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

COMPUTER-BASED ACTIVITY’S DEVELOPMENT FOR PROBABILITY EDUCATION IN HIGH SCHOOL.

Annarosa Serpe
;
Maria Giovanna Frassia
2017-01-01

Abstract

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
2017
High School, Programming environment, Random phenomena, Simulation.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.11770/267957
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