803 resultados para mathematical concepts
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A toolbox is a set of procedures taking advantage of the computing power and graphical capacities of a CAS. With these procedures the students can solve math problems, apply mathematics to engineering or simply reinforce the learning of certain mathematical concepts. From the point of view of their construction, we can consider two types of toolboxes: (i) the closed box, built by the teacher, in which the utility files are provided to the students together with the respective tutorials and several worksheets with proposed exercises and problems,
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El concepto de algoritmo es básico en informática, por lo que es crucial que los alumnos profundicen en él desde el inicio de su formación. Por tanto, contar con una herramienta que guíe a los estudiantes en su aprendizaje puede suponer una gran ayuda en su formación. La mayoría de los autores coinciden en que, para determinar la eficacia de una herramienta de visualización de algoritmos, es esencial cómo se utiliza. Así, los estudiantes que participan activamente en la visualización superan claramente a los que la contemplan de forma pasiva. Por ello, pensamos que uno de los mejores ejercicios para un alumno consiste en simular la ejecución del algoritmo que desea aprender mediante el uso de una herramienta de visualización, i. e. consiste en realizar una simulación visual de dicho algoritmo. La primera parte de esta tesis presenta los resultados de una profunda investigación sobre las características que debe reunir una herramienta de ayuda al aprendizaje de algoritmos y conceptos matemáticos para optimizar su efectividad: el conjunto de especificaciones eMathTeacher, además de un entorno de aprendizaje que integra herramientas que las cumplen: GRAPHs. Hemos estudiado cuáles son las cualidades esenciales para potenciar la eficacia de un sistema e-learning de este tipo. Esto nos ha llevado a la definición del concepto eMathTeacher, que se ha materializado en el conjunto de especificaciones eMathTeacher. Una herramienta e-learning cumple las especificaciones eMathTeacher si actúa como un profesor virtual de matemáticas, i. e. si es una herramienta de autoevaluación que ayuda a los alumnos a aprender de forma activa y autónoma conceptos o algoritmos matemáticos, corrigiendo sus errores y proporcionando pistas para encontrar la respuesta correcta, pero sin dársela explícitamente. En estas herramientas, la simulación del algoritmo no continúa hasta que el usuario introduce la respuesta correcta. Para poder reunir en un único entorno una colección de herramientas que cumplan las especificaciones eMathTeacher hemos creado GRAPHs, un entorno ampliable, basado en simulación visual, diseñado para el aprendizaje activo e independiente de los algoritmos de grafos y creado para que en él se integren simuladores de diferentes algoritmos. Además de las opciones de creación y edición del grafo y la visualización de los cambios producidos en él durante la simulación, el entorno incluye corrección paso a paso, animación del pseudocódigo del algoritmo, preguntas emergentes, manejo de las estructuras de datos del algoritmo y creación de un log de interacción en XML. Otro problema que nos planteamos en este trabajo, por su importancia en el proceso de aprendizaje, es el de la evaluación formativa. El uso de ciertos entornos e-learning genera gran cantidad de datos que deben ser interpretados para llegar a una evaluación que no se limite a un recuento de errores. Esto incluye el establecimiento de relaciones entre los datos disponibles y la generación de descripciones lingüísticas que informen al alumno sobre la evolución de su aprendizaje. Hasta ahora sólo un experto humano era capaz de hacer este tipo de evaluación. Nuestro objetivo ha sido crear un modelo computacional que simule el razonamiento del profesor y genere un informe sobre la evolución del aprendizaje que especifique el nivel de logro de cada uno de los objetivos definidos por el profesor. Como resultado del trabajo realizado, la segunda parte de esta tesis presenta el modelo granular lingüístico de la evaluación del aprendizaje, capaz de modelizar la evaluación y generar automáticamente informes de evaluación formativa. Este modelo es una particularización del modelo granular lingüístico de un fenómeno (GLMP), en cuyo desarrollo y formalización colaboramos, basado en la lógica borrosa y en la teoría computacional de las percepciones. Esta técnica, que utiliza sistemas de inferencia basados en reglas lingüísticas y es capaz de implementar criterios de evaluación complejos, se ha aplicado a dos casos: la evaluación, basada en criterios, de logs de interacción generados por GRAPHs y de cuestionarios de Moodle. Como consecuencia, se han implementado, probado y utilizado en el aula sistemas expertos que evalúan ambos tipos de ejercicios. Además de la calificación numérica, los sistemas generan informes de evaluación, en lenguaje natural, sobre los niveles de competencia alcanzados, usando sólo datos objetivos de respuestas correctas e incorrectas. Además, se han desarrollado dos aplicaciones capaces de ser configuradas para implementar los sistemas expertos mencionados. Una procesa los archivos producidos por GRAPHs y la otra, integrable en Moodle, evalúa basándose en los resultados de los cuestionarios. ABSTRACT The concept of algorithm is one of the core subjects in computer science. It is extremely important, then, for students to get a good grasp of this concept from the very start of their training. In this respect, having a tool that helps and shepherds students through the process of learning this concept can make a huge difference to their instruction. Much has been written about how helpful algorithm visualization tools can be. Most authors agree that the most important part of the learning process is how students use the visualization tool. Learners who are actively involved in visualization consistently outperform other learners who view the algorithms passively. Therefore we think that one of the best exercises to learn an algorithm is for the user to simulate the algorithm execution while using a visualization tool, thus performing a visual algorithm simulation. The first part of this thesis presents the eMathTeacher set of requirements together with an eMathTeacher-compliant tool called GRAPHs. For some years, we have been developing a theory about what the key features of an effective e-learning system for teaching mathematical concepts and algorithms are. This led to the definition of eMathTeacher concept, which has materialized in the eMathTeacher set of requirements. An e-learning tool is eMathTeacher compliant if it works as a virtual math trainer. In other words, it has to be an on-line self-assessment tool that helps students to actively and autonomously learn math concepts or algorithms, correcting their mistakes and providing them with clues to find the right answer. In an eMathTeacher-compliant tool, algorithm simulation does not continue until the user enters the correct answer. GRAPHs is an extendible environment designed for active and independent visual simulation-based learning of graph algorithms, set up to integrate tools to help the user simulate the execution of different algorithms. Apart from the options of creating and editing the graph, and visualizing the changes made to the graph during simulation, the environment also includes step-by-step correction, algorithm pseudo-code animation, pop-up questions, data structure handling and XML-based interaction log creation features. On the other hand, assessment is a key part of any learning process. Through the use of e-learning environments huge amounts of data can be output about this process. Nevertheless, this information has to be interpreted and represented in a practical way to arrive at a sound assessment that is not confined to merely counting mistakes. This includes establishing relationships between the available data and also providing instructive linguistic descriptions about learning evolution. Additionally, formative assessment should specify the level of attainment of the learning goals defined by the instructor. Till now, only human experts were capable of making such assessments. While facing this problem, our goal has been to create a computational model that simulates the instructor’s reasoning and generates an enlightening learning evolution report in natural language. The second part of this thesis presents the granular linguistic model of learning assessment to model the assessment of the learning process and implement the automated generation of a formative assessment report. The model is a particularization of the granular linguistic model of a phenomenon (GLMP) paradigm, based on fuzzy logic and the computational theory of perceptions, to the assessment phenomenon. This technique, useful for implementing complex assessment criteria using inference systems based on linguistic rules, has been applied to two particular cases: the assessment of the interaction logs generated by GRAPHs and the criterion-based assessment of Moodle quizzes. As a consequence, several expert systems to assess different algorithm simulations and Moodle quizzes have been implemented, tested and used in the classroom. Apart from the grade, the designed expert systems also generate natural language progress reports on the achieved proficiency level, based exclusively on the objective data gathered from correct and incorrect responses. In addition, two applications, capable of being configured to implement the expert systems, have been developed. One is geared up to process the files output by GRAPHs and the other one is a Moodle plug-in set up to perform the assessment based on the quizzes results.
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La realización de este proyecto está basado en el estudio realizado por Jean Schoentgen en el cual el autor caracterizó el micro temblor vocal por medio del índice y la frecuencia de modulación. En este proyecto se utilizará la herramienta Matlab para el cálculo de estos parámetros y al finalizar se analizarán los datos obtenidos. El proyecto se ha dividido en tres grandes partes. En la primera de ellas se ha explicado brevemente los conceptos básicos de la voz y conceptos importantes tales como el temblor fisiológico, el patológico y el Jitter vocal entre otros, también se han detallado conceptos matemáticos utilizados en el desarrollo del código. Esto se realizó con el fin que el lector tenga claros algunos conceptos importantes antes del desarrollo del código y así pueda entender con más facilidad el estudio realizado en este proyecto, en esta parte no se ha realizado una explicación muy extensa de cada concepto, entendiendo que el lector posee unos conocimientos básicos de ingeniería, por otra parte existen innumerables libros que explican de una manera más precisa cada uno de estos conceptos. En la segunda parte se llevó a cabo el desarrollo del código. Como se mencionó anteriormente se ha utilizado la herramienta Matlab que es muy utilizada en la mayoría de las asignaturas de la carrera obteniendo así un buen dominio de esta, además posee unos toolbox muy útiles que facilitan los cálculos matemáticos. En esta parte se ilustra paso a paso cada etapa de elaboración del código y algunas graficas de la señal de voz a medida que pasa por cada etapa del código. En la última parte se obtienen los datos de todos los cálculos de los registros de voz y se analiza cada uno de ellos a la vez que se comparan con los del estudio de Jean Schoentgen y se analizan las posibles diferencias. ABSTRACT. The Project is based on the search made by Jean Schoentgen, whose research the micro tremor vocal can be established by frequency modulation and modulation index. This project has been carried out in Matlab to calculate the aforementioned parameters and finally, the results were contrasted with the results from Jean Shoetngen’s research. This project consists of three parts: The first of all, to be able to understand this project to future readers .It was explained different basic concepts about the voice such as physiologic tremor, pathological tremor and Jitter. Furthermore, mathematical concepts were explained in detail, due to these were used in the software development. Then, it was focused on software development such as the elaboration of code and different voice signals that were processed. This part was made with Matlab, which is mathematical software with high-level language for numerical computation, visualization, collaborate across disciplines including signal and image processing and application development. At finally, the acquired calculations were contrasted with the results from Jean Schoentgen’s research.
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Our extensive research has indicated that high-school teachers are reluctant to make use of existing instructional educational software (Pollard, 2005). Even software developed in a partnership between a teacher and a software engineer is unlikely to be adopted by teachers outside the partnership (Pollard, 2005). In this paper we address these issues directly by adopting a reusable architectural design for instructional educational software which allows easy customisation of software to meet the specific needs of individual teachers. By doing this we will facilitate more teachers regularly using instructional technology within their classrooms. Our domain-specific software architecture, Interface-Activities-Model, was designed specifically to facilitate individual customisation by redefining and restructuring what constitutes an object so that they can be readily reused or extended as required. The key to this architecture is the way in which the software is broken into small generic encapsulated components with minimal domain specific behaviour. The domain specific behaviour is decoupled from the interface and encapsulated in objects which relate to the instructional material through tasks and activities. The domain model is also broken into two distinct models - Application State Model and Domainspecific Data Model. This decoupling and distribution of control gives the software designer enormous flexibility in modifying components without affecting other sections of the design. This paper sets the context of this architecture, describes it in detail, and applies it to an actual application developed to teach high-school mathematical concepts.
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With the latest development in computer science, multivariate data analysis methods became increasingly popular among economists. Pattern recognition in complex economic data and empirical model construction can be more straightforward with proper application of modern softwares. However, despite the appealing simplicity of some popular software packages, the interpretation of data analysis results requires strong theoretical knowledge. This book aims at combining the development of both theoretical and applicationrelated data analysis knowledge. The text is designed for advanced level studies and assumes acquaintance with elementary statistical terms. After a brief introduction to selected mathematical concepts, the highlighting of selected model features is followed by a practice-oriented introduction to the interpretation of SPSS1 outputs for the described data analysis methods. Learning of data analysis is usually time-consuming and requires efforts, but with tenacity the learning process can bring about a significant improvement of individual data analysis skills.
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Math literacy is imperative to succeed in society. Experience is key for acquiring math literacy. A preschooler's world is full of mathematical experiences. Children are continually counting, sorting and comparing as they play. As children are engaged in these activities they are using language as a tool to express their mathematical thinking. If teachers are aware of these teachable moments and help children bridge their daily experiences to mathematical concepts, math literacy may be enhanced. This study described the interactions between teachers and preschoolers, determining the extent to which teachers scaffold children's everyday language into expressions of mathematical concepts. Of primary concern were the teachers' responsive interactions to children's expressions of an implicit mathematical utterance made while engaged in block play. The parallel mixed methods research design consisted of two strands. Strand 1 of the study focused on preschoolers' use of everyday language and the teachers' responses after a child made a mathematical utterance. Twelve teachers and 60 students were observed and videotaped while engaged in block play. Each teacher worked with five children for 20 minutes, yielding 240 minutes of observation. Interaction analysis was used to deductively analyze the recorded observations and field notes. Using a priori codes for the five mathematical concepts, it was found children produced 2,831 mathematical utterances. Teachers ignored 60% of these utterances and responded to, but did not mediate 30% of them. Only 10% of the mathematical utterances were mediated to a mathematical concept. Strand 2 focused on the teacher's view of the role of language in early childhood mathematics. The 12 teachers who had been observed as part of the first strand of the study were interviewed. Based on a thematic analysis of these interviews three themes emerged: (a) the importance of a child's environment, (b) the importance of an education in society, and (c) the role of math in early childhood. Finally, based on a meta-inference of both strands, three themes emerged: (a) teacher conception of math, (b) teacher practice, and (c) teacher sensitivity. Implications based on the findings involve policy, curriculum, and professional development.
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This study analyzed three fifth grade students’ misconceptions and error patterns when working with equivalence, addition and subtraction of fractions. The findings revealed that students used both conceptual and procedural knowledge to solve the problems. They used pictures, gave examples, and made connections to other mathematical concepts and to daily life topics. Error patterns found include using addition and subtraction of numerators and denominators, and finding the greatest common factor.
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This dissertation aims to suggest the teacher of high school mathematics a way of teaching logic to students. For this uses up a teaching sequence that explores the mathematical concepts that are involved in the operation of a calculator one of the greatest symbols of mathematics.
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This dissertation aims to suggest the teacher of high school mathematics a way of teaching logic to students. For this uses up a teaching sequence that explores the mathematical concepts that are involved in the operation of a calculator one of the greatest symbols of mathematics.
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Este projeto tem como objetivo apresentar uma maneira diferente de abordar os conceitos de funções quadráticas, propondo exercícios de motivação e de fixação de conteúdos, com questões contextualizadas e voltadas para o dia-a-dia do educando. Pretende-se auxiliar os docentes e tornar, assim, a aprendizagem de seus discentes mais prazerosa, desmistificando a Matemática, oportunizando aos alunos a utilização dos conceitos matemáticos em seu cotidiano. Utilizando as ferramentas tecnológicas já disponíveis na maioria das escolas de Educação Básica, apresentarse-ão atividades usando pelo menos um software livre para inspirar os professores na elaboração de suas aulas e consequentemente ajudar os discentes na construção do seu conhecimento.
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Este estudo tem como objectivo investigar o papel que as representações, construídas por alunos do 1.o ano de escolaridade, desempenham na resolução de problemas de Matemática. Mais concretamente, a presente investigação procura responder às seguintes questões: Que representações preferenciais utilizam os alunos para resolver problemas? De que forma é que as diferentes representações são influenciadas pelas estratégias de resolução de problemas utilizadas pelos alunos? Que papéis têm os diferentes tipos de representação na resolução dos problemas? Nesta investigação assume-se que a resolução de problemas constitui uma actividade muito importante na aprendizagem da Matemática no 1.o Ciclo do Ensino Básico. Os problemas devem ser variados, apelar a estratégias diversificadas de resolução e permitir diferentes representações por parte dos alunos. As representações cativas, icónicas e simbólicas constituem importantes ferramentas para os alunos organizarem, registarem e comunicarem as suas ideias matemáticas, nomeadamente no âmbito da resolução de problemas, servindo igualmente de apoio à compreensão de conceitos e relações matemáticas. A metodologia de investigação segue uma abordagem interpretativa tomando por design o estudo de caso. Trata-se simultaneamente de uma investigação sobre a própria prática, correspondendo os quatro estudos de caso a quatro alunos da turma de 1.0 ano de escolaridade da investigadora. A recolha de dados teve lugar durante o ano lectivo 2007/2008 e recorreu à observação, à análise de documentos, a diários, a registos áudio/vídeo e ainda a conversas com os alunos. A análise de dados que, numa primeira fase, acompanhou a recolha de dados, teve como base o problema e as questões da investigação bem como o referencial teórico que serviu de suporte à investigação. Com base no referencial teórico e durante o início do processo de análise, foram definidas as categorias de análise principais, sujeitas posteriormente a um processo de adequação e refinamento no decorrer da análise e tratamento dos dados recolhidos -com vista à construção dos casos em estudo. Os resultados desta investigação apontam as representações do tipo icónico e as do tipo simbólico como as representações preferenciais dos alunos, embora sejam utilizadas de formas diferentes, com funções distintas e em contextos diversos. Os elementos simbólicos apoiam-se frequentemente em elementos icónicos, sendo estes últimos que ajudam os alunos a descompactar o problema e a interpretá-lo. Nas representações icónicas enfatiza-se o papel do diagrama, o qual constitui uma preciosa ferramenta de apoio ao raciocínio matemático. Conclui-se ainda que enquanto as representações activas dão mais apoio a estratégias de resolução que envolvem simulação, as representações icónicas e simbólicas são utilizadas com estratégias diversificadas. As representações construídas, com papéis e funções diferentes entre si, e que desempenham um papel crucial na correcta interpretação e resolução dos problemas, parecem estar directamente relacionadas com as caraterísticas da tarefa proposta no que diz respeito às estruturas matemáticas envolvidas. ABSTRACT; The objective of the present study is to investigate the role of the representations constructed by 1st grade students in mathematical problem solving. More specifically, this research is oriented by the following questions: Which representations are preferably used by students to solve problems? ln which way the strategies adopted by the students in problem solving influence those distinct representations? What is the role of the distinct types of representation in the problems solving process? ln this research it is assumed that the resolution of problems is a very important activity in the Mathematics learning at the first cycle of basic education. The problems must be varied, appealing to diverse strategies of resolution and allow students to construct distinct representations. The active, iconic and symbolic representations are important tools for students to organize, to record and to communicate their mathematical ideas, particularly in problem solving context, as well as supporting the understanding of mathematical concepts and relationships. The adopted research methodology follows an interpretative approach, and was developed in the context of the researcher classroom, originating four case studies corresponding to four 1 st grade students of the researcher's class. Data collection was carried out during the academic year of 2007/2008 and was based on observation, analysis of documents, diaries, audio and video records and informal conversations with students. The initial data analysis was based on the problems and issues of research, as well in the theoretical framework that supports it. The main categories of analysis were defined based on the theoretical framework, and were subjected to a process of adaptation and refining during data processing and analysis aiming the -case studies construction. The results show that student's preferential representations are the iconic and the symbolic, although these types of representations are used in different ways, with different functions and in different contexts. The symbolic elements are often supported by iconic elements, the latter helping students to unpack the problem and interpret it. ln the iconic representations the role of the diagrams is emphasized, consisting in a valuable tool to support the mathematical reasoning. One can also conclude that while the active representations give more support to the resolution strategies involving simulation, the iconic and symbolic representations are preferably used with different strategies. The representations constructed with distinct roles and functions, are crucial in the proper interpretation and resolution of problems, and seem to be directly related to the characteristics of the proposed task with regard to the mathematical structures involved.
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En esta investigación se aborda el problema de analizar y conocer una parte de la evolución del Pensamiento Ordinal prenumérico y recursivo en escolares de 3 a 7 años, como parte y fundamento de la evolución cognitiva del Pensamiento Numérico y Aritmético, y comprobar si la utilización de una metodología de investigación basada en la tecnología multimedia (Metodología Multimedia) proporciona información válida y relevante sobre dicha evolución. Para el desarrollo del estudio se ha empleado una metodología mixta con dos componentes principales: • La componente teórica, dirigida a fundamentar y validar el marco conceptual así como el procedimiento y los resultados obtenidos. Dicha fundamentación en los niveles matemático, epistemológico y fenomenológico se complementa con los antecedentes específicos de los dos campos básicos del estudio: pensamiento ordinal y tecnología multimedia. • La componente empírica, orientada a obtener información sobre los comportamientos de sujetos en torno a los aspectos fundamentales del problema de investigación, mediante la aplicación de los bloques de tareas multimedia, el análisis e interpretación de las respuestas, la identificación de las estrategias utilizadas y los errores cometidos, la determinación de perfiles y niveles de competencias ordinales y la determinación de las características básicas del desarrollo y la evolución con la edad de dichas capacidades y competencias. La culminación del estudio teórico ha consistido en la construcción de un modelo evolutivo de competencias ordinales y recursivas (MECOR) ), que proporciona un marco interpretativo de las características, regularidades y evolución del Pensamiento Ordinal Preinductivo en escolares de 3 a 7 años, y de un modelo general para el diseño del ítem multimedia (MGDIM) que permite establecer un procedimiento general que hemos definido y denominado "Metodología Multimedia" para la investigación en Educación Matemática, y en otras áreas educativas, idónea para su utilización en estudios de masas. Las construcciones anteriores han permitido, como consecuencia, la elaboración de un instrumento metodológico operativo para el estudio de las características del pensamiento ordinal y su evolución en sujetos de 3 a 7 años de edad. Desde el punto de vista empírico se aplica el instrumento multimedia construido incluyendo los mecanismos necesarios para el registro automático de todas las interacciones de los sujetos con todas y cada una de las tareas del estudio, minimizando la interacción investigador--sujeto, constatándose la libertad y espontaneidad de las respuestas de los sujetos, la gran variedad de datos obtenidos y la facilidad de análisis de los comportamientos que proporcionan los instrumentos utilizados. Además de las indicadas, la investigación realiza las siguientes aportaciones: • Una explicación detallada de la evolución de una parte de las capacidades ordinales y recursivas en escolares de 3 a 7 años. • Una caracterización de niveles de competencia y determinación de las edades más frecuentes en las que tienen lugar los cambios de nivel. • La detección y clasificación de los errores cometidos y las estrategias utilizadas. • La identificación de las edades a las que aparece: a) el uso de capacidades recursivas frente al mero etiquetaje, b) la distinción entre cantidad continua y discreta en la resolución de tareas ordinales, c) el conteo ordinal frente a otras estrategias en la resolución de tareas ordinales con cantidades discretas. • Una descripción general de las capacidades, competencias y estrategias asociadas a los estados del modelo (MECOR) por grupos de edad. • La determinación de modelos de ajuste no lineales para la evolución de las medias de las valoraciones por grupos de edad para cada una de las capacidades tratadas y la comprobación de que dichos modelos son más precisos que los ajustes lineales correspondientes. • Ejemplos prácticos de ítems multimedia para el desarrollo de investigaciones futuras. Sobre la relevancia de la investigación, podemos destacar entre otros los siguientes motivos: la necesidad de conocer en profundidad las características del pensamiento matemático de los alumnos de la etapa de Educación Infantil para mejorar el diseño y desarrollo didáctico del proceso formativo en dicha etapa, así como la necesidad de encontrar procedimientos y métodos orientados a disminuir los inconvenientes tradicionales que surgen en las investigaciones con sujetos de tan corta edad. Por otra parte creemos que el estudio es del máximo interés por la novedad de los instrumentos utilizados, la importancia del tema analizado y la proyección que los conocimientos pueden tener sobre nuevas formas de ver y tratar los contenidos matemáticos, nuevos métodos de investigación así como nuevas formas de abordar el diseño y desarrollo didáctico en las etapas de Educación Infantil y Primaria. Desde el punto de vista de la metodología, consideramos de vital importancia la validación de una metodología nueva que puede aportar información privilegiada sobre el aprendizaje y la cognición de sujetos cuyos comportamientos y respuestas se han caracterizado desde hace tiempo por su enorme dificultad de interpretación y, consecuentemente, por las dudas en cuanto a la validez y fiabilidad de los resultados. En este sentido creemos que estamos ante una de las metodologías que pueden aportar avances notables en el campo de la investigación en Educación Matemática.
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Tese (doutorado)—Universidade de Brasília, Instituto de Ciências Humanas, Departamento de Geografia, Programa de Pós Graduação em Geografia, 2015.
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What’s behind the mistakes and difficulties that appear on the students to understand and study mathematics?are only related to the cognitive complexity of the content or such difficulties are also related to the possible ways to access the different mathematical objects? The mathematical activity generated in many students learning difficulties that are not manifested in cognitive processes related to other areas of knowledge. If something characterizes the processes of teaching and learning of mathematics is that, unlike what happens with the objects of study in the experimental sciences, the only way to access to them is through its different semiotic representations. The coordination among the different systems of representation that refer to the same mathematical concept, needs to move from one register to another (D’Amore, 1998, 2001, 2003, 2004, 2006; Duval, 1993, 1994, 1995, 1996, 2000, 2003, 2004, 2005, 2007, 2008, 2011, 2012; Godino, 2002, 2003, 2012, 2014; Kaput, 1989a, 1989b,1992, 1998; Radford, 1998, 2004a, 2004b, 2004c, 2006a, 2008,2009, 2011, 2013, 2014a). Therefore, the treatments that can be realized within a given register and the conversion of one register into another, play an essential role in the grasp of the object and mathematical concepts. Through this work with representations, students give meanings to the objects of study and are able to understand the underlying mathematical structures, which is the main educational interest of this issue...
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Dyscalculia stands for a brain-based condition that makes it hard to make sense of numbers and mathematical concepts. Some adolescents with dyscalculia cannot grasp basic number concepts. They work hard to learn and memorize basic number facts. They may know what to do in mathematical classes but do not understand why they are doing it. In other words, they miss the logic behind it. However, it may be worked out in order to decrease its degree of severity. For example, disMAT, an app developed for android may help children to apply mathematical concepts, without much effort, that is turning in itself, a promising tool to dyscalculia treatment. Thus, this work focuses on the development of an Intelligent System to estimate children evidences of dyscalculia, based on data obtained on-the-fly with disMAT. The computational framework is built on top of a Logic Programming framework to Knowledge Representation and Reasoning, complemented with a Case-Based problem solving approach to computing, that allows for the handling of incomplete, unknown, or even contradictory information.