Apps para trabalhar o estudo da matemática em um contexto de inclusão

  • Teresa F. Blanco Universidad de Santiago de Compostela
  • Alejandro Gorgal
  • Iria Ares Méndez Universidad de Santiago de Compostela
Palavras-chave: inclusão, ensino médio, aplicativos, estímulo matemático

Resumo

Este artigo recolhe uma intervenção educativa num contexto de inclusão onde os tablets são utilizados como dispositivo tecnológico. O objetivo é trabalhar a estimulação matemática por meio de um aplicativo móvel lúdico com alunos em risco de exclusão social. A metodologia é qualitativa, tomando como instrumento de análise de dados os indicadores de adequação afetiva e mediacional de Godino (2013). Os resultados mostram um alto grau de adequação afetiva e médio grau de adequação mediacional devido a dificuldades externas ao material tecnológico e à aplicação selecionada.

Downloads

Não há dados estatísticos.

Referências

Aryasa, K., Fabrianes, J. C., Irwan, A. M., Hasyrif, S. Y., Paulus, Y. T., & Irmayana, A. (2021). The Use of Game Puzzle Application for presenting Arithmetic Problems. In 2021 3rd International Conference on Cybernetics and Intelligent System (ICORIS) (pp. 1-4). IEEE.

Blanco, T. F. y Ares Méndez, I. (2021). Exploraty analysis of mathematical policátions as a didactic resource. EDULEANR21 Proceedings, 11639-11645.

Blanco, T. F., Gorgal, A., Salgado, M., Salinas, M.J., Sequeiros, P.G., Rodríguez, D., Núñez, C., y Diego-Mantecón, J.M. (2018). Interdisciplinary activities for an inclusive mathematics education. In E. Bergqvist, M. Österholm, C. Granberg, y L. Sumpter (Eds.) Proceedings of the 42nd Conference of the International Group for the Psychology of Mathematics Education (Vol. 5, p. 208). PME.

Bouck, E. C., Chamberlain, C., & Park, J. (2017). Concrete and app-based manipulatives to support students with disabilities with subtraction. Education and Training in autism and Developmental Disabilities, 52(3), 317-331.

Bouck, E. C., Working, C., & Bone, E. (2018). Manipulative apps to support students with disabilities in mathematics. Intervention in School and Clinic, 53(3), 177-182. https://doi.org/10.1177/1053451217702115

Calder, N., y Campbell, A. (2016). Using mathematical apps with reluctant learners. Digital experiences in mathematics education, 2 (1), 50-69.

Choi, J., y Han, H. (2020). Do Parental Attitudes Really Matter to Children's Mathematics Anxiety? A Meta-Analysis. Universal Journal of Educational Research, 8, 1731-1740.

Coutinho, W. A., de Almeida, V. E., y Jatobá, A. (2021). Aplicativos móveis: uso e possibilidades para o ensino da matemática na EJA. ETD-Educação Temática Digital, 23 (1), 20-43.

Dubé, A. K., Kacmaz, G., Wen, R., Alam, S. S., & Xu, C. (2020). Identifying quality educational apps: Lessons from ‘top’mathematics apps in the Apple App store. Education and Information Technologies, 25(6), 5389-5404.

Fabian, K., Topping, K. J., y Barron, I. G. (2018). Using mobile technologies for mathematics: effects on student attitudes and achievement. Educational Technology Research and Development, 66 (5), 1119-1139.

Flores, P., y Peinado, P. (2019). ¿Gamificación como nueva tendencia didáctica? Juegos y enseñanza de las matemáticas. Revista Épsilon, 101, 7-10.

Godino, J. D. (2013). Indicadores de la idoneidad didáctica de procesos de enseñanza y aprendizaje de las matemáticas. Cuadernos de Investigación y Formación de Educación Matemática, 8 (11), 111-132.

González Astudillo, M. T., Cáceres García, M. J., Chamoso Sánchez, J. M., Codes Valcarce, M., y Coello Villanueva, Y. M. (2017). Diseño, desarrollo, experimentación y evaluación de aplicaciones Android para la enseñanza de la estadística.

Groenwald, C. L. O., y Homa, A. I. R. (2021). Educación Matemáticas y Tecnologías: planificación de tareas de investigación centradas en el aprendizaje de los estudiantes. UNIÓN, 17 (63).

Hoyos-Prioló, V. J. (2017). Aprendizaje móvil en el proceso de enseñanza aprendizaje del cálculo. Pedagogía profesional, 15 (2).

Hsu, Y-C., Ching, Y-H., Callahan, J., y Bullock, D. (2021). Enhancing STEM Majors’ College Trigonometry Learning through Collaborative Mobile Apps Coding. TechTrends, 65 (1), 26-37.

Hsu, Y. C., Ching, Y. H., Callahan, J., & Bullock, D. (2021). Enhancing STEM Majors’ College Trigonometry Learning through Collaborative Mobile Apps Coding. TechTrends, 65(1), 26-37. https://doi.org/10.20396/etd.v23i1.8656231

Kalloo, V., y Mohan, P. (2012). MobileMath: An innovative solution to the problem of poor Mathematics performance in the Caribbean. The Caribbean Teaching Scholar, 2 (1).

Larkin, K., & Milford, T. (2018). Using cluster analysis to enhance student learning when using geometry mathematics apps. In Uses of Technology in Primary and Secondary Mathematics Education (pp. 101-118). Springer, Cham. https://doi.org/10.1007/978-3-319-76575-4_6

López, M. D. M. G., y Albaladejo, I. M. R. (2009). Influencia de las nuevas tecnologías en la evolución del aprendizaje y las actitudes matemáticas de estudiantes de secundaria. Electronic Journal of Research in Educational Psychology, 7 (1), 369-396.

Mailizar, M., y Fan, L. (2020). Examining Indonesian secondary school mathematics teachers’ instructional practice in the integration of technology. Universal Journal of Educational Research, 8 (10), 4692-4699.

McDonald, C. V. (2016). STEM Education: A Review of the Contribution of the Disciplines of Science, Technology, Engineering and Mathematics. Science Education International, 27 (4), 530-569.

Ortiz-Sanz, J. P., Gil-Docampo, M., Rego-Sanmartín, T., Arza-García, M., Tucci, G., Parisi, E. I., .& Mugnai, F. (2020). D3mobile metrology world league: training secondary students on smartphone-based photogrammetry. The International Archives of Photogrammetry, Remote Sensing and Spatial Information Sciences, 43, 235-241.

Papadakis, S., Kalogiannakis, M., & Zaranis, N., 2018. Educational Apps from the Android Google Play for Greek Preschoolers: A Systematic Review. Computers and Education, Vol. 116, pp. 139-160.

Radović, S., Marić, M., y Passey, D. (2019). Technology enhancing mathematics learning behaviours: Shifting learning goals from “producing the right answer” to “understanding how to address current and future mathematical challenges”. Education and Information Technologies, 24 (1), 103-126.

Rotger García, L., Herreros Herreros, S., y Ribera Puchades, J. M. (2022). Uso de Minecraft Education Edition para el afianzamiento en las clases de matemáticas. Book of Abstracts. International Conference on Gamifying Mathematics in CLIL context.

Tangarife, D. (2018). La enseñanza de las matemáticas a personas con síndrome de Down utilizando dispositivos móviles. Revista electrónica de investigación educativa, 20 (4), 144-153.

Verzosa, D.M.B., de Las Peñas, M.L.A.N., Sarmiento, J.F., Aberin, M.A.Q., Tolentino, M.A.C., & Loyola, M.L. (2021). Using mobile technology to promote higher-order thinking skills in elementary mathematics. Proceedings of the 8th International Conference on Educational Technologies 2021, ICEduTech 2021 and 17th International Conference on Mobile Learning 2021, ML 2021, 19-26.

Weinhandl, R., Houghton, T., Lindenbauer, E., Mayerhofer, M., Lavicza, Z., y Hohenwarter, M. (2021). Integrating Technologies Into Teaching and Learning Mathematics at the Beginning of Secondary Education in Austria. EURASIA Journal of Mathematics, Science and Technology Education, 17 (12), em2057.

Zhang, L., Shang, J., Pelton, T., y Pelton, L. F. (2020). Supporting primary students' learning of fraction conceptual knowledge through digital games. Journal of Computer Assisted Learning, 36 (4), 540-548.

Publicado
2023-08-31
Como Citar
F. Blanco, T., Gorgal, A., & Ares Méndez, I. (2023). Apps para trabalhar o estudo da matemática em um contexto de inclusão. UNIÓN - REVISTA IBEROAMERICANA DE EDUCACIÓN MATEMÁTICA, 19(68). Obtido de https://union.fespm.es/index.php/UNION/article/view/615
##plugins.generic.dates.received## 2022-04-02
##plugins.generic.dates.accepted## 2022-05-11
##plugins.generic.dates.published## 2023-08-31