Mathematics, programming, and STEM


Autoria(s): Yeh, Andy; Chandra, Vinesh
Contribuinte(s)

Marshman, Margaret

Geiger, Vincent

Bennison, Anne

Data(s)

02/07/2015

Resumo

Learning mathematics is a complex and dynamic process. In this paper, the authors adopt a semiotic framework (Yeh & Nason, 2004) and highlight programming as one of the main aspects of the semiosis or meaning-making for the learning of mathematics. During a 10-week teaching experiment, mathematical meaning-making was enriched when primary students wrote Logo programs to create 3D virtual worlds. The analysis of results found deep learning in mathematics, as well as in technology and engineering areas. This prompted a rethinking about the nature of learning mathematics and a need to employ and examine a more holistic learning approach for the learning in science, technology, engineering, and mathematics (STEM) areas.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/91200/

Publicador

MERGA

Relação

http://eprints.qut.edu.au/91200/1/RP2015-75.pdf

http://www.merga.net.au/publications/counter.php?pub=pub_conf&id=2649

Yeh, Andy & Chandra, Vinesh (2015) Mathematics, programming, and STEM. In Marshman, Margaret, Geiger, Vincent, & Bennison, Anne (Eds.) Mathematics Education in the Margins (Proceedings of the 38th annual conference of the Mathematics Education Research Group of Australasia), MERGA, Sunshine Coast, qLD, pp. 659-666.

Direitos

Copyright 2015 MERGA

Fonte

School of Curriculum; Faculty of Education

Palavras-Chave #130208 Mathematics and Numeracy Curriculum and Pedagogy #130212 Science Technology and Engineering Curriculum and Pedagogy #130306 Educational Technology and Computing #Mathematics #Programming #STEM #Semiotics #Virtual Reality
Tipo

Conference Paper