Publication Date: 2023/10/19
Abstract: This text presents aspects of a research project in which the possibilities for teaching fractions when playing the game Slice Fractions - Math Makers are questioned. The aim is to get to know the game in order to identify what it opens up for teaching fractions and to analyze the way in which meanings are made possible for the students who play it. The constitution of knowledge in the act of "playing the game" favors the signification of mathematical objects due to our presentiality, situated as an element of playing in this movement, involving an active methodology for understanding fractions. By playing Slice Fractions, we can outline a methodology for games in the classroom and, with this, explore the updates resulting from the experience with games. As a result of the research, we can see the meanings of fractions such as: number; ordering; part-whole; proportion; quotient; representations and ideas relating to operations with fractions. We point to a path with Digital Game Based Learning - DGBL - in the school context, as well as explaining the demands that the presence of the game in the classroom implies for the way of being a professor and the possibilities of activities resulting from this process.
Keywords: Games; Meanings of Fractions; Math Education; Phenomenology.
DOI: https://doi.org/10.5281/zenodo.10021713
PDF: https://ijirst.demo4.arinfotech.co/assets/upload/files/IJISRT23SEP1822.pdf
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