic-reconstructive model and uses the computer as a pedagogical tool through programming practice, with the aim of helping the students in the construction of the meaning and interpretation of probability.
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|Titolo:||Computer-based activity's development for probability Education in High School.|
|Data di pubblicazione:||2017|
|Appare nelle tipologie:||4.1 Contributo in Atti di convegno|