Wordle as a Teaching Tool

Q3 Mathematics
Katherine S. Ritchey, S. Patterson, B. Patterson, Nathan Ritchey
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引用次数: 0

Abstract

Wordle, a game in which a player has six chances to find a five-letter word, has become quite popular. In this paper, we present four activities that are based on Wordle and are designed to help students advance their knowledge and skill of a particular concept. Some of the activities could be used for beginning students and some activities could be used for more advanced students. The activities are designed to promote mathematical engagement and interest and can be used individually, or collectively, to fit the specific needs of the intended audience. The first two activities enhance students' knowledge of combinatorics and probability when letter words are chosen at random. In another activity, individual and pairs of letter counts from the list of possible Wordle words are presented in graphical format. More advanced students can replicate these graphs using a computer program, while other students can simply use the graphs that are included. In the fourth activity, students have the opportunity to play Wordle and develop strategies to minimize the number of steps required to solve a particular puzzle. Classroom experience is included and student responses to the activities are presented.
作为教学工具的世界
《世界》是一款玩家有6次机会找到5个字母的单词的游戏,现在已经非常流行。在这篇论文中,我们提出了四个基于世界的活动,旨在帮助学生提高他们对特定概念的知识和技能。有些活动可以用于初学者,有些活动可以用于更高级的学生。这些活动旨在促进数学参与和兴趣,可以单独使用,也可以集体使用,以适应目标受众的特定需求。前两个活动通过随机选择字母单词来增强学生对组合学和概率的认识。在另一个活动中,从可能的世界单词列表中单独和成对的字母计数以图形形式呈现。更高级的学生可以使用计算机程序复制这些图表,而其他学生可以简单地使用所包含的图表。在第四项活动中,学生有机会玩世界,并制定策略,以尽量减少解决特定谜题所需的步骤。包括课堂经验和学生对活动的反应。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
PRIMUS
PRIMUS Social Sciences-Education
CiteScore
1.60
自引率
0.00%
发文量
42
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