> Context • In 1972, Papert emphasized that “[t]he important difference between the work of a child in an elementary mathematics class and […]a mathematician” is “not in the subject matter […]but in the fact that the mathematician is creatively engaged […]” Along with creative, Papert kept saying children should be engaged in projects rather than problems. A project is not just a large problem, but involves sustained, active engagement, like children’s play. For Papert, in 1972, computer programming suggested a flexible construction medium, ideal for a research-lab/playground tuned to mathematics for children. In 1964, without computers, Sawyer also articulated research-playgrounds for children, rooted in conventional content, in which children would learn to act and think like mathematicians. > Problem • This target article addresses the issue of designing a formal curriculum that helps children develop the mathematical habits of mind of creative tinkering, puzzling through, and perseverance. I connect the two mathematicians/educators – Papert and Sawyer – tackling three questions: How do genuine puzzles differ from school problems? What is useful about children creating puzzles? How might puzzles, problem-posing and programming-centric playgrounds enhance mathematical learning? > Method • This analysis is based on forty years of curriculum analysis, comparison and construction, and on research with children. > Results • In physical playgrounds most children choose challenge. Papert’s ideas tapped that try-something-new and puzzle-it-out-for-yourself spirit, the drive for challenge. Children can learn a lot in such an environment, but what (and how much) they learn is left to chance. Formal educational systems set standards and structures to ensure some common learning and some equity across students. For a curriculum to tap curiosity and the drive for challenge, it needs both the playful looseness that invites exploration and the structure that organizes content. > Implications • My aim is to provide support for mathematics teachers and curriculum designers to design or teach in accord with their constructivist thinking. > Constructivist content • This article enriches Papert’s constructionism with curricular ideas from Sawyer and from the work that I and my colleagues have done
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Programming as Language and Manipulative for Second-Grade Mathematics
Abstract This article reports on an exploration of how second-graders can learn mathematics through programming. We started from the theory that a suitably designed programming language can serve children as a language for expressing and experimenting with mathematical ideas and processes in order to do mathematics and thereby, with appropriate tasks and teaching, learn and enjoy the subject. This is very different from using the computer as a teaching app or a digital medium for exploration. Children tackled genuine puzzles – problems for which they did not already have a pre-learned solution. So far, we have built four microworlds for second-graders and tested them with a diverse population of well over three hundred children. The microworlds focus on the most critical second-grade mathematical content (as mandated in state standards), let children pick up all key programming ideas in contexts that make them ‘obvious’ (to maintain focus on the mathematics) and suppress all other distractions to minimize overhead for teachers or students using the microworlds. Because children see the results of the actions they articulate (in the computer language, Snap ! ), they can evaluate their methods and solutions themselves. The feedback is purely the outcome, not happy or sad sounds from the computer. Notably, nearly all children showed intense engagement, some choosing microworlds even outside of mathematics time. Teachers spontaneously reported this as well, with special mention of children whom they found hard to engage in regular lessons. We report our experiments and observations in the spirit of sharing the ideas and promoting more research.
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- PAR ID:
- 10348116
- Date Published:
- Journal Name:
- Digital Experiences in Mathematics Education
- Volume:
- 7
- Issue:
- 1
- ISSN:
- 2199-3246
- Page Range / eLocation ID:
- 48 to 65
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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