利用数字操作蜡染活动在十一年级进行几何变换

Q1 Mathematics
Sani Sahara, M. Dolk, A. Hendriyanto, T. A. Kusmayadi, Laila Fitriana
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引用次数: 0

摘要

学习变换几何(TG)需要一种更非正式的方法来解决情境问题。本研究旨在以与情境相关的设计形式,开发可操作的变换几何知识,但其通用性足以在新情境中使用数字操作活动。我们在设计研究方法框架内,以猜想的本地教学理论(LIT)的形式提出了这种知识。设计的学习活动以现实数学教育(RME)原则为基础,以蜡染为情境,采用了 van Hiele 的几何思维模式。此外,还以 CorelDraw 软件为工具,将蜡染制作活动转化为数字操作环境。设计包括一个预评估和四个学习活动。数据按照 HLT 进行了回顾性分析。上述数据分析和教学实验过程的论证表明,在这一特定背景下,学生学习变换几何的轨迹令人信服,未来研究前景广阔。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Transformation geometry in eleventh grade using digital manipulative batik activities
Learning Transformation Geometry (TG) needs a more informal approach to concern situational problems. This study aims to develop actionable knowledge of TG in the form of design related to context and yet general enough to use digital manipulative activities in new situations. We propose such knowledge in the form of conjectured Local Instructional Theory (LIT) in the framework of design research methodological framework. The designed learning activities were based on Realistic Mathematics Education (RME) principles and used batik as the context and van Hiele’s mode of geometric thought. In addition, the CorelDraw software is used as a tool to transform batik-making activities into a digital manipulative environment. The design consists of a pre-assessment and four learning activities. The data were analyzed retrospectively in accordance with the HLT. The analysis of the data described above and the justification of the processes during the teaching experiment indicate a compelling trajectory for students learning transformation geometry for this specific context and the prospect for future studies.
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来源期刊
Journal on Mathematics Education
Journal on Mathematics Education Mathematics-Mathematics (all)
CiteScore
4.20
自引率
0.00%
发文量
13
审稿时长
10 weeks
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