关于不可能的随机事件的任务:作为小学低年级教学工具的教学游戏

Q3 Multidisciplinary Acta Scientiae Pub Date : 2023-11-14 DOI:10.17648/acta.scientiae.7654
Ailton Paulo de Oliveira Júnior, Nilceia Datori Barbosa
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Design: Cards were prepared for the game “Probability in Action”, called Questions (?), which are tasks based on problem situations with the objective of favouring the apprehension of contents and the development of probabilistic knowledge, having as theoretical support the Anthropological Theory of the Didactic - ATD by Yves Chevallard, consisting of two blocks, the practical and the theoretical. Setting and Participants: It was a theoretical work that presented a didactic and mathematical praxeology that exposed and explored, in detail, the practice and the probabilistic theory involved in the cards of the game “Probability in Action” focused on impossible random events in which it is associated with the solving tasks or problem situations. 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引用次数: 0

摘要

背景:不可能发生的随机事件 "的概念是国家共同课程基地(BNCC)和 "概率与统计 "专题单元的组成部分,在该单元中,6 至 8 岁的学生必须对涉及偶然性的事件进行分类,如 "不可能发生",这表明有必要提出有助于教学过程的建议。目标:在教学游戏的基础上,为巴西小学最初几年的教学工作提供一种可能性,为重新思考战略方法提供方法论上的支持,调整战略方法的规模,以最大限度地缩小学生自发开展的游戏活动和日常任务与课堂工作之间的现有差距。设计:为 "行动中的概率 "游戏准备了名为 "问题(?)"的卡片,这是基于问题情境的任务,目的是促进对内容的理解和概率知识的发展,以伊夫-切瓦拉德(Yves Chevallard)的 "教学人类学理论"(ATD)为理论支持,由实践和理论两部分组成。背景和参与者:这是一项理论性工作,提出了一种教学和数学实践论,详细揭示和探讨了 "行动中的概率 "游戏卡片中涉及的实践和概率论,重点是不可能发生的随机事件,并将其与解决任务或问题的情况联系起来。数据收集和分析:与不可能的随机事件相关的任务是利用 ATD 创建和描述的,包括任务类型(T)、解决此类任务的技术(τ)、证明技术合理性并保证其有效性的技术(θ),以及最后证明技术合理性的理论(Θ)。这个实践论四元组被称为[T, τ, θ, Θ],[T, τ]块被称为实践-技术(praxis)或诀窍块;[θ, Θ]块被称为技术-理论(logos)或知识块。结果:就 ATD 而言,使用 ATD 可以确定一套教学法,从而有可能确定概率对象和教学方法的特征,教学法组织由四个要素组成:1) 任务 (T) 及其子任务 (t),其特点是游戏中问题卡片提出的问题情境所要求的行动;2) 技术 (τ),确定执行任务及其子任务的方法;3) 技术 (θ),由证明技术合理性的一系列定义、属性、公理和定理组成,即随机现象是指在不可能观察到它的情况下通过实验实现的;4) 理论 (Θ),证明技术合理性的领域,即概率论。结论:在本研究结果的支持下,我们认为基本的概率概念符合巴西基础教育的需要,从而有可能促进一个自主、批判、积极的社会的成长和发展,使其能够在所遇到的信息面前做出决策。
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Tasks About Impossible Random Events: A Pedagogical Game as a Teaching Tool for the Early Years of Elementary School
Background: The concepts of impossible random events are an integral part of the National Common Curricular Base – BNCC and of the thematic unit “Probability and Statistics”, in which 6- to 8-year-old students must classify events involving chance, such as “it is impossible to happen”, indicating the need for proposals that help in the teaching and learning process. Objectives: A possibility was shown to develop a pedagogical work for the initial years of Brazilian Elementary School based on pedagogical games, creating methodological theoretical subsidy to rethink strategic methods, resizing them in order to minimise the existing gap between ludic activities and everyday tasks carried out by students, spontaneously, and the work triggered in the classroom. Design: Cards were prepared for the game “Probability in Action”, called Questions (?), which are tasks based on problem situations with the objective of favouring the apprehension of contents and the development of probabilistic knowledge, having as theoretical support the Anthropological Theory of the Didactic - ATD by Yves Chevallard, consisting of two blocks, the practical and the theoretical. Setting and Participants: It was a theoretical work that presented a didactic and mathematical praxeology that exposed and explored, in detail, the practice and the probabilistic theory involved in the cards of the game “Probability in Action” focused on impossible random events in which it is associated with the solving tasks or problem situations. Data collection and analysis: Tasks associated with impossible random events were created and described using ATD, comprising type of tasks (T); techniques (τ) that solve tasks of this type; technology (θ) that justify the techniques and guarantee their validity, and, finally, the theory (Θ) that justifies the technology. This praxeological quartet is denoted [T, τ, θ, Θ], and the block [T, τ] is called practical-technical (praxis), or know-how block; and the block [θ, Θ] is called the technological-theoretical block (logos) or knowledge block. Results: In terms of the ATD, its use allowed identifying a set of praxeologies that made it possible to characterize both the probabilistic object and the didactic approach for such an object, and the praxeological organization was composed of four elements: 1) Task (T) and its subtasks (t), which was characterized by the action required by the problem situation proposed for the question cards in the game; 2) Technique (τ), identifying the way to perform the task and its subtasks; 3) Technology (θ), specified by the set of definitions, properties, axioms and theorems that justify the technique, that is, that the random phenomenon refers to experimental realization when its observation is impossible; 4) Theory (Θ), the field in which technology is justified, probability theory. Conclusions: Supported by the results of this study, basic probabilistic concepts were thought of that meet the needs of Brazilian fundamental education, so that it is possible to contribute to the growth and development of an autonomous, critical, active society capable of making decisions in front of to the information you encounter.
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Acta Scientiae
Acta Scientiae Multidisciplinary-Multidisciplinary
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0.70
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43
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