5 resultados para Obscurity of Mathematics

em Universidad Politécnica de Madrid


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In this article we present a didactic experience developed by the GIE (Group of Educational Innovation) “Pensamiento Matemático” of the Polytechnics University of Madrid (UPM), in order to bring secondary students and university students closer to Mathematics. It deals with the development of a virtual board game called Mate-trivial. The mechanics of the game is to win points by going around the board which consists of four types of squares identified by colours: “Statistics and Probability”, “Calculus and Analysis”, “Algebra and Geometry” and “Arithmetic and Number Theory ”. When landing on a square, a question of its category is set out: a correct answer wins 200 points, if wrong it loses 100 points, and not answering causes no effect on the points, but all the same, two minutes out of the 20 minutes that each game lasts are lost. For the game to be over it is necessary, before those 20 minutes run out, to reach the central square and succeed in the final task: four chained questions, one of each type, which must be all answered correctly. It is possible to choose between two levels to play: Level 1, for pre-university students and Level 2 for university students. A prototype of the game is available at the website “Aula de Pensamiento Matemático” developed by the GIE: http://innovacioneducativa.upm.es/pensamientomatematico/. This activity lies within a set of didactic actions which the GIE is developing in the framework of the project “Collaborative Strategies between University and Secondary School Education for the teaching and learning of Mathematics: An Application to solve problems while playing”, a transversal project financed by the UPM.

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En este trabajo se da un ejemplo de un conjunto de n puntos situados en posición general, en el que se alcanza el mínimo número de puntos que pueden formar parte de algún k-set para todo k con 1menor que=kmenor quen/2. Se generaliza también, a puntos en posición no general, el resultado de Erdõs et al., 1973, sobre el mínimo número de puntos que pueden formar parte de algún k-set. The study of k- sets is a very relevant topic in the research area of computational geometry. The study of the maximum and minimum number of k-sets in sets of points of the plane in general position, specifically, has been developed at great length in the literature. With respect to the maximum number of k-sets, lower bounds for this maximum have been provided by Erdõs et al., Edelsbrunner and Welzl, and later by Toth. Dey also stated an upper bound for this maximum number of k-sets. With respect to the minimum number of k-set, this has been stated by Erdos el al. and, independently, by Lovasz et al. In this paper the authors give an example of a set of n points in the plane in general position (no three collinear), in which the minimum number of points that can take part in, at least, a k-set is attained for every k with 1 ≤ k < n/2. The authors also extend Erdos’s result about the minimum number of points in general position which can take part in a k-set to a set of n points not necessarily in general position. That is why this work complements the classic works we have mentioned before.

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Involutivity of the Hamilton-Cartan equations of a second-order Lagrangian admitting a first-order Hamiltonian formalism

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This paper analyzes an ideal model of teaching, thinking after 5-10 years in Universities in the world. We propose the collaborative work for a fruitful learning. According with that, we expose some of our previous projects in this area and some ideas for the ?global education?, focused on the teaching and learning of mathematics to engineering students. Furthermore we explain some of our initiatives for implementing the "Bologna process?. Aspects related to the learning and assessments will be analyzed. The establishment of the new teaching paradigm has to change the learning process and we will suggest some possible initiatives for adapting the learning to the new model. The paper ends by collecting some conclusions.

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This paper presents videogames as a very useful tool in high studies with respect to mathematical matters. It describes the implementation of a videogame developed by its authors which makes it possible for students to reinforce mathematical concepts in a motivating environment. With this work we intend to contribute to the process of engaging a bigger number of university teaching professionals and researchers in the use of serious games and the study of their theoretical frameworks, design, development and application of scientific education. With this idea the authors of the present paper have created and developed the videogame “The Math Castle” which consists in a series of tests through which various aspects of Mathematics are dealt with, especially in the areas of Discrete Mathematics, which due to its nature can be particularly well adapted to this kind of activity, Analysis or Geometry. In this paper there lies a complete description of the game developed and the results obtained with it.