Ensino e aprendizagem da matemática na educação básica utilizando tecnologias e desenvolvendo pensamento computacional: abordagem com Scratch, Portugol, Python e Geogebra

This work proposes ways to use computer programs for teaching and learning mathematics, developing computational thinking. The proposed modalities are “Mathematics Laboratory”, “Games and Gamification” and “Algorithm Construction and Programming”. The first two are conceptualized and have their uses...

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Autor principal: Galvão, Marcos César Cabral
Outros Autores: Lima, Ronaldo Freire de
Formato: Dissertação
Idioma:pt_BR
Publicado em: Universidade Federal do Rio Grande do Norte
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Endereço do item:https://repositorio.ufrn.br/handle/123456789/45644
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Resumo:This work proposes ways to use computer programs for teaching and learning mathematics, developing computational thinking. The proposed modalities are “Mathematics Laboratory”, “Games and Gamification” and “Algorithm Construction and Programming”. The first two are conceptualized and have their uses justified, with examples with the Mathematical Laboratory using Geogebra software in the modalities Geogebra Graphical Calculator to study the behavior of a quadratic function, Geogebra Geometry to study circumcentric regular polygons and Geogebra CAS (Computer Algebra System) - to factor out some Fermat and Mersenne Numbers. The Algorithm Construction and Programming modality is more exhaustively explored with Scratch, Portugol and Python. Geometry is approached with Papert’s Constructionist proposal, in a similar way to the Turtle Geometry of the LOGO language, in constructions of triangles, squares and regular polygons. The Mathematical Logic developed by Boole and De Morgan is approached with Venn Diagrams and has highlighted importance for expression constructions of the conditional and repetition control structures that control flows in algorithms and programs. The Pascal Triangle is used as a motivating mathematical element for exploring sequences, including: sum of natural and Fibonacci sequences that are computationally developed in iterative and recursive forms. Divisibility, prime and composite numbers, Sieve of Eratosthenes, Euclid’s Algorithm for calculating the Greatest Common Divisor - GCD, Fundamental Theorem of Arithmetic and Factorization, Numbering Systems in Binary, Decimal and Hexadecimal Bases are some of the algorithms discussed and implemented in Scratch, Portugol and Python.