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Högstadieungdomar skriver historia på bloggen : undervisning, literacy och historiemedvetande i ett nytt medielandskap / Students Blog about History : Teaching, Literacy and Historical Consciousness in a New Media EnvironmentJohansson, Cecilia January 2014 (has links)
The purpose of this thesis is to study the literacy formed when a class blog is used as a tool for students studying history and explore how this particular literacy is used to generate historical knowledge. The study was conducted during the course of a project in which ninth-grade students contributed entries to a common blog in the form of a diary written by individuals who experienced the Second World War. Its three major objectives were to study the students' perception of the blog in relation to their gender and level of historical knowledge; how they and their teacher esta-blished and used the formed literacy; and how the students related to this in the production of historical knowledge. In analyzing the results, a concept of literacy was used based on seven writing practices all linked to the new medium and history education. The study was based on a questionnaire, interviews and various student texts. In order to perform a content analysis on the study results a theoretical framework for historical conscious-ness was included. The results show that in using the writing practices a literacy characterized by colla-borative authorship was formed. The study concludes that this affects both what and how the students learn. Together they show each other that history is comprised of many small stories, not necessarily strictly coherent with the general history as told by their textbooks. Examining the students’ blog entries made a new learning process visible that enabled the enhancement of their historical consciousness. / Under senare år har sociala medier introducerats i undervisningen som verktyg för lärande, men hur interagerar dessa nya möjligheter till kommunikation och sam-arbete med en formell undervisningssituation i historia? I Högstadieungdomar skriver historia på bloggenbeskriver och undersöker Cecilia Johansson ett möte mellan sociala medier och historieundervisningen när högstadieelever skriver inlägg i form av dagboksanteckningar från Andra Världskriget på en klassblogg. Det kollaborativa författarskap som många elever uppvisar tycks ha påverkat både hur och vad eleverna lär sig. Dessutom synliggörs en lärprocess där ett historie-medvetande ges förutsättningar att utvecklas. / <p></p><p></p>
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A estética realista dos filmes sobre favela no Brasil (2002-2010) / Realistic esthetics of films about slums in Brazil (2002-2010)Saulo Magalhães Resende 06 December 2012 (has links)
Este trabalho possui como objetivo a análise de cinco filmes do cinema brasileiro contemporâneo que tratam sobre favela: Cidade de Deus ( Fernando Meirelles, 2002), Linha de Passe ( Walter Salles e Daniela Thomas , 2008), Sonhos Roubados ( Sandra Werneck, 2009), Tropa de Elite ( José Padilha, 2007) e Tropa de Elite II (José Padilha, 2010). Tendo como eixo central a estética realista de filmes sobre favela no Brasil, a partir da metodologia de análise fílmica, foi realizada uma pequena revisão de algumas teorias de cultura, comunicação e dos antecedentes do campo do cinema brasileiro contemporâneo. Para além, foi desenvolvido uma proposta dialógica com a Psicologia Social e as possibilidades de interlocuções com o cinema brasileiro. O foco se deu em problematizar como as condições de produção, as representações e as apropriações de recepção se articulam às diversas práticas discursivas e não-discursivas e se associam à representação da noção de categorias identitárias como violência, segurança pública, família, juventude e consumo. Os resultados dessa análise qualitativa giraram em torno de questões de ordem socioeconômica, que caracterizam a favela enquanto território de (im)possibilidades e, sobretudo, tem seus moradores como personagens que possuem um estereótipo do que é viver na favela, dando visibilidade nas relações que se estabelecem nesses territórios. / This work has as objective the analysis of five contemporary Brazilian cinema films that deal with slum: Cidade de Deus (Fernando Meirelles, 2002), Linha de Passe (Walter Salles and Daniela Thomas, 2008), Sonhos Roubados (Sandra Werneck, 2009), Tropa de Elite (José Padilha, 2007) and Tropa de Elite II (José Padilha, 2010). Taking as its central axis aesthetics realistic of films about slums in Brazil, based on the methodology of film analysis, we performed a short review of some theories of culture, communication and background of the field of contemporary Brazilian cinema. In addition, a dialogic proposal was developed with the Social Psychology and the possibilities of dialogues with Brazilian cinema. The focus was in problematize as production conditions, representations and appropriations reception articulate the various discursive and non-discursive practices and are associated with the representation of the notion of identity categories such as violence, public safety, family, youth and consumption. The results of this qualitative analysis revolved around issues of socio-economic order, while featuring the slum area of (im)possibilities and above all have their residents as characters who have a stereotype than it is to live in the slum, giving visibility in relations settling in these territories.
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MODELAGEM MATEMÁTICA DE OBJETOS CAMPEIROS DO RIO GRANDE DO SULGoerch, Herton Gilvan Caminha 10 October 2013 (has links)
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Previous issue date: 2013-10-10 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This work has as its central focus the analysis of the possibilities that Mathematical Modeling
offers to the mathematical learning concepts in a class of an Agricultural Technician course in
a federal institute of education situated in Alegrete-RS. The justification is supported by the
possibility of adopting a teaching methodology which is able to create opportunities for
students to have contact with everyday problems, developing the ability to solve them and to
analyze and interpret the solutions and at the same time learn mathematical content. The
proposed activities involved the modeling of field objects used in the work of a trooper who
lives in the state of Rio Grande do Sul with the help of the software GeoGebra. The research
was grounded in the ideas of realistic mathematics education proposed by Hans Freudhental
and his approach to the ideas of mathematical modeling. The enquiry was operationalized, in
a qualitative approach, based on data collected through interviews with the historian
responsible for the Gaucho Museum of the city of Alegrete, participant observations of the
activities with the students, reports of the subjects of the research informed in the Field Diary
and documents produced by them. Based on the theoretical assumptions, their own reflections
and research objectives established the data analysis. With the analysis it was possible to
notice attitude changes during the research and the students commitment to the work
developed. It was observed that the work with mathematical modeling based on a topic that is
part of the students everyday lives and with the help of computational tools aroused the
interest and motivation to study mathematical content as well as the development of abilities
for investigating and understanding the socio-cultural role of mathematics. / Este trabalho tem como foco central a investigação sobre as possibilidades que a Modelagem
Matemática oferece à aprendizagem de conceitos matemáticos, em uma turma de Ensino
Médio do curso Técnico em Agropecuária de uma escola pública federal localizada na cidade
de Alegrete, RS. A justificativa sustenta-se na possibilidade de adotar uma metodologia de
ensino capaz de oportunizar aos alunos o contato com problemas do cotidiano, desenvolvendo
a capacidade de resolvê-los e de analisar e interpretar as soluções e, ao mesmo tempo,
aprender conteúdos matemáticos. As atividades propostas foram a modelagem de objetos
campeiros usados no trabalho do tropeiro que vive no estado do Rio Grande do Sul com o
auxilio do software Geogebra. A pesquisa foi ancorada nas ideias da Educação Matemática
Realista proposta por Hans Freudhental e sua aproximação com as ideias da Modelagem
Matemática. A investigação foi operacionalizada, numa abordagem qualitativa, baseada nos
dados coletados em entrevista com historiador responsável pelo Museu do Gaúcho da cidade
de Alegrete, observações participantes das atividades desenvolvidas com os alunos, relatos
dos sujeitos da pesquisa registrados no Diário de Campo e dos documentos por eles
produzidos. Tendo por base os pressupostos teóricos, as reflexões próprias e nos objetivos da
pesquisa estabeleceu-se a análise dos dados. Com a análise foi possível perceber mudanças de
atitudes durante a investigação e o comprometimento dos alunos com o trabalho
desenvolvido. Percebeu-se que o trabalho com Modelagem Matemática, a partir de um tema
que faz parte do cotidiano dos alunos e com o auxilio de ferramenta computacional,
despertou o interesse e a motivação para estudar conteúdos matemáticos além do
desenvolvimento de habilidades para a investigação e a compreensão do papel sócio cultural
da Matemática.
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2D Aesthetics with a 3D Pipeline : Achieving a 2D Aesthetic with 3D GeometryNilsson, Morgan, Lundmark, Andreas January 2017 (has links)
This thesis evaluates and tests different methods utilized to produce a 2D aesthetic within a 3D pipeline, as in, converting 3D geometry to an aesthetic that is similar to hand-drawn classic films such as Snow White And The Seven Dwarfs. This thesis explores methods to produce both exterior and interior lines that indicate shape and form of 3D models, the conclusion from the tested methods leaves with the statement that it is unlikely the human factor will be ever entirely replaced by automated solutions, and instead a mixed approach with shader relied solutions and involvement of texturing techniques which provides artistic controls where necessary, is deemed to be the most effective way of preserving the hand-drawn 2D aesthetic within a 3D-pipeline.
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Simulation of flowering plants / Simulation des plantes à fleursPetrenko, Olga 12 December 2014 (has links)
Les plantes ont longtemps intrigué les scientifiques, qui, avec son importance vitale pour la planète, sa beauté et l'énorme quantité de formes ayant, les rend un sujet attrayant pour la recherche. Un aspect intéressant est la création d'un modèle virtuel capable de simuler de vraies plantes avec un degré élevé de précision. L'objectif de notre étude est les plantes à fleurs, qui jouent un rôle énorme dans notre vie de fins nutritives et médicales à l'embellissement de l'environnement . L'obtention d'un modèle géométrique exacte d'une fleur est très utile, car elle joue un rôle important dans la validation du modèle virtuel. Par ailleurs, la visualisation de paramètres non directement traçables dans les plantes à fleurs vivantes est d'une grande aide à l'étude de la physiologie. L'énorme biodiversité entre les différentes parties d'un spécimen et entre les différents spécimens fournit une vaste zone d'objectifs qui la synthèse d'image doit contester. Modéliser des fleurs est un sous-ensemble d'un espace de recherche beaucoup plus vaste que la modélisation de plantes. Les plantes à fleurs ont des caractéristiques structurelles qui les rendent différentes des structures d'arbres, d’arbustes ou de l’herbe. A ce jour, on ne tient pas une grande importance à essayer cette ligne de recherche d'une façon particulière et en général a été classé dans le contexte plus large de la modélisation des plantes. Nous avons choisi d’utiliser le «L-systems» pour la procédure de la modélisation, et comme base pour notre recherche. Il y a différents mécanismes de catégorisation topologie de la plante dans chacune des étapes de sa croissance. Pour construire le plan de la structure d'une plante, avec une courte grammaire, quelques lignes étaient quelque chose qui dès le premier moment a suscité l'intérêt et par la suite évolué en quelques systèmes d'interprétation géométriques pour la modélisation des plantes. Notre objectif est d'étudier les moyens efficaces de décrire la structure des plantes à fleurs en utilisant L-systems. Tout d'abord, nous proposons de représenter les formes des feuilles, pétales, étamines, carpelles, etc. Avec une extension de L-systems - un modèle basé sur trois cartes généralisées dimensions - 3Gmaps L-systèmes, qui peut être appliquée avec succès pour la modélisation des plantes à fleurs. La description de la grammaire de la structure des plantes à fleurs fournit un nombre illimité de ses interprétations géométriques. Deuxièmement, nous allons améliorer le processus d'écriture de la grammaire par l'ajout d'une nouvelle fonctionnalité de paramétrage interactif. Troisièmement, nous allons proposer une nouvelle méthode de modélisation inverse des plantes à fleurs, où l'utilisateur peut définir de manière interactive les caractéristiques des fleurs. L'algorithme utilise cette information comme une entrée, qui est ensuite analysée et codée en tant que L -systèmes grammaire. Enfin, nous allons présenter une méthode pour créer des clairières de fleurs virtuelles à l'aide de gestes Kinect. Nous voulons faire remarquer que notre travail a été fait avec la plateforme de logiciel 3Gmaps L- système développé dans le cadre de la thèse d'intégrer toutes les techniques proposées. / Plants have always intrigued scientists as besides of its sheer importance for the earth, their beauty and enormous variety of shapes tempt to thoroughly inquire about its nature. One of the aspects of this inquiry is the creation of the virtual model in order to mimic real plants to a high degree of accuracy. The focus of our study is the flowering plants, which play a huge role in our life from nutritive and medical purposes to beautifying the environment. Obtaining an accurate geometrical model of a flower is quite useful as it plays an important role in the validation of the virtual model. Besides, the visualization of parameters not traceable directly in living flowering plants is a stand-by in studying their physiology. A huge biological diversity both within and between individuals provides a vast area of objectives which the image synthesis must challenge.Flower modelling constitutes a part of a larger research area, plant modelling. Flowering plants have their particular structural features which are different from the structure of trees, bushes or grass. Still not a lot of emphasis has been placed to date on this problem, as it was categorized within the modelling of plants in general. We chose a procedural modeling using L-systems as a base of our research. L-system is a very powerful method of plant simulation. It provides a means of characterizing the topology of a plant at every stage of its growth. Grasping the plant structure with just several lines of grammar attracted immediate interest and later on evolved into several powerful geometrical interpretation system used in plant modelling. Our purpose is to study efficient ways of describing the structure of flowering plants by means of L-systems. First, we will propose to represent the shapes of leafs, petals, stamens, carpels, etc. with an extension of L-systems – a model based on three dimensional generalized maps – 3Gmaps L-systems, which can be successfully applied for the modelling of flowering plants. The grammar description of the structure of the flowering plants provides an unlimited number of its geometrical interpretations. Second, we will improve the process of grammar writing by adding a new functionality of interactive parameter adjustment. Third, we will propose a new method of inverse modelling of flowering plants, where the user can interactively define the flower characteristics. The algorithm uses this information as an input, which is then analyzed and coded as L-systems grammar. Finally, we will present a method for creating virtual glades of flowers using Kinect gestures. We want to remark that our work has been done with 3Gmaps L-system software platform developed in the scope of the thesis to integrate all the proposed techniques.
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Design research towards improving understanding of functions : a South African case studyChimhande, Tinoda January 2013 (has links)
The function concept is one of the most important concepts in the learning of mathematics (Dubinsky & Harel, 1992), yet it is considered by many researchers to be one of the least understood and most difficult concepts to master in the learning of high school mathematics (Eisenberg, 1992, Sfard, 1992). To this end, problems concerning its teaching and learning are often confronted (Mann, 2000) and few teachers know how learners come to understand functions (Yoon, 2007). As a result, most teachers teach functions using the conventional approach which starts by stating definitions followed by examples and then a few applications. The nature of this approach has not encouraged teachers to engage learners and their ways of reasoning in knowledge construction and adequately addressing their difficulties.
The purpose of this study was to use design research to improve the teaching and learning of functions at grade 11 level. This was achieved by adapting design cycles of Wademan’s (2005) Generic Design Research model in which each cycle comprised different iterative APOS (Action, Process, Object, Schema) analysis, design, development and implementation of hypothetical learning trajectories (HLTs). I started by interrogating twelve grade 11 learners of a particular rural high school on the June 2011 mathematics paper 1 examination they had written to determine the APOS theory conception level each learner was operating at, and their difficulties. Learners’ difficulties from initial interviews and literature were grouped under the function definition and representation. I then designed instruction based on HLTs embedded with Realistic Mathematics Education (RME) activities and two separate tasks on the definition and representation as a form of intervention to help learners move up from their initial conception levels to the next and to overcome their difficulties. After each design cycle I interviewed learners based on the task for a particular concept and learners’ responses were analysed using APOS theory and used to design further instruction to help learners approximate the schema level of understanding concepts related to functions.
The major findings of this study were that the use of learners’ conceptions and RME activities in designing instruction helped learners to progress smoothly through APOS theory conception levels though they did not fully reach the intended schema level. In addition, design research cycles and their HLTs implemented in a constructivist environment enabled learners to collectively derive working definitions of the function concept and to improve their conceptual understanding of the process of switching from a graph to an equation. Another contribution of this study has been a deeper understanding of the extent to which design research can be used to improve learners’ understanding of functions and an addition of some insights to the teaching and learning of functions. / Thesis (PhD)--University of Pretoria, 2013. / gm2014 / Science, Mathematics and Technology Education / unrestricted
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Interactive weathering for realistic image synthesis of urban environments / Vieillissement interactif pour la synthèse d'image réaliste des environnements urbainsMuñoz Pandiella, Imanol 05 December 2017 (has links)
Etre capable de capturer et de synthétiser des comportements réalistes est un sujet de recherche important en Informatique Graphique. Mais, pour produire des images réalistes, il ne suffit pas de représenter les matériaux de manière fiable, il faut également prendre en compte leurs évolutions dans le temps. La simulation des effets de vieillissement est le domaine de la recherche qui s’intéresse à la prise en compte de la détérioration des modèles virtuels. Après avoir étudié les travaux précédents dans ce domaine, nous avons constaté qu’il y a un manque d’estimation pour certains paramètres environnementaux importants ainsi qu’un besoin de modèles globaux qui tiennent compte des interactions des facteurs intervenants dans les grandes scènes. De plus, nous avons observées que l’amélioration des techniques actuelles nécessite intégrer les caractéristiques physiques réelles pour éviter la déconnection des processus réels, ce qui doit donc être analysés et compris. Dans cette thèse, nous visons à améliorer la simulation du vieillissement en Informatique Graphique sous les trois angles suivants. Concernant l’estimation des facteurs de vieillissement, nous proposons d’abord de traiter un facteur sous-estimé dans la littérature mais qui est très important dans les processus de vieillissement : le soleil. Plus spécifiquement, nous proposons une technique interactive qui estime l’exposition solaire sur des scènes urbaines détaillées. Compte tenu d’une carte d’exposition directionnelle calculée sur une période donnée, nous estimons le facteur de visibilité du ciel qui sert à évaluer l’exposition finale à chaque point visible. Ceci est fait en utilisant une méthode espace-écran basée sur une approche à deux échelles, qui est indépendante de la géométrie et qui a un coût bas en stockage. Notre méthode aboutit à une technique intéressante non seulement pour les simulations de vieillissement, mais également en architecture, dans la conception de bâtiments durables et dans l’estimation de la performance énergétique des bâtiments. Ensuite, nous introduisons un modèle global permettant de simuler les changements d’apparence des bâtiments liés aux dépôts de pollution. Ce processus est très visible sur les scènes urbaines et, jusqu’à présent, aucune technique n’a été proposée en utilisant une approche globale (sur une ville entière). Nous proposons ici une technique basée sur la physique considérant que les effets de la pollution dépendent de trois facteurs principaux : l’exposition au vent, à la pluie et au soleil. Cette approche prend en compte trois étapes : le dépôt, la réaction et le lavage. Avec un pré-calcul à bas coût, nous évaluons la distribution de la pollution dans la ville. Puis, par le biais d’opérateurs espace-écran, nous proposons une méthode efficace capable de générer des images réalistes en temps interactifs. De plus, le pré-calcul n’exige qu’une quantité réduite de mémoire pour stocker la carte de pollution et, comme la méthode utilisée est indépendante de la complexité de la scène, elle peut s’adapter à des modèles complexes et de grande taille en ajustant la résolution de la carte. Finalement, afin de mieux appréhender les processus de vieillissement, nous présentons une méthode permettant de prendre en compte l’effet d’écaillage sur les monuments en pierre avec très peu d’interaction de l’utilisateur. / Being able to capture and synthesize realistic materials is an important research topic in Computer Graphics. In order to render realistic images it is not enough to represent materials reliably, but we also need to represent its temporal component. Simulation of weathering effects is the research area that pursues the incorporation of decay to virtual models. After studying the previous work, we have found that there is a lack of estimation methods for some important environmental parameters and a need of global models that consider the interactions of the environmental factors in big scenes. Moreover, we have observed that the improvement of current techniques need to incorporate real effects characteristics to avoid the current disconnection from the real processes. But, this need to be first analyzed and understood. In this thesis, we aim to improve weathering simulation in Computer Graphics in these three fronts. Concerning weathering factors estimation, we first propose to deal with an undervalued factor in weathering literature which is very important in aging processes: the sun. More specifically, we propose an interactive technique that estimates solar exposure on detailed urban scenes. Given a directional exposure map computed over a given time period, we estimate the sky visibility factor that serves to evaluate the final exposure at each visible point. This is done using a screen-space method based on a two-scale approach, which is geometry independent and has low storage costs. Our method results in an interesting technique not only in weathering simulations, but also in architecture, in sustainable building design and in the estimation of buildings’ energy performance. After that, we introduce a global model to simulate the changes of appearance of buildings due to pollution deposition. This process is very noticeable on urban scenes and, so far, no technique has dealt with it using a global approach. We propose a physically-based technique that considers pollution effects to depend on three main factors: wind, rain and sun exposure, and that takes into account three intervening steps: deposition, reaction and washing. With a low-cost pre-computation step, we evaluate the pollution distribution through the city. Based on this distribution and the use of screen-space operators, our method results in an efficient approach that generate realistic images of polluted surfaces at interactive rates. In addition, the pre-computation demands a reduced amount of memory to store the pollution map and, as it is independent from scene complexity, it can suit large and complex models adapting its resolution. Finally, in order to improve the understanding of weathering processes, we present a method to identify and map “scaling” weathering effects on stone monuments with very little user interaction.
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Modern Prescription Theory and Application: Realistic Expectations for Speech Recognition With Hearing AidsJohnson, Earl E. 01 September 2013 (has links)
A major decision at the time of hearing aid fitting and dispensing is the amount of amplification to provide listeners (both adult and pediatric populations) for the appropriate compensation of sensorineural hearing impairment across a range of frequencies (e.g., 160?10000?Hz) and input levels (e.g., 50?75?dB sound pressure level). This article describes modern prescription theory for hearing aids within the context of a risk versus return trade-off and efficient frontier analyses. The expected return of amplification recommendations (i.e., generic prescriptions such as National Acoustic Laboratories?Non-Linear 2, NAL-NL2, and Desired Sensation Level Multiple Input/Output, DSL m[i/o]) for the Speech Intelligibility Index (SII) and high-frequency audibility were traded against a potential risk (i.e., loudness). The modeled performance of each prescription was compared one with another and with the efficient frontier of normal hearing sensitivity (i.e., a reference point for the most return with the least risk). For the pediatric population, NAL-NL2 was more efficient for SII, while DSL m[i/o] was more efficient for high-frequency audibility. For the adult population, NAL-NL2 was more efficient for SII, while the two prescriptions were similar with regard to high-frequency audibility. In terms of absolute return (i.e., not considering the risk of loudness), however, DSL m[i/o] prescribed more outright high-frequency audibility than NAL-NL2 for either aged population, particularly, as hearing loss increased. Given the principles and demonstrated accuracy of desensitization (reduced utility of audibility with increasing hearing loss) observed at the group level, additional high-frequency audibility beyond that of NAL-NL2 is not expected to make further contributions to speech intelligibility (recognition) for the average listener.
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Modelování realistické postavy / Realistic Figure ModellingPalguta, Miloš January 2009 (has links)
This document discusses making of masters thesis, which is devoted to modeling of realistic human character. The goal of this thesis is to introduce process of making a 3D realistic character. It contains quick review of todays computer graphic industry, theoretical preparation for making this character and a review of few different modeling techniques. Mesh Flow theory is explained in detail, which is fundamental for todays organic modelling. In process of making character, all acquired knowledge will be used. In stages all theoretical and practical processes of mapping, texturing and skinning will be explained. Demonstration of how junction of different applications may achieve greater speed, effectiveness and quality during process of making model and textures will be presented. Last chapter of this thesis is devoted to programming an application to display character in OpenGL.
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Upptäck matematiken! : En empirisk studie om hur unga elever använder laborativt material vid problemlösning.Eriksson, Ida, Fornander, Lina, Nordmark, Lisa January 2023 (has links)
Denna empiriska studie utgår från problemlösningsuppgifter och syftar till att beskriva hur ungaelever använder laborativt material i en problemlösningsuppgift, samt hur eleverna utvecklar modelleri sina lösningar. Empirin till studien har samlats in genom intervjuer och observationer.Datainsamlingen genomfördes i fem omgångar med två elever under varje tillfälle. Eleverna fickgemensamt lösa problemlösningsuppgifter med multibasmaterial. Metoden för att analysera datan varinnehållsanalys, utifrån en kvalitativ ansats med utgångspunkt i teorin Realistic MathematicsEducation. Resultatet visar att eleverna genom att använda sig av multibasmaterial kan visa sinförståelse och använda det som stöd vid samtal. Det framkommer även i resultatet att majoriteten aveleverna besitter kunskaper om hur de använder multibasmaterialet som en modell av verkligheten.Enstaka elever upplevdes vara på god väg att automatisera modell av till en modell för, för abstraktmatematik. Slutsatsen som kan dras utifrån genomförd studie är att multibasmaterialet underlättar föreleverna i deras samtal och utbyte av tankar i deras lösningsprocess, samt möjliggör för eleverna attskapa modeller av problemlösningsuppgiftens innehåll.
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