Recognizing possibilities of computational tinking when teaching first-degree equations
Loading...
Files
External sources
External sources
Date
Advisor
Coadvisor
Graduate program
Undergraduate course
Journal Title
Journal ISSN
Volume Title
Publisher
Type
Work presented at event
Access right
Acesso aberto

Files
External sources
External sources
Abstract
Tis work aims to present a hands-on activity for the frst degree equations. Te activity was applied to a reinforcement class of the K-8, in a public school in Birigui, São Paulo, Brazil. Te activity used the Balance of Equations game, built on the Scratch programming environment with the objective of teaching the initial ideas of frst degree equations to a class with a learning gap in this discipline. Te planning of the activity was divided into three moments, with the intention of starting from an analogy to the principle of equivalence of an equation, reaching the algebraic transcription of an equation through activities of manipulation of the game code. Seven concepts related to computational thinking with strong potential to be worked during the activity were identifed. In this way, besides the presentation of the classroom case, this article identifes these seven concepts, analyzing how they could be developed during the application of the activity, seeking to answer the following question: How can computational thinking skills be explored through hands-on activity for the teaching of equations?
Description
Keywords
Balances of equations Game, Computational thinking, Hands-on activity, Mathematics education
Language
English
Citation
ACM International Conference Proceeding Series, p. 57-64.





