利用代数曲面蜡染图案创作,将STEAM融入现代几何教学

IF 0.3 Q4 EDUCATION, SCIENTIFIC DISCIPLINES International Journal for Technology in Mathematics Education Pub Date : 2023-03-01 DOI:10.1564/tme_v30.1.3
H. Parhusip, H. Purnomo, D. Nugroho, Istiarsi Saptuti Sri Kawuryan
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引用次数: 1

摘要

本文介绍了利用Surfer软件在学校进行现代几何教学,并将代数曲面转化为蜡染图案,作为整合STEAM进行数学教学的一个例子。例如,学校中已知的典型代数曲面是圆柱体和球体,本文将其确定为传统几何。另一方面,将其他不单纯认定为传统几何对象的几何对象称为现代几何对象。这里讨论的对象由多个代数曲面控制,存在于名为Surfer的软件中。该软件用于学生对传统几何的初步学习。在了解了Surfer软件的工作原理之后,可以使用该软件绘制更复杂的几何对象,这些对象被命名为现代几何。该软件是为中学生到大学生介绍的,使技术和艺术沉浸在几何的学习中。在这项研究中,这项活动涉及到制作一件蜡染作品,这是印度尼西亚当地的一种纺织品,基于Surfer创造的代数表面。有两种呈现图案的方法,这些方法是在绘制代数表面之后,学生使用蜡染程序将表面复制到纺织品中。在第二种方法中,学生收到一些代数曲面的原型,并将它们转换成新的图案,并在随后的铜邮票原型的特殊纸张上进行说明。利用几何作为任何水平的学生在学习数学时都必须学习的常规主题,学习,创新技能和技术技能是本文提出的方法的活动所针对的直接教育价值。其教育价值不仅在于数学本身及其内容本身,还在于将数学与其他领域相结合,探索数学术语,STEAM就是在这个意义上引入的。本文通过将技术、艺术和相关几何研究对象的产品相结合来解决几何学习问题,以培养学习技能、创新技能和技术技能,这些技能是21世纪教育中教育价值所需的技能。
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Integration of STEAM in Teaching Modern Geometry through Batik Motifs Creation with Algebraic Surfaces
This paper explains teaching modern geometry for schools using software called Surfer and converting the algebraic surfaces into Batik motifs as one example of teaching mathematics with the integration of STEAM. Typical algebraic surfaces known in schools were, for example, cylinders and spheres which are identified as traditional geometry in this article. On the other hand, other geometrical objects that are not solely identified as traditional ones are called modern geometrical objects. The objects addressed here are governed by multiple algebraic surfaces and existed in the software called Surfer. The software is used for students to learn traditional geometry initially. After knowing how the software Surfer is doing, the software can be used for drawing more complex geometrical objects that are named to be modern geometry. This software is introduced for students in middle schools until students in the university such that technology and art are immersed in learning geometry. In this research, the activity involved creating a Batik piece which was a local textile in Indonesia based on algebraic surfaces created with Surfer. There were two methods of presenting the motif, these are after drawing the algebraic surfaces, students copied the surfaces into textiles using drawing Batik procedures. In the second method, students received some prototypes of algebraic surfaces and converted them into new patterns which were illustrated on a special paper for a copper stamp prototype later on. Using geometry as the routine topic which must be learned by any level of students in learning mathematics, the learning, innovation skills, and technology skills are direct educational values that are targeted by the activities with the approach presented in this article. The educational value is not only for the sake of mathematics and its content but also for integrating mathematics with other fields and exploring mathematical terms such that STEAM is introduced in this sense. The article here has addressed learning geometry by combining technology, art, and creating products to the related geometrical studied objects to develop learning skills, innovative skills, and technology skills that are educational values required skills in 21st-century education.
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