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(Reference retrieved automatically from SciELO through information on FAPESP grant and its corresponding number as mentioned in the publication by the authors.)

The Process of Learning Math in light of Active Methodologies and Computational Thinking

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Greiton Toledo de Azevedo [1] ; Marcus Vinicius Maltempi [2]
Total Authors: 2
[1] Instituto Federal Goiano (IFGoiano). Departamento de Matemática - Brasil
[2] Universidade Estadual Paulista (UNESP). Instituto de Geociências e Ciências Exatas. Departamento de Estatística, Matemática Aplicada e Computacional - Brasil
Total Affiliations: 2
Document type: Journal article
Source: Ciência e Educação; v. 26, 2020-11-09.

Abstract: We seek to explain the process of learning mathematics when producing digital games and robotics devices for the treatment of Parkinson's disease in an environment that favors autonomy and the engaged creative process of social importance. Research activities were carried out at the IF-Goiano Mattics Project and at the Hospital do Idoso, guided by constructionist ideas, computational thinking, active learning methodologies and a qualitative research approach. The data were produced in classrooms and in the hospital, using robotics materials, including BBC micro: bit, MakeyMakey plates, software such as GeoGebra and Scratch, and were analyzed according to elements of Constructionism and Computational Thinking. As a result, we have found that the process of learning mathematics is characterized by the non-linear construction of meanings and marked by the dynamics of understanding, invention and application of mathematical knowledge to real problems addressed in society. (AU)

FAPESP's process: 18/14053-2 - The Production of Mathematical Knowing and Doing in the Context of Computational Thinking
Grantee:Marcus Vinicius Maltempi
Support type: Regular Research Grants