Abstract
The framing theory guiding the work described here is that mathematics learning is facilitated through long-term student engagement in collaborative projects, integration of sustained emphasis on content knowledge, deep engagement of student interests, and support for student experience and progress, and commitment to learning through interactive microworlds that foster modeling and collaboration. We describe two case studies of software design/implementation, one an animation environment, and the other a game and game-design microworld. We describe each case in some detail, and compare the projects’ affordances, constraints, and design lessons, and persisting challenges.
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Notes
- 1.
In fact the Lunar Lander was designed to form part of materials within the BBC Jam initiative.
- 2.
Three levels of the software are planned, if funding permits. The first is described herein; the second adds 3D perspective and lighting and the third adds in acoustics and sound.
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Confrey, J. et al. (2009). Designing Software for Mathematical Engagement through Modeling. In: Hoyles, C., Lagrange, JB. (eds) Mathematics Education and Technology-Rethinking the Terrain. New ICMI Study Series, vol 13. Springer, Boston, MA. https://doi.org/10.1007/978-1-4419-0146-0_3
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