Ingenious and Fun Games of Maths - Nuova Direzione Didattica Vasto
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Ingenious and Fun Games of Maths - Nuova Direzione Didattica Vasto
Ingenious and Fun Games of Maths Strategies for an Effective Teaching of Maths Final product of Ingenious and fun games of Maths Summary 1. Italy Project presentation Countries and schools presentation Project LOGO Maths convention 2. Turkey Survey results (about parents-students-teachers) 3. Romania Countries curriculum Good practices 4. Reunion Island Test for 3th - 4th-5th grade first (version by Poland) Special needs games 5. Spain Games Test results first version 6. Poland Guide lines Tests for 3th -4th-5th grade (second version by Turkey) International competition 1 Ingenious and fun games of Maths 1. ITALY MEETING Project presentation Progetto E.Te.Mat. “Effective Teaching of Mathematics”, programma UE Erasmus+, Key Action 2 - Partenariati StrategiciVASTO Prof. Paolo ROTONDO L’ORGANIZZAZIONE DEL CURRICOLO TRA COMPETENZE E OBIETTIVI DI APPRENDIMENTO IL CASO DELLA MATEMATICA 18 FEBBRAIO 2015 1. LE < INDICAZIONI PER IL CURRICOLO > D. M. 254 / 16 NOV. 2012 2. LA SCUOLA DEL PRIMO CICLO 3. L‟ORGANIZZAZIONE DEL CURRICOLO 4. LE COMPETENZE 5. LE INDICAZIONI INVALSI 6. LA MATEMATICA NEL PRIMO CICLO ALCUNI SPUNTI DI RIFLESSIONE a) PER LE SUE SUGGESTIONI FORMATIVE E CULTURALI (ANCHE SE A VOLTE SANAMENTE UTOPISTICHE), LA PREMESSA (CULTURA – SCUOLA – PERSONA + FINALITA’ GENERALI) APPARE LA PARTE PIU‟ IMPORTANTE DEL DOCUMENTO DEL 4 / 09 / 2012, ANCHE SE LA GENERALITA‟ DEGLI ENUNCIATI VA POI CONCRETIZZATA IN PARTICOLARI PERCORSI DIDATTICI. b) LA SUCCESSIVA PANORAMICA DELLE DISCIPLINE, ARTICOLATE IN OBIETTIVI DI APPRENDIMENTO (PER LA 3.a E LA 5.a PRIMARIA E PER LA 3.a MEDIA) E TRAGUARDI 2 Ingenious and fun games of Maths b) LA SUCCESSIVA PANORAMICA DELLE DISCIPLINE, ARTICOLATE IN OBIETTIVI DI APPRENDIMENTO (PER LA 3.a E LA 5.a PRIMARIA E PER LA 3.a MEDIA) E TRAGUARDI PER LO SVILUPPO DELLE COMPETENZE, AL TERMINE DEI DUE CICLI, E`RICCA DI SPUNTI CHE VANNO INTERPRETATI E CONDIVISI SIA A LIVELLO DI CURRICOLO COMPLESSIVO (L‟INSIEME DEGLI INSEGNANTI CHE OPERANO CON I MEDESIMI ALUNNI), SIA TRA DOCENTI DI UNA MEDESIMA DISCILINA IN UN ISTITUTO (GRUPPO DISCIPLINARE), AFFINCHE‟ SI POSSA INQUADRARE L‟OPERATO DIDATTICO NEL CONTESTO VOLUTO DALLE INDICAZIONI, CHE COMUNQUE NON APPAIONO UNA RIVOLUZIONE RISPETTO ALLA PRECEDENTE “RIFORMA MORATTI” ( D. 59 / 2004) O ALLE PRECEDENTI “INDICAZIONI 2007”, E NEMMENO RISPETTO AI PRECEDENTI “PROGRAMMI” DELLA SCUOLA ELEMENTARE (1985) E DELLA SCUOLA MEDIA (1979). LA SCUOLA DEL PRIMO CICLO L’alfabetizzazione culturale di base La scuola primaria mira all‟acquisizione degli apprendimenti di base, come primo esercizio dei diritti costituzionali. Ai bambini e alle bambine che la frequentano va offerta l‟opportunità di sviluppare le dimensioni cognitive, emotive, affettive, sociali, corporee, etiche e religiose, e di acquisire i saperi irrinunciabili. Si pone come scuola formativa che, attraverso gli alfabeti delle discipline, permette di esercitare differenti potenzialità di pensiero, ponendo così le premesse per lo sviluppo del pensiero riflessivo e critico. Per questa via si formano cittadini consapevoli e responsabili a tutti i livelli, da quello locale a quello europeo. La scuola secondaria di primo grado rappresenta la fase in cui si realizza l‟accesso alle discipline come punti di vista sulla realtà e come modalità di interpretazione, simbolizzazione e rappresentazione del mondo. La valorizzazione delle discipline avviene pienamente quando si evitano due rischi: sul piano culturale, quello della frammentazione dei saperi; sul piano didattico, quello della impostazione trasmissiva. Rispetto al primo, le discipline non vanno presentate come territori da proteggere definendo confini rigidi, ma come chiavi interpretative. I problemi complessi richiedono, per essere esplorati, che i diversi punti di vista disciplinari interessati dialoghino e che si presti attenzione alle zone di confine e di cerniera fra discipline. L’ambiente di apprendimento Il primo ciclo, nella sua articolazione di scuola primaria e secondaria di primo grado, persegue efficacemente le finalità che le sono assegnate nella misura in cui si costituisce come un contesto idoneo a promuovere apprendimenti significativi e a garantire successo formativo per tutti gli alunni. 3 Ingenious and fun games of Maths come un contesto idoneo a promuovere apprendimenti significativi e a garantire successo formativo per tutti gli alunni. A tal fine è possibile individuare, nel rispetto della libertà di insegnamento, alcune impostazioni metodologiche di fondo. - Valorizzare l’esperienza e le conoscenze degli alunni - Attuare interventi adeguati nei riguardi delle diversità - Favorire l’esplorazione e la scoperta - Incoraggiare l’apprendimento collaborativo - Promuovere la consapevolezza del proprio modo di apprendere Realizzare percorsi in forma di laboratorio PROPOSTA: GLI INVARIANTI DELLA DIDATTICA 1. LA CONTINUITA 2. LA COMPRENSIONE DI UN TESTO SCRITTO 3. ORGANIZZARE E RAPPRESENTARE LE INFORMAZIONI 4. LE MAPPE CONCETTUALI 5. LE CONCEZIONI DELLA MATEMATICA E DEL SUO APPRENDIMENTO L‟O R G A N I Z Z A Z I O N E D E L C U R R I C O L O < Ogni scuola predispone il curricolo all’interno del Piano dell’offerta formativa con riferimento al profilo dello studente al termine del primo ciclo di istruzione, ai traguardi per lo sviluppo delle competenze, agli obiettivi di apprendimento specifici per ogni disciplina. > FINALITA‟ EDUCATIVE (Profilo dello studente) TRAGUARDI PER LE COMPETENZE OBIETTIVI DI APPRENDIMENTO 4 Ingenious and fun games of Maths F I N A L I T A` E D U C A T I V E LA FINALITA‟ DEL PRIMO CICLO E‟ LA PROMOZIONE DEL PIENO SVILUPPO DELLA PERSONA Elaborare il senso della propria esperienza Promuovere la pratica consapevole della cittadinanza LA SCUOLA PRIMARIA MIRA ALL‟ACQUISIZIONE DEGLI APPRENDIMENTI DI BASE, COME PRIMO ESERCIZIO DEI DIRITTI COSTITUZIONALI. LA SCUOLA SECONDARIA DI PRIMO GRADO RAPPRESENTA LA FASE IN CUI SI REALIZZA L‟ACCESSO ALLE DISCIPLINE COME PUNTI DI VISTA SULLA REALTÀ E COME MODALITÀ DI INTERPRETAZIONE, SIMBOLIZZAZIONE E RAPPRESENTAZIONE DEL MONDO. I TRAGUARDI PER LE COMPETENZE SONO INDICATI AL TERMINE DI CIASCUN CICLO: FINE QUINTA ELEMENTARE FINE TERZA MEDIA RAPPRESENTANO “RIFERIMENTI PER GLI INSEGNANTI” INDICANO “PISTE CULTURALI E DIDATTICHE DA PERCORRERE” AIUTANO A “FINALIZZARE L‟AZIONE EDUCATIVA ALLO SVILUPPO INTEGRALE DELL‟ALLIEVO” COSTITUISCONO CRITERI PER LA VALUTAZIONE DELLE COMPETENZE ATTESE 5 Ingenious and fun games of Maths OBIETTIVI DI APPRENDIMENTO ACQUISIZIONE DEGLI ALFABETI DI BASE DELLA CULTURA VENGONO POSTI COME SAPERE / SAPER FARE ED INDICATI: Per la SCUOLA PRIMARIA AL TERMINE DELLA TERZA E DELLA QUINTA CLASSE Per la SCUOLA SECONDARIA DI I GRADO AL TERMINE DELLA TERZA CLASSE ACQUISIZIONE DEGLI ALFABETI DI BASE DELLA CULTURA VENGONO POSTI COME SAPERE / SAPER FARE ED INDICATI: Per la SCUOLA PRIMARIA AL TERMINE DELLA TERZA E DELLA QUINTA CLASSE Per la SCUOLA SECONDARIA DI I GRADO AL TERMINE DELLA TERZA CLASSE I TRAGUARDI PER LE COMPETENZE RAPPRESENTANO – PROBABILMENTE – A META‟ STRADA TRA FINALITA’ E OBIETTIVI, UNA SORTA DI COLLEGAMENTO TRA L’EDUCAZIONE (PRODOTTA DALLE FINALITA‟) E L’ ISTRUZIONE (PRODOTTA DAGLI OBIETTIVI DI APPRENDIMENTO) EDUCARE ISTRUENDO POTREBBE PERTANTO VOLER DIRE: 6 Ingenious and fun games of Maths 1) PERSEGUIRE LE FINALITA’ EDUCATIVE Elaborare il senso della propria esperienza Promuovere la cittadinanza attiva attraverso 2) L` ACQUISIZIONE DEGLI ALFABETI DI BASE DELLA CULTURA sapere (conoscenze) saper fare (abilità) avendo cura di 3) MIRARE AL PIENO POSSESSO DELLE COMPETENZE LE COMPETENZE INDICATE NELLA < INDICAZIONI > SONO STRETTAMENTE DISCIPLINARI; MANCANO SUGGERIMENTI PER COMPETENZE COMPIUTAMENTE `TRASVERSALI` LA MATEMATICA DAI 6ANNI IN POI dalle INDICAZIONI PER IL CURRICOLO SUGGERIMENTI GENERALI PER LA MATEMATICA In Matematica è elemento fondamentale il laboratorio . . . Caratteristica della pratica matematica è la risoluzione di problemi . . . . Nella scuola secondaria di primo grado si svilupperà un’attività più propriamente di tematizzazione, formalizzazione, generalizzazione. Un’attenzione particolare andrà dedicata allo sviluppo della capacità di esporre e di discutere con i compagni le soluzioni e i procedimenti seguiti. L’uso consapevole e motivato di calcolatrici e del computer deve essere incoraggiato opportunamente fin dai primi anni della scuola primaria . . . Di estrema importanza è lo sviluppo di un’adeguata visione della matematica . . . riconosciuta e apprezzata come contesto per affrontare e porsi problemi significativi . . 7 Ingenious and fun games of Maths INVALSI QUADRO DI RIFERIMENTO PRIMO CICLO DI ISTRUZIONE / PROVA DI MATEMATICA Le due dimensioni della valutazione Le prove INVALSI di matematica per il primo ciclo scolastico sono volte a valutare le conoscenze e le abilità matematiche acquisite dagli studenti in entrata e in uscita del ciclo d‟istruzione (classe II della scuola primaria; classe V della scuola primaria; classe I della scuola secondaria di primo grado; classe III della scuola secondaria di primo grado). Le domande di matematica sono costruite in relazione a due dimensioni: - i contenuti matematici coinvolti, organizzati nei quattro ambiti (Numeri, Spazio e figure, Dati e previsioni, Relazioni e funzioni); - i processi coinvolti nella risoluzione. Questa bi-dimensionalità della valutazione è utilizzata in quasi tutte le indagini internazionali ed è indispensabile per fotografare correttamente gli apprendimenti dello studente, individuandone le componenti strutturali. È importante sottolineare il fatto che (in matematica) non è possibile in generale stabilire una corrispondenza univoca tra il singolo quesito e un unico contenuto (conoscenza o abilità) il cui possesso venga verificato in esclusiva mediante quello stesso quesito. Infatti, in generale, la risposta a ciascuna domanda coinvolge diversi livelli di conoscenze di vario tipo e richiede contemporaneamente il possesso di diverse abilità. È questa una conseguenza della natura stessa del pensiero matematico, che non consiste solo in convenzioni o procedure di calcolo, ma in ragionamenti complessi, fatti di rappresentazioni, congetture, argomentazioni, deduzioni. Ogni quesito delle prove del Servizio Nazionale di Valutazione viene quindi riferito a un ambito di contenuti e a un singolo processo, ma va sempre inteso che quelli indicati sono l'ambito e il processo prevalenti. I processi utilizzati per costruire le domande e analizzare i risultati sono i seguenti: 1. conoscere e padroneggiare i contenuti specifici della matematica (oggetti matematici, proprietà, strutture...); 2. conoscere e utilizzare algoritmi e procedure (in ambito aritmetico, geometrico, …); 8 Ingenious and fun games of Maths 2. conoscere e utilizzare algoritmi e procedure (in ambito aritmetico, geometrico, …); 3. conoscere diverse forme di rappresentazione e passare da una all'altra (verbale, numerica, simbolica, grafica, ...); 4. risolvere problemi utilizzando strategie in ambiti diversi – numerico, geometrico, algebrico – (individuare e collegare le informazioni utili, individuare e utilizzare procedure risolutive, confrontare strategie di soluzione, descrivere e rappresentare il procedimento risolutivo,…); 5. riconoscere in contesti diversi il carattere misurabile di oggetti e fenomeni, utilizzare strumenti di misura, misurare grandezze, stimare misure di grandezze (individuare l'unità o lo strumento di misura più adatto in un dato contesto,stimare una misura,…); 6. acquisire progressivamente forme tipiche del pensiero matematico (congetturare, argomentare, verificare, definire, generalizzare, ...); 7. utilizzare strumenti, modelli e rappresentazioni nel trattamento quantitativo dell'informazione in ambito scientifico, tecnologico, economico e sociale (descrivere un fenomeno in termini quantitativi, utilizzare modelli matematici per descrivere e interpretare situazioni e fenomeni, interpretare una descrizione di un fenomeno in termini quantitativi con strumenti statistici o funzioni ...). 8. riconoscere le forme nello spazio e utilizzarle per la risoluzione di problemi geometrici o di modellizzazione (riconoscere forme in diverse rappresentazioni, individuare relazioni tra forme, immagini o rappresentazioni visive, visualizzare oggetti tridimensionali a partire da una rappresentazione bidimensionale e, viceversa, rappresentare sul piano una figura solida, saper cogliere le proprietà degli oggetti e le loro relative posizioni, …). POSSIBILI CURRICOLI VERTICALI OMOGENEI Poiché gli “Obiettivi di apprendimento” al termine di 3.a elementare, 5.a elementare e 3.a media sono declinati omogeneamente in termini di: NUMERI SPAZIO E FIGURE RELAZIONI, DATI E PREVISIONI sembra possibile e naturale costruire curricoli verticali (da 6 a 14 anni) disciplinari e condivisi tra i docenti dei due ordini di Scuola, ed espressi soprattutto in termini di “saper fare”, più spesso che di “sapere”. Qualche osservazione . . . . 9 Ingenious and fun games of Maths 1. I concetti - al termine della classe 5.a, tra gli “Obiettivi di apprendimento” si scrive: < Utilizzare e distinguere tra loro i concetti di perpendicolarità, parallelismo, orizzontalità, verticalità > 2. L’ATTENZIONE AL LINGUAGGIO Dagli “Obiettivi di apprendimento > a) TERZA ELEMENTERE Eseguire un semplice percorso partendo dalla descrizione verbale o dal disegno, descrivere un percorso che si sta facendo e dare le istruzioni a qualcuno perché compia un percorso desiderato. b) QUINTA ELEMENTARE - Riprodurre una figura in base a una descrizione, utilizzando gli strumenti opportuni (carta a quadretti, riga e compasso, squadre, software di geometria). 3. LA TRADIZIONE a) TERZA ELEMENTARE - Riconoscere, denominare e descrivere figure geometriche. b) QUINTA ELEMENTARE - Determinare il perimetro di una figura. - Determinare l‟area di rettangoli e triangoli e di altre figure per scomposizione. I TRAGUARDI PER LO SVILUPPO DELLE COMPETENZE al termine della scuola primaria - L`alunno si muove con sicurezza nel calcolo scritto e mentale con i numeri naturali e sa valutare l`opportunità di ricorrere a una calcolatrice. - Descrive, denomina e classifica figure in base a caratteristiche geometriche, ne determina misure, progetta e costruisce modelli concreti di vario tipo. - Riesce a risolvere facili problemi in tutti gli ambiti di contenuto, mantenendo il 10 Ingenious and fun games of Maths -Riesce a risolvere facili problemi in tutti gli ambiti di contenuto, mantenendo il controllo sia sul processo risolutivo, sia sui risultati. OSSERVAZIONI RICORDIAMO CHE I < TRAGUARDI PER LE COMPETENZE > RAPPRESENTANO “RIFERIMENTI PER GLI INSEGNANTI” INDICANO “PISTE CULTURALI E DIDATTICHE DA PERCORRERE” AIUTANO A “FINALIZZARE L`AZIONE EDUCATIVA ALLO SVILUPPO INTEGRALE DELL‟ALLIEVO” COSTITUISCONO CRITERI PER LA VALUTAZIONE DELLE COMPETENZE ATTESE SI PROVI ALLORA A: 1. SPECIFICARE – PER QUALCUNO DEI “TRAGUARDI” SOPRA ESAMINATI – QUALI CONCRETE PISTE DA PERCORRERE SIANO DA ATTUARE; 2. COME VALUTARE IL GRADO DI RAGGIUNGIMENTO DI TALI TRAGUARDI; 3. COME CONNETTERE GLI OBIETTIVI DI APPRENDIMENTO CON QUESTI TRAGUARDI; 4. COME MIRARE DAI TRAGUARDI SUGGERITI ALLE . . . . Elaborare il senso della propria esperienza FINALITA’ EDUCATIVE Promuovere la cittadinanza attiva AI FINI DELLO SVILUPPO INTEGRALE DELL‟ALUNNO ? **************************** Prof. Paolo ROTONDO FEBBRAIO 2015 11 Ingenious and fun games of Maths 12 Ingenious and fun games of Maths COUNTRY PRESENTATION ITALY www.nuovadirezionedidatticavasto.gov.it WE ARE HERE 13 Ingenious and fun games of Maths Monument to the bather Punta Aderci The castle Punta Penna : the lighthouse 14 Ingenious and fun games of Maths Fish soup is the typical of Vasto’s plate ORGANIGRAMMA ORGANIZZAZIONE ORARIA Dirigente Scolastico Prof.ssa Nicoletta DEL RE Consiglio di Circolo SCUOLA DELL’INFANZIA Giunta Esecutiva 7.45/8.00 – 16.00 SCUOLA PRIMARIA Direttore dei S.G.A. Collaboratori del Dirigente Maria Giacinta PICCONE ITALIANO Ins. Barbara GASPARI Ins. Paola MELIS Assistenti Amministrativi Collaboratori Scolastici Referenti di Plesso Primaria Referenti di Plesso Infanzia Funzioni Strumentali 8.10 – 13.10 (LUNEDI –VENERDI) 8.10- 12.10 (SABATO) TEMPO PIENO 8.10 -16.10 (SABATO LIBERO) Collegio Docenti Inizio a.s. 11 sett. 2014 chiusura 9 giugno 2015 Vacanze di Natale dal 23 dicembre al 6 gennaio Vacanze di Pasqua dal 2 all’ 8 aprile Commissioni Coordinatori di Dipartimenti Consigli Di Interclasse STUDENTS TEACHERS COLLABORATOR 14 10 2 6 15 2 6 3 2 Incoronata 94 13 2 1 Peluzzo 221 24 4 1 2 Ritucci Chinni S.Antonio 232 76 23 9 3 1 Vasto Marina 151 100 23 50 106 18 65 TOTALE 623 69 10 TOTALE 513 55 12 Aniello Polsi Incoronata S.Lorenzo Smerilli S.Michele Pagliarelli STUDENTS 1 2 15 TEACHERS COLLABORATOR Ingenious and fun games of Maths Scuola dell’infanzia Aniello Polsi Scuola dell’infanzia e Scuola Primaria Incoronata Scuola dell’infanzia S.Lorenzo Scuola dell’infanzia Smerilli Scuola dell’infanzia S.Michele e Scuola Primaria Peluzzo Scuola dell’infanzia Pagliarelli 16 Ingenious and fun games of Maths Scuola Primaria Ritucci Chinni Scuola dell’infanzia Vasto Marina Scuola Primaria S. Antonio PIANO DELL'OFFERTA FORMATIVA (POF) UNA SCUOLA PER LA VITA P.O.F. P.O.F. I PROGETTI D’ISTITUTO PAROLE CHIAVE •LETTURA “LIBR…IAMOCI” •SOLIDARIETA’ •RECUPERO/POTENZIAMENTO •OSPITALITA’ •ORTOLIAMO •AMBIENTE DI APPRENDIMENTO •CONTINUITA’ •DIDATTICA LABORATORIALE •AREA A RISCHIO-IMMIGRAZIONE •COMPETENZE •INTERPRETO I SEGNI DEL TEMPO •CONTINUITA’ •COMENIUS “LEARN TO READ” •UNA SCUOLA PER TUTTI E PER CIASCUNO •ERASMUS PLUS “E.TE.MAT.” •SCUOLA A DOMICILIO •L.I.M. IN CLASSE 17 Ingenious and fun games of Maths POLAND The national emblem and the flag POLAND area: 312,685 square km population: 38,2 million European Union memeber since 2004 The river Wisla and the biggest cities Gdansk Poznan Warszawa POLAND Lodz WROCŁAW Wroclaw Katowice Krakow Mazury – lake district The Baltic Sea coast – Hel peninsula 18 Ingenious and fun games of Maths The Carpathians – Tatra Mountains RYSY - the highest peak of Poland (2,499 m) (the south of Poland) Zakopane Bieszczady The magic forest of Bialowieza The European Bison – a unique animal Gdansk Poznan Warszawa Lodz Wroclaw Katowice 19 Krakow Ingenious and fun games of Maths WARSZAWA (Warsaw) Population: 1,7 million the capital and the largest city of Poland The Old Town in Warsaw (rebuilt after total destruction of the city in World War II) Wawel – the Royal Castle Krakow The old capital of Poland Jagiellonian University - the oldest in Poland (1364) Wawel Cathedral 20 Ingenious and fun games of Maths Gdansk – Wroclaw – Our City ”A trace of Holland in Poland” The „long” Market The Old Port Poznan The Centre of Katowice 21 Ingenious and fun games of Maths Mikolaj Kopernik, Copernicus Fryderyk Chopin (astronomer) (composer, pianist) Lech Walesa Karol Wojtyla – John Paul II, the Pope Legendary leader of „Solidarity”. Former president of Poland. Who and When brings Gifts to Polish Children during Christmas Season Delicious Food for Fat Thursday The Thursday before Ash Wednesday is celebrated as Fat Thursday - Tlusty Czwartek . On this is the day when you forget about your diet and eat mountains of donuts (paczki) and all the other things fat, greasy, sweet, full of cholesterol, generally unhealthy, and mmmmm.... delicious. In some regions of Poland the gifts are given to the children only on December 6th - since St. Nicolaus called also Santa Claus is a patron of this day. But in the majority of houses children (and adults) can expect gifts twice- on December 6th and also on Christmas Eve. The atmosphere of this feast is different than the atmosphere of Christmas eve since December 6th is a normal working day. Whereas Christmas is usually celebrated as a family feast. 22 Ingenious and fun games of Maths Sinking of Marzanna Palm Sunday Traditions Palm Sunday niedziela palmowa is called also The Sunday of the Lord's Passion. Here we will focus mainly on the tradition of Polish palms The most popular palms that people usually carry to the church are made of blooming pussy willows branches called bazie or kotki decorated with branches of birch, raspberry, currant and also some boxwood bukszpan, dry flowers and grass, ribbons and other decorations. In the Catholic Church the willow (Polish: wierzba) symbolizes the resurrection and the immortality of the soul. Winters in Poland were long and unforgiving. Therefore people are longing for spring. One of the ancient and pagan habits that supposedly was helping to get rid of winter was "sinking of Marzanna". Kids made a doll from old grass and tree branches and take it to the river. They burn the doll and throw her into the river. The symbolic meaning of this ceremony is to get rid of winter therefore it is performed in early spring. Art of Coloring Easter Eggs Easter Saturday in Poland Easter Saturday in Poland is a busy day. Every Polish family visits a church with a basket full of food products (a piece of bread, salt, sausage, egg - usually painted etc). Especially children love it! The baskets are then blessed by a priest. The Easter eggs are symbols of fertility and beginning of the new life. Some of the eggs were painted in traditional Polish folk patterns. These eggs were called "pisanki". Word "pisanki" comes from the root-word meaning "to write". Painting eggs is a multi-layered process of writing on an egg with hot beeswax, dying the egg, then finally melting and rubbing off the egg for a finished product. Wet Monday Smigus Dyngus (shming-oos-ding-oos) is an unusual tradition of Easter Monday. This day (Monday after Easter Sunday) is called also in Polish "Wet Monday", in Polish: "Mokry Poniedzialek" or "Lany Poniedzialek". Easter Monday is also a holiday in Poland. It was traditionally the day when boys tried to drench girls with squirt guns or buckets of water. The atmosphere of All Saints' Day is unique. In the evening cemeteries are decorated in glowing and flickering colorful lights of countless candles. 23 Ingenious and fun games of Maths St. John's Night A long Mayday weekend in Poland At the end of June, at the time of Summer Solstice, when night is shortest and Nature bursts with blossoms and growth, we celebrate the Holiday of Fire and Water, also called Noc Kupaly. People gather at a fire, jumping through the fire, sing songs, dance and having lots of fun. May 1st - International Workers' Day May 2nd - Flag Day, it is also celebrated as a day of Polish immigration or Poles abroad, so called POLONIA DAY. May 3rd - The oldest feast is a feast of May 3rd which is devoted to the day of constitution, since the famous Constitution of the 3rd May was established on that day. Many people go on the outdoor trips during long Mayday weekend. St. Andrew's Night There is a long tradition of fortune telling especially for non-married girls on the November 30th in Poland. The main purpose of Andrzejki celebrations is to predict the future of unmarried girl, especially her prospects for a good marriage. Presently people do not take seriously the fortune-telling during st. Andrew Day but this day is still celebrated because it is lots of fun Girls wore wreaths of flowers on their heads. If the burning wreath was thrown in the river and then pulled by a single man it might mean they are engaged. All Saints' Day in Poland, November 1st Miners' Day (St. Barbara Day) One of the most celebrated days associated with workers group is St. Barbara's Day on December 4th. St. Barbara is a patron of coal miners. Poles take flowers (especially fall flowers like chrysanthemum), wreaths, candles and votive lights into the cemeteries where graves of family, friends or national heroes are. It is worth to mention that the cemeteries in Poland are different than in any country. Graves and tombs are big and very individualized. Miners are dressed in the special uniforms during Barbórka. The uniform consists of black suit and hat with a feather. The color of the feather depends on the rank of the miner. 24 Ingenious and fun games of Maths REUNION ISLAND (RANCE) REUNION ISLAND What about ? Five years ago, 40 percent of Reunion, Island Reunion, was named a UNESCO World Heritage site and turned into a national park. FRANCE A little piece of France in the Indian Ocean. Also "Maloya" music and dance of the slave has recently declared UNESCO heritage Put the dates in the ascending order: 1545.- Discovered by Pedro Mascarenhas. (Portuguese) 1848 - Slavery abolished. 1642 - Arrival of French. Early settlement. 1810-1815 - British interlude. 1946 - Reunion becomes a Department Overseas (DOM). 1869 - Start of economic decline. English…and a stop for pirates and their treasures . provides close to the shores. It thus is visited by many browsers, Arabic, Portuguese and century. She is a stopover on the trade route, popular because of the abundance of fresh water it The Island of the Meeting today- remains uninhabited until the middle of the seventeenth • Born of a volcano out of the bowels of the earth there are three million years, Bourbon Island Representation with geometric shapes of the discovery of Reunion Island Answers : 25 Ingenious and fun games of Maths Ideal destination for hikers, Reunion contains many geological curiosities: the Piton of the Fournaise of course, but also circuses or extraordinary reefs, such as the blower spitting foam sprays. On a small area, the island offers a range of remarkable landscapes. Water Sugar cane fields Circles Volcans The islanders are trying not to forget their roots. Muslims, Catholics and Hindus blend seamlessly and religious practices are very present in the lives of a majority of residents. If the atmosphere is permeated with the dominant Catholic faith, it is however the Hindu community that gives the island its most striking customs. Hinduism exhibits his thousand colors on the facades of temples that bloom throughout the island. The isolation, the diversity of natural habitats and micro climates have led many indigenous species present before the arrival of man, to differentiate themselves over the millennia and become endemic species. Reunion passion, of course lovers of beauty vegetable, botanists as garden lovers. In the midst of the vast Indian Ocean, Reunion home to a unique flora. It is developed both on the coast and in the mountain forests. 843 617 Reunion's cuisine is as mixed as its people. No dish has remained in its original flavor, all have been enriched and embellished by the generous inspiration of Bourbonnais stoves and influences from elsewhere: French, Indian, Chinese ... 800 000 + 43 000 + 600 + 17 The local specialty is curry, fragrant stew of meat, fish or crustaceans, simmered with garlic, onions, ginger, cloves, turmeric and other local spices. 843 617: it’s just the numbers of poeple of Island Reunion (2013) 26 Ingenious and fun games of Maths We are pleased to participate in the ERASMUS project mathematic, and look forward to receive you at home. Appointment to our town (The Tampon), in our school “Just Sauveur”with Fabienne Couchat our teacher. population mixing land of interbreeding 27 Ingenious and fun games of Maths ROMANIA ROMANIA... THE CARPATHIEN GARDEN OF EUROPE A big and beautiful country situated in the SOUTH-EAST of Central Europe On its surface one can visit The Danube Delta ONE OF The biggest rivers in Europe: The Danube We have an ancient history, starting with the dacic war between 101-102 b.C. Transilvania′s Highland and The Black Sea Ulpia Traiana Sarmizegetusa 28 Dracula′s Castle Ingenious and fun games of Maths Other monuments we are proud of The Merry Churcyard and Corvinilor′s Castle Monasteries from Northen Bucovina Peles Castle Sighisoara Stronghold and wooden churches from Maramures UNESCO monuments in Romania Brancoveanu′s Monastery 1696 Densus Church in Hunedoara county sec. XIII You may have heard about ROMANIA just names as: But you must know that GICA HAGI Eugen Ionesco was born in Romania (La Cantatrice Chauve) NADIA COMANECI Constantin Brancusi and his sculptures are made in Romania 29 Ingenious and fun games of Maths 30 Ingenious and fun games of Maths 31 Ingenious and fun games of Maths 32 Ingenious and fun games of Maths SPAIN 33 Ingenious and fun games of Maths 34 Ingenious and fun games of Maths 35 Ingenious and fun games of Maths TURKEY 36 Ingenious and fun games of Maths 37 Ingenious and fun games of Maths 38 Ingenious and fun games of Maths 39 Ingenious and fun games of Maths Project LOGO Proposals countries for LOGO 40 Ingenious and fun games of Maths AND THE WINNER PROJECT LOGO 41 Ingenious and fun games of Maths MATHS CONVENTION 42 Ingenious and fun games of Maths La matematica Nelle «Indicazioni Nazionali» per il 1° ciclo •L’apprendimento della matematica è una componente fondamentale nell’educazione e nella crescita della persona •Nella società attuale la matematica è nel cuore del trattamento quantitativo dell’informazione, nella scienza, nella tecnologia, nelle attività economiche e nel lavoro •La competenza matematica è un fattore fondamentale nella consapevolezza delfuturo cittadino e nella sua riuscita nel mondo professionale Struttura delle Indicazioni Nazionali •Campi di esperienza, aree disciplinari e discipline •Traguardi per lo sviluppo delle competenze (indicano piste culturali e didattiche da percorrere e aiutano a finalizzare l’azione educativa allo sviluppo integrale dell’allievo). •Obiettivi di apprendimento e Nuclei tematici (individuano campi del sapere, conoscenze e abilità ritenuti indispensabili al fine di raggiungere i traguardi per lo sviluppo delle competenze). Perché sono solo "indicazioni" e non un vero curricolo? 1. perché mancano i collegamenti fra i traguardi e i corrispondenti obiettivi; 2. perché gli obiettivi di apprendimento sono poco dettagliati; 3. perché non ci sono le suddivisioni per anno ma solo per periodi di due o tre anni. N. B. Il curricolo lo deve costruire ciascuna singola scuola. La Mission della matematica La formazione culturale delle persone e delle comunità Sviluppando le capacità di mettere in stretto rapporto il «pensare» e il «fare» Offrendo strumenti adatti a percepire, interpretare e collegare tra loro fenomeni naturali, concetti, artefatti ed eventi quotidiani. Quattro cose interessanti 1.Il Laboratorio di matematica inteso sia come luogo fisico, sia come momento in cui l’alunno è attivo, formula le proprie ipotesi e ne controlla le conseguenze, progetta e sperimenta, discute e argomenta le proprie scelte, impara a raccogliere dati, negozia e costruisce significati, porta a conclusioni temporanee e a nuove aperture la costruzione delle conoscenze personali e collettive. 2. Risolvere problemiche devono essere intesi come questioni autentiche e significative, legate alla vita quotidiana, e non solo esercizi a carattere ripetitivo o quesiti ai quali si risponde semplicemente ricordando una definizione o una regola. N.B. I problemi, oltre a risolverli, bisogna saperli inventare. N.B. I problemi, oltre a risolver43 Ingenious and fun games of Maths 3. Gli strumenti di calcolo L’uso consapevole e motivato di calcolatrici e del computer deve essere incoraggiato opportunamente fin dai primi anni della scuola primaria, ad esempio per verificare la correttezza di calcoli mentali e scritti e per esplorare il mondo dei numeri e delle forme. 4. Sviluppo di un’adeguata visione della matematica non ridotta ad un insieme di regole da memorizzare e applicare, ma riconosciuta ed applicata come contesto per affrontare e porsi problemi significativi e per esplorare e percepire relazioni e strutture presenti in natura e nelle creazioni dell’uomo. Dai «Traguardi per lo sviluppo della competenza» di scuola infanzia Il bambino raggruppa e ordina oggetti e materiali secondo criteri diversi, ne identifica alcune proprietà, confronta e valuta quantità; utilizza simboli per registrarle; esegue misurazioni usando strumenti alla sua portata. Ha familiarità sia con le strategie del contare e dell’operare con i numeri sia con quelle necessarie per eseguire le prime misurazioni di lunghezze, pesi e altre quantità. Individua posizioni di oggetti e persone nello spazio……….. Sicurezza nel calcolo scritto e mentale (uso calcolatrice) Riconoscimento di forme del piano e dello spazio Capacità di classificazione Disegno geometrico Rappresentazione e lettura (tabelle e grafici) Comprensione e soluzione di problemi Dai «Traguardi per lo sviluppo della competenza» di scuola primaria Importante! La costruzione del pensiero matematico è un processo lungo e progressivo nel quale concetti, abilità, competenze e atteggiamenti vengono ritrovati, intrecciati, consolidati e sviluppati a più riprese; è un processo che comporta anche difficoltà linguistiche e che richiede un’acquisizione graduale del linguaggio matematico. Due considerazioni … importanti •Verticalità: Sforzo di costruire un curricolo verticale, in continuità tra i diversi ordini di scuola •Coerenza tra Documenti ministeriali e non: In questi ultimi anni, documenti diversi come struttura e finalità cominciano a parlarsi tra loro (es. Ind.Naz. Con il Questionario di Rilevazione per la matem. Invalsi) Cosa fa l’Invalsi? Ha il compito di sondare se le conoscenze che la scuola stimola e trasmette, sono ben ancorate ad un insieme di concetti fondamentali di base e di conoscenze stabili (almeno sui livelli essenziali). Se, cioè, si tratta di conoscenza concettuale, frutto di interiorizzazione dell’esperienza e di riflessione critica, non di addestramento “meccanico” o di apprendimento mnemonico. 44 Ingenious and fun games of Maths Migliorare l’apprendimento in “spazio e figure” Diana Cipressi Al termine della scuola primaria sono fissati - nelle Indicazioni Nazionali per il curricolo 2012 i traguardi per lo sviluppo delle competenze della matematica, disciplina “non ridotta ad un insieme di regole da memorizzare e applicare, ma riconosciuta e apprezzata come contesto per affrontare e porsi problemi significativi e per esplorare e percepire relazioni e strutture che si ritrovano e ricorrono in natura e nelle creazioni dell’uomo”. A questo proposito B. D’Amore suggerisce una riflessione nell’articolo Che problema i problemi! pubblicato sul sito http://www.dm.unibo.it/rsddm/it “È vero che, in prima istanza, chi risolve tenta di applicare regole (norme, esperienze,…) o procedimenti (meglio se vincenti) precedentemente esperiti con successo; ma è anche vero che, se la situazione problematica è opportuna, il soggetto potrebbe non trovare una situazione analoga o identica ad una precedente. Egli può invece trovare una particolare combinazione di regole (norme, esperienze,…) del tutto nuova e che andrà ad arricchire il campo delle esperienze cui far ricorso in futuro. Insomma: risolvendo il problema, il soggetto ha appreso”. Il compito della scuola è quindi quello di promuovere occasioni di apprendimento caratterizzate non da esercizi ripetitivi e meccanici ma da situazioni problematiche concrete, la cui risoluzione porta l’alunno alla scoperta di un concetto o di una regola. Diciamo che un problema è significativo se è costruito in modo realistico e strutturato, aperto a più risposte, e l’approccio verso la risoluzione, genera curiosità o motivazione, sviluppa processi più che prodotti, stimola formulazione di ipotesi e creatività, favorisce un apprendimento sociale e condiviso. L’alunno d’altra parte sa riconoscere una situazione-problema: egli osserva che si presenta come un problema atipico, “un problema diverso dagli altri”, “un problema impossibile da risolvere” e che l’aiuto dei compagni è prezioso. Un problema significativo da proporre sarà quello dove l’allievo ha un ruolo produttivo, responsabile, dove il docente assume il ruolo di guida dell’alunno che apprende, dove il sapere è costruito attraverso esperienze concrete e dinamiche. Nel laboratorio matematico l’alunno potrà commettere errori, riflettere su di essi, ragionare e discutere con i compagni. Fissiamo ora l’attenzione su alcuni aspetti della geometria. 45 Ingenious and fun games of Maths 1. La percezione. “La Geometria può essere significativa solo se esprime le sue relazioni con lo spazio dell’esperienza […] essa è una delle migliori opportunità per matematizzare la realtà” (Freudenthal, Mathematics as an Educational Task). Il pensiero geometrico va quindi ricercato – a partire dalla scuola d’infanzia - in una molteplicità di esperienze, nelle quali l’alunno vedendo, toccando e organizzando le forme nello spazio ricava le informazioni legate alla forma, alla grandezza, alla posizione e alla trasformazione di quegli oggetti. Durante l’approccio esplorativo l’alunno impara ad osservare, a descrivere gli oggetti e le forme che li rappresentano, per esempio a riconoscere un quadrato da un rettangolo, a capire che il cilindro rotola più facilmente di un parallelepipedo. 2. Il linguaggio. a) Il linguaggio naturale utilizzato dall’alunno ogni giorno può diventare una sorgente di difficoltà nel processo di apprendimento. Ad esempio l’angolo della strada, l’angolo del tavolo, l’angolo-cottura, ecc. sono espressioni diverse che provocano una distorsione dell’immagine dell’angolo di un poligono. I termini orizzontale, verticale, obliquo, ecc. non sono specifici dell’ambito matematico e possono produrre rappresentazioni stereotipate delle forme geometriche. b) Il linguaggio specifico gioca nella matematica un ruolo fondamentale. La discussione in classe sarà efficace per individuare termini, definizioni e concetti e la riflessione condivisa permetterà di correggere gli errori, semplificare le formulazioni e ricercare un linguaggio chiaro e univoco. c) Il processo di comprensione di un problema è estremamente complesso, in quanto richiede competenze linguistiche relative ai significati diversi di una parola, ai termini espliciti ed impliciti, all’ordine delle informazioni, ecc. Ad esempio uno stesso oggetto può essere designato con nomi diversi: il “segmento” diventa “lato” di un poligono oppure “altezza” di un triangolo ecc.; l’alunno è disorientamento. 3. Il disegno di una figura geometrica. Il disegno è un’immagine statica, e non favorisce l’osservazione e l’intuizione dell’alunno, come osserva E. Castenuovo nel 1965: “ il disegno è insufficiente; se io traccio una figura alla lavagna o se il bambino fa egli stesso il disegno, la sua attenzione si ferma sul tratto disegnato, cioè sul contorno della figura, non sull’interno. Per lui il triangolo è il contorno del triangolo, per lui l’angolo è l’insieme di quelle due semirette: l’interno della figura è vuoto, perché il bambino non ha l’educazione necessaria per un’interpretazione più generale.” Disegniamo un angolo con un archetto. L’alunno può allora identificare l’angolo con la coppia di semirette, oppure con l’archetto, oppure con la parte limitata dall’archetto, … e non con una 46 Ingenious and fun games of Maths superficie illimitata. S. Sbaragli - in L’apprendimento della matematica- fa notare che: “Se l’insegnante mostrerà all’allievo sempre la stessa rappresentazione del concetto, senza pensare alle conseguenze che questa sua scelta potrebbe comportare, si potrebbero verificare ostacoli di tipo didattico per il futuro apprendimento.” Posizioniamo un quadrato in una posizione diversa da quella classica, con il lati non paralleli al pavimento ad esempio. Gli alunni erroneamente non riconoscono un quadrato ma un rombo. Il disegno dunque è insufficiente per poter dare alla geometria un carattere costruttivo: limita le possibilità manipolative, richiede competenze grafiche specifiche, fornisce un’immagine statica della realtà. 4. Materiali didattici. a) L’uso di modelli concreti realizzati con carta, bastoncini, elastici ecc. possono offrire un supporto efficace all’intuizione nella costruzione dinamica della geometria. Uno strumento didattico articolato e mobile è utile per attirare la curiosità del bambino, il quale attraverso la manipolazione dell’oggetto può osservare le sue trasformazioni, analizzare i casi possibili, e essere condotto dal concreto verso l’astratto. La piegatura della carta e la riflessione nello specchio sono delle attività formative in cui l’alunno ricerca o verifica le regolarità di una figura. 47 Ingenious and fun games of Maths Quattro strisce uguali unite tra loro possono servire per vedere come alcune proprietà cambiano e altre restano costanti, per vedere quindi che il quadrato appartiene alla famiglia del rombo. Uno spago è teso tra le quattro dita a mo’ di rettangolo. Spostando le dita si ottengono rettangoli che hanno tutti lo stesso contorno, cioè sono isoperimetrici. L’area invece cambia: se la sua altezza viene ridotta a zero il rettangolo ha area nulla! Se la sua altezza è uguale alla base l’area è massima. L’area viene percepita nel suo divenire come una funzione matematica. L’uso di tessere in cartone o legno, a forma di poligono regolare, possono essere accostate per costruire figure, per confrontare perimetro e area, per ricercare figure con il perimetro minimo, ecc. 48 Ingenious and fun games of Maths Mentre un modello di poliedro pieno concentra l’attenzione sul numero delle facce, un modello di poliedro scheletrato mette in risalto il numero di vertici, di spigoli. b) La tecnologia fa parte integrante dell’apprendimento della matematica, in quanto offre ulteriori forme di rappresentazioni. GeoGebra è uno strumento che può migliorare le pratiche didattiche, è un software "open source" dinamico, adatto all'insegnamento e all'apprendimento della matematica a tutti i livelli di istruzione. Alla LIM l’alunno può riprodurre una figura in base ad una sua descrizione, ma può anche manipolarla, trascinarla, ruotarla, ingrandirla, ecc mantenendone inalterate le proprietà. Ad esempio nella costruzione di un parallelogrammo, a partire dalle diagonali, l’alunno esprime la successione di operazioni da effettuare: “Disegno un punto A; un segmento AC di lunghezza 3cm; il punto medio M di AC; un segmento MB di lunghezza 4 cm; il punto D simmetrico di B rispetto ad M; il segmento MD”. Spostando la figura con il cursore, l’alunno scoprirà quali quadrilateri hanno le diagonali che si dividono a metà. Un’azione didattica promossa con oggetti e modelli favorisce senz’altro l’apprendimento dell’alunno, ma è anche vero che il modello non rappresenta il concetto in modo esaustivo. Per tale motivo l’insegnante avrà cura nel procedere non sempre dal concreto all’astratto e nel guidare l’alunno verso un ragionamento che motivi ciò che egli vede. 5. Problemi autentici. Le sperimentazioni possono coinvolgere alcuni degli aspetti geometrici riscontrabili nella vita quotidiana attraverso le varie discipline. Tanti sono i percorsi possibili: la storia di alcune figure geometriche, ad es. la stella a cinque punte e i Pitagorici; la piegatura della carta e le simmetrie negli origami; una pavimentazione con poligoni regolari e lo studio delle regolarità; le strutture architettoniche della città; un gioco strategico; ecc. Le varie dimensioni, storiche, tecniche, linguistiche ecc., contribuiscono a dare vita agli oggetti matematici e, contestualizzandole in una dimensione culturale e sociale, concorrono tutte allo sviluppo delle competenze. 49 Ingenious and fun games of Maths Laboratorio di Geometria dinamica Geometria Dinamica significa che gli oggetti geometrici, punti, segmenti, rette e poligoni, non sono statici, come quelli disegnati sul quaderno o sulla lavagna, ma si muovono. Per farlo hanno bisogno di particolari strumenti, come il software GeoGebra o le Tassellazioni, che si utilizzeranno nel percorso che, con l’insegnante Marina Iovacchini, stiamo effettuando nella quinta classe del Plesso Incoronata, studiando le isometrie (traslazioni, simmetrie e rotazioni). Nella relazione odierna racconteremo il percorso effettuato in un’altra scuola primaria di Vasto, dove per quattro anni i bambini (dalla seconda alla quinta), hanno lavorato su quattro percorsi: Cornicette, Origami, Geogebra, Tassellazioni. I Laboratori di geometria dinamica permettono agli alunni di scoprire quanta geometria e più in generale quanta matematica sia presente nella realtà e quindi di non considerare la materia come qualcosa che appartiene solo all’ambito scolastico ma che è utile e necessaria nella vita di tutti i giorni. Marina Gallo Vasto, 17 Febbraio 2015 50 Ingenious and fun games of Maths Dalla “Numerazione Unaria” alla “Numerazione Binaria” Evoluzione dei sistemi di calcolo ed elaborazione dati Perché lo zero? Lo zero è forse una delle invenzioni più geniali della Storia, e tuttavia, com’è avvenuto con la maggior parte delle scoperte umane più significative, esso viene ampiamente utilizzato senza che se ne riconosca l’importanza, sfruttato e svuotato della propria natura. E poi è la cifra più curiosa che esista: è un numero oppure no? E ha senso parlare di zero o la questione è del tutto irrilevante ed è sufficiente considerarlo solo quel semplice circolino che siamo abituati a vedere fin dai nostri primi calcoli in colonna? Possiamo dire che lo zero equivale ad una mancanza, ad una assenza, ad un buco: insomma, equivale al nulla. E che cos’è questo nulla di cui gli antichi Greci avevano tanto orrore, che ha terrorizzato la letteratura cristiana medioevale e ha assillato artisti e filosofi alle prese con il significato dell’esistenza umana? Il nulla c’è, non possiamo negarne l’esistenza; il cosmo ha origine dal nulla, la vita ha origine dal nulla e, come l’universo, ad esso ritorna. Ma come esprimere un qualcosa che non c’è, come rappresentarlo visivamente e renderlo tangibile? Dagli Egizi ai Sumeri: primi passi verso lo zero. Nell’antichità gli Egizi erano notoriamente definiti veri maestri di geometria. Plutarco narra che la insegnarono a Talete e a Pitagora. I papiri ritrovati testimoniano conoscenze piuttosto elaborate: essi sapevano misurare terreni e ristabilire i confini dei campi dopo le inondazioni del Nilo, conoscevano formule per calcolare l’area di figure piane e il volume di solidi come il tronco di piramide. Eppure nei papiri non vi è alcuna traccia dello zero, il primo e il più ambiguo dei numeri, così come non si trova nella matematica greca, che ampliò considerevolmente le conoscenze degli Egizi e con la creazione della logica costituì le basi di tutta la matematica moderna. La mancanza dello zero non si fece infatti sentire fino a quando si usarono sistemi additivi di rappresentazione numerica. La numerazione egizia ricorreva alla ripetizione di una sequenza di simboli corrispondenti ad uno, dieci, cento, mille, diecimila, centomila e un milione; i segni comparivano in ordine di grandezza decrescente, ma soltanto per una questione stilistica: le posizioni relative dei simboli dei numerali non fornivano alcuna informazione numerica, cosicché non vi era la necessità di un simbolo per lo zero; se i numeri possono stare in qualsiasi posizione senza modificare la quantità totale che rappresentano, non c’è possibilità di un “posto” vuoto e un segno della sua presenza non avrebbe senso. E nel caso in cui non ci fosse nulla da contare, semplicemente non si scriveva alcun simbolo. Al vantaggio del sistema additivo, e cioè l’indipendenza dall’ordine degli addendi, si opponevano però sostanziali svantaggi: da un lato la teorica necessità di infiniti simboli per le infinite potenze della base, dall’altro la pesantezza della rappresentazione, che richiedeva troppe ripetizioni. I Sumeri tentarono di ovviare al problema introducendo una nuova caratteristica: il loro sistema di numerazione non era puramente decimale, in quanto si serviva 51 Ingenious and fun games of Maths della base dieci per individuare le grandezze, ma introduceva anche il numero sessanta come seconda base; i simboli individuavano i numeri uno, dieci, sessanta, seicento, tremilaseicento e trentaseimilaseicento. I segni che rappresentavano i numerali sumeri I Babilonesi (3000 a.C. - 200 d.C.) utilizzarono verso il 200 o 300 a.C., ai tempi della conquista di Alessandro il Grande, un segno speciale consistente in due piccoli cunei disposti obliquamente, segno che era stato introdotto perché servisse come indicatore di spazio dove mancava una cifra. Attorno al 300 a.C. i babilonesi iniziarono a usare un semplice sistema di numerazione in cui impiegavano due cunei inclinati per marcare uno spazio vuoto. Questo simbolo tuttavia non aveva una vera funzione oltre a quella di segnaposto, né tantomeno veniva considerato un numero. (Notazione Cuneiforme) 317 d.c.) - Il terzo I Maya (1.500 a.c. sistema posizionale della storia della matematica mondiale in ordine cronologico venne ideato dai Maya. Il loro sistema di numerazione si fondava su una base venti e i numeri erano composti da combinazioni di punti, ciascuno equivalente a uno, e di aste, equivalenti a cinque. I primi diciannove numeri erano costruiti con punti e linee secondo uno schema additivo, derivato probabilmente da un sistema di numerazione anteriore basato sulle dita delle mani e dei piedi. 52 Ingenious and fun games of Maths Quando si dovevano scrivere numeri maggiori di 20 si creava una sorta di torre di simboli, il cui piano terreno indicava i multipli di uno, mentre il primo piano conteneva multipli di 20; al secondo piano, poi, non vi erano multipli di 20 x 20, ma di 360, in maniera tale che ogni livello rappresentasse multipli di 20 volte maggiori di quelli del livello precedente, leggendo il numero dall’alto verso il basso. Il sistema posizionale maya era integrato da un simbolo per lo zero a indicare l’assenza di moltiplicatore a uno dei livelli della “torre”; il simbolo assomigliava ad una conchiglia, o secondo altre interpretazioni, ad un occhio. I Maya usavano lo zero sia in posizione intermedia, sia in posizione finale nelle loro sequenze di simboli. Tuttavia, nel nostro sistema decimale ciascun livello è correlato al precedente tramite potenze della base dieci e ciò permette di “quantificare” l’effetto dello zero, dato che aggiungerlo alla destra di un numero comporta sempre la moltiplicazione per il valore della base; il sistema dei Maya, invece, manca di questa proprietà a causa delle distanze diseguali tra un livello e l’altro. Come strumenti per contare i Maya utilizzavano fagioli o chicchi di mais e legnetti (detti frijolito e palito). a.c.) - Neppure i I Greci (600 - 300 Greci, i più grandi matematici della storia, concepirono lo zero come numero: i loro numeri partivano da due, dato che per loro il numero era molteplicità; perciò uno non era un numero e zero men che meno. Motivi ispiratori della matematica greca - Nell’atmosfera del razionalismo ionico nacque la matematica moderna, che non solo risponde alla domanda "come?" ma anche alla domanda che caratterizza la scienza moderna:"perché?". Tradizionalmente padre della matematica greca é Talete, mercante di Mileto: egli simbolizza le circostanze in cui si stabilirono i fondamenti, non solo della matematica moderna, ma anche della scienza e della filosofia moderne. Agli inizi: epoca omerica - La prima notazione numerica utilizzata dai Greci provenne senza dubbio dall’influenza micenea: essa era decimale e additiva, e attribuiva segni grafici particolari 53 Ingenious and fun games of Maths solo all’unità e a ognuna delle prime potenze della sua base. All’epoca di Omero (IX-VIII sec. AC) si rappresentava l’unità con un punto, un piccolo arco di cerchio o un tratto verticale. La decina, invece, con un tratto orizzontale, o con un cerchietto. Questo sistema presentava però lo svantaggio della troppa semplicità, in quanto per scrivere cifre molto elevate era necessario ricorrere ad una eccessiva ripetizione di segni uguali. Sistema erodiniaco - A partire dal VI sec. AC nacque il sistema erodiniaco (così chiamato perché trovato descritto in un frammento attribuito ad Erodiano), di base 10, e con uno schema iterativo alquanto semplice. L’unità era rappresentata con un trattino verticale, e così fino al 4: 1 = I; 2 = II; 3 = III; 4 = IIII. Furono introdotte cifre speciali per rappresentare il 5, il 50, il 500, ottenute dalle iniziali dei nomi dei corrispondenti numeri (principio dell’acrofonia). I numeri dal 6 al 9 erano rappresentati aggiungendo al simbolo del 5 i trattini indicanti le unità, in modo additivo. Anche le potenze intere positive della base erano rappresentate con le lettere iniziali delle corrispondenti parole numeriche. A partire dall’età alessandrina (III sec. AC) il sistema erodiniaco fu sostituito da quello ionico. Sistema ionico - Il sistema ionico, di tipo additivo, adottato in Grecia dal III sec. a. C., prevedeva l’associazione di ogni numero a una lettera dell’alfabeto; siccome però l’alfabeto classico conteneva solo 24 lettere, furono aggiunti altri tre simboli, per un totale di 27 simboli necessari alla numerazione. Nacquero però fondamentalmente due problemi: il primo, come distinguere numeri e parole, fu risolto tracciando delle linee sopra ai numeri o aggiungendo un accento alla fine. Il secondo problema, come scrivere simboli per numeri maggiori di 999, fu risolto in modi diversi. Una virgola davanti alla cifra la moltiplicava per 1000. Per numeri ancora più grandi si utilizzò la M del sistema erodiniaco, sopra cui si scriveva l’altro fattore della moltiplicazione. Talete di Mileto (624-546 a.c.) è comunemente considerato il primo filosofo della storia occidentale e tra i Greci fu il primo scopritore della geometria, l’osservatore sicurissimo della natura, lo studioso dottissimo delle stelle. Pitagora di Samo (582-507 a.c.) è stato un matematico, legislatore e filosofo greco antico. I Romani (753 a.c. - 476 d.c.) - Nel sistema additivo romano i numeri possono stare in qualsiasi posizione senza modificare la quantità totale che rappresentano. ALFABETO I V X L 54 C D M Ingenious and fun games of Maths ESEMPIO 10 10 10 X X X DIFFERENZA CON LA NOSTRA Centinaia Decine Unità 7 7 7 GLI INDIANI (200 - 1200 d.c.) - GLI ARABI (700 - 1400 d.c.) - Gli Arabi, in stretti rapporti commerciali con l’India, vennero a contatto con gli efficienti metodo di calcolo elaborati e iniziarono a tradurre molte opere matematiche provenienti dalla valle dell’Indo. Baghdad divenne un centro di smistamento culturale di primaria importanza; agli inizi del IX secolo il grande matematico arabo Al-Khuwarizmi illustrò la notazione indiana nel proprio trattato di aritmetica, gettandone le basi. La diffusione del sistema indo-arabo in Europa è da attribuire a Leonardo da Pisa, più noto come Fibonacci (Pisa 1170-1250) e a uno studioso francese, Gerberto d’Aurillac, futuro Papa Silvestro II (999), che ne venne a conoscenza durante lunghi soggiorni in Andalusia. L’aspetto più interessante è stato quello di usare un numero limitato di simboli con cui scrivere tutti i numeri. Gli indiani hanno iniziato ad utilizzare solo i primi 9 simboli del sistema decimale in caratteri Brahmi, in uso dal III secolo a.C. Questi simboli assumono forme leggermente diverse secondo le località e il periodo temporale, ma sono comunque questi che gli arabi più tardi copiarono e che, in seguito sono passati in Europa fino alla forma definitiva standardizzata dalla stampa nel XV secolo. I matematici indiani mutarono il ruolo dello zero, da mero segnaposto in un numero in piena regola. 55 Ingenious and fun games of Maths ESEMPI migliaia centinaia decine unità 7 5 4 2 migliaia centinaia decine unità 7 0 4 2 Nel XIII secolo Leonardo da Pisa, più noto come Fibonacci, tentò di mostrare la ragion pratica di quel numero, svuotandolo di ogni pericoloso riferimento: battezzò lo zero arabo zephirum, o cephirum, da cui poi deriverà zefiro, zefro o severo, infine abbreviata in dialetto veneziano in zero. “Gli indiani - scrive Fibonacci nel suo Liber abaci - usano nove figure: 9, 8, 7, 6, 5, 4, 3, 2, 1 e con queste, assieme al segno 0, scrivono qualsiasi numero. [...] et dovete sapere chel zeuero per se solo non significa nulla, ma è potentia di fare significare... Et decina o centinaia o migliaia non si puote scrivere senza questo segno 0”. Gli arabi chiamavano lo zero sifr ( :) رفصquesto termine significa “vuoto” ma nelle traduzioni latine veniva indicato con “cephirum”. Fibonacci tradusse SIFR in ZEPHIRUM. Da questo si ebbe il veneziano ZEVERO e quindi l’italiano ZERO. Bisognerà peraltro attendere il 1491 e il testo stampato a Firenze, Aritmetica Opusculum di Filippo Calandri, per veder considerato lo zero alla stregua di un qualsiasi altro numero. Oggi, non è del tutto vero che lo zero conti solo come numero e non sia presente nella nostra vita di tutti i giorni: sulla bilancia, in assenza di oggetti sul piatto, ci si aspetta di vedere apparire lo zero; 56 Ingenious and fun games of Maths il termometro segna zero gradi, e allora non è che non accade nulla, ma avviene la fusione del ghiaccio; il tasso zero, vendita di un prodotto a tasso zero, zero interessi, può essere un buon acquisto; dai capelli a zero alla crescita zero in economia e in demografia; Renato Zero, il gruppo musicale degli “Zero assoluto”, la trasmissione televisiva “Anno zero”, Senza poi dire di Ground Zero, espressione inglese per indicare un territorio toccato da una terribile deflagrazione. Infine, anche il nostro Trilussa ha utilizzato lo zero in un’amarognola poesia moraleggiante del 1944 che si rifà a un’antica diatriba tra il numero uno e il numero zero. Nummeri Numeri Conterò poco, è vero: Conterò poco, è vero: diceva l’Uno ar Zero - diceva l’uno allo zero - ma tu che vali? Gnente: propio gnente. ma tu che vali? Niente, proprio niente. Sia ne l’azzione come ner pensiero Sia nell’azione che nel pensiero rimani un coso voto e inconcrudente. resti una cosa vuota e inconcludente. lo, invece, se me metto a capofila Io, invece, se mi metto a capofila de cinque zeri tale e quale a te, di cinque zeri uguali a te, lo sai quanto divento? Centomila. sai quanto divento? Centomila. È questione de nummeri. A un dipresso È questione di numeri. Più o meno è quello che succede ar dittatore è quanto succede a un dittatore che cresce de potenza e de valore che cresce di potenza e di valore più so’ li zeri che je vanno appresso. più sono gli zeri che lo seguono. Rocco Di Scipio 57 Ingenious and fun games of Maths 2. TURKEY MEETING Survey results (about parents-students-teachers) Questionnaire for students 1. Do you like Maths? 70% 60% Poland Turkey France Italy Spain Romania 50% 40% 30% 20% 10% 0% DEFINITELY YES RATHER YES RATHER NO DEFINITELY NO 2. Are you good at Maths? 60% 50% Poland Turkey France Italy Spain Romania 40% 30% 20% 10% 0% DEFINITELY YES RATHER YES RATHER NO DEFINITELY NO 3. Would you like doing more Maths? 60% 50% Poland Turkey France Italy Spain Romania 40% 30% 20% 10% 0% DEFINITELY YES RATHER YES 58 RATHER NO Ingenious and fun games of Maths 4. Which working method do you prefer? 60% 50% Poland 40% Turkey France 30% Italy Spain 20% Romania 10% 0% In d ividual wo rk In co up les Team wo rk 5. What's your favourite topic in Maths? 60% 50% Poland 40% Turkey France 30% Italy Spain 20% Romania 10% 0% Arith metic Geo metry Lo g ic No o n e 6. In which topic do you find more difficulties? 70% 60% Poland 50% Turkey 40% France Italy 30% Spain 20% Romania 10% 0% Arith metic Geo metry Lo g ic 59 No o n e Ingenious and fun games of Maths 7. Do you like Maths? . Poland Turkey France Other Decimal numbers Fractions Solve problems Geometry Calendar and time Money calculations Memorize multiplication table Comparing numbers up to 1000 Italy Mental arithmetic 70% 60% 50% 40% 30% 20% 10% 0% Spain 8. You have much more troubles in maths when: 50% 45% 40% 35% 30% 25% 20% 15% 10% 5% 0% Poland Turkey France Italy Spain Romania Yo u d id n't p ay atten tio n Th e co n tent was Yo u d id n't d o to o d ifficult en o ug h practise Yo u h aven 't g ot tro ubles 9. What do you think about the book of Maths? 80% 70% 60% Poland 50% Turkey France 40% Italy 30% Spain 20% Romania 10% 0% DEFINITELY GOOD RATHER GOOD RATHER BAD 60 DEFINITELY BAD Ingenious and fun games of Maths 10. You usually do your homework: 100% 90% 80% Poland 70% Turkey 60% France 50% Italy 40% Spain 30% Romania 20% 10% 0% On yo ur o wn With a family member With an o utside teach er 11. Which tools would you like to use in learning Maths? 70% 60% Poland 50% Turkey 40% France 30% Italy 20% Spain Romania Other CD Rom App Multimedia Interactive Whiteboard Information technology tools 0% Books 10% 12. Do you think that cooperating with foreign countries for a Maths project could improve your skills? 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Poland Turkey France Italy Spain Romania DEFINITELY YES RATHER YES RATHER NO 61 DEFINITELY NO Ingenious and fun games of Maths Questionnaire for parents 1. Does your child like Mathematics? 70% 60% Poland 50% Turkey 40% France 30% Italy Spain 20% Romania 10% 0% DEFINITELY RATHER YES RATHER NO DEFINITELY YES NO I DON'T KNOW 2. Would he/she like doing more Maths? 50% 45% 40% Poland 35% Turkey 30% France 25% Italy 20% Spain 15% Romania 10% 5% 0% DEFINITELY RATHER YES RATHER NO DEFINITELY YES NO I DON'T KNOW 3. Which kind of method do you think it's more suitable for your child? 60% 50% Poland 40% Turkey France 30% Italy Spain 20% Romania 10% 0% Individual work In couples 62 Team work Ingenious and fun games of Maths 4. How does he/she do homework? 100% 90% 80% Poland 70% Turkey 60% France 50% Italy 40% Spain 30% Romania 20% 10% 0% On h is/her o wn With a family member With an o utside teach er 5. Homework is: 100% 90% 80% Poland 70% Turkey 60% France 50% Italy 40% Spain 30% Romania 20% 10% 0% TOO MUCH RIGHT SO LITTLE 6. Has your child got any difficulties in Maths? 70% 60% Poland 50% Turkey 40% France 30% Italy Spain 20% Romania 10% 0% DEFINITELY RATHER YES RATHER NO DEFINITELY YES NO 63 I DON'T KNOW Ingenious and fun games of Maths 7. Do you feel able to help your child in maths? 60% 50% Poland 40% Turkey France 30% Italy Spain 20% Romania 10% 0% DEFINITELY RATHER YES RATHER NO DEFINITELY YES NO I DON'T KNOW 8. Can your child use maths contents in everyday life? 90% 80% 70% Poland 60% Turkey 50% France 40% Italy 30% Spain 20% Romania 10% 0% DEFINITELY RATHER YES RATHER NO DEFINITELY YES NO I DON'T KNOW 9. What is your opinion about the maths book? It is... 80% 70% Poland 60% Turkey 50% France 40% Italy 30% Spain 20% Romania 10% 0% DEFINITELY GOOD RATHER GOOD RATHER BAD 64 DEFINITELY BAD I DON'T KNOW Ingenious and fun games of Maths 10. In your opinion your child’s possible maths problems result from: Poland Turkey France Italy Spain The lack of motivation The frequent absences from school Romania A lack of attention 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 11. From the topics provided choose the one your child has learned the best: 80% 70% Poland 60% Turkey 50% France 40% Italy 30% Spain 20% Romania Solve problems Calendar and time Comparing numbers up to 1000 0% Mental arithmetic 10% 12. Do you think that cooperating with foreign countries for a math project could improve your child skills? 70% 60% Poland 50% Turkey 40% France 30% Italy 20% Spain Romania 10% 0% DEFINITELY YES RATHER YES RATHER NO 65 DEFINITELY NO I DON'T KNOW Ingenious and fun games of Maths Questionnaire for teachers 1. In your opinion, is the number of hours of maths per week adequate? 90% 80% 70% Poland 60% Turkey 50% France 40% Italy 30% Spain 20% Romania 10% 0% DEFINITELY YES RATHER YES RATHER NO DEFINITELY NO 2. In your opinion, which working method is more effective? 90% 80% 70% Poland 60% Turkey 50% France 40% Italy 30% Spain 20% Romania 10% 0% In d ividual wo rk In co up les Team wo rk 3. In which activity do students show more difficulties in Maths? 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Poland Turkey France Italy Spain Romania Arithmetic Geometry Logic 66 No one Ingenious and fun games of Maths 4. Do you do Maths activities outside the classroom? 60% 50% Poland Turkey 40% France 30% Italy Spain 20% Romania 10% 0% DEFINITELY RATHER YES RATHER NO DEFINITELY YES NO n o an swer 5. Do you think it’s important giving homework? 120% 100% Poland 80% Turkey France 60% Italy Spain 40% Romania 20% 0% DEFINITELY YES RATHER YES RATHER NO DEFINITELY NO 6. How do you evaluate students’ books of Maths? 120% 100% Poland Turkey 80% France 60% Italy Spain 40% Romania 20% 0% DEFINITELY GOOD RATHER GOOD RATHER BAD 67 DEFINITELY BAD Ingenious and fun games of Maths 7. In your opinion your child’s possible Maths problems result from: Poland Turkey France Italy Spain Frequent school absences A lack of motivation Various kinds of dysfunctions Romania A lack of attention 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 8. Which tools do you consider more effective in teaching Maths? Poland Turkey France Italy Spain Other CD Rom App Multimedial Interactive Whiteboard Information technology tools Romania Books 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% 9. Do you think E.Te.Mat Project will improve our students’ skills? 120% 100% Poland Turkey 80% France 60% Italy Spain 40% Romania 20% 0% DEFINITELY YES RATHER YES RATHER NO DEFINITELY NO 68 n o an swer Ingenious and fun games of Maths 10. Do you think E.Te.Mat Project will increase your motivation as a teacher? 100% 90% 80% Poland 70% Turkey 60% France 50% Italy 40% Spain 30% Romania 20% 10% 0% DEFINITELY RATHER YES RATHER NO DEFINITELY YES NO n o an swer 11. Which results do your students reach in percentage? (average taken from answers) 80% 70% Poland 60% Turkey 50% France 40% Italy 30% Spain 20% Romania 10% 0% Unsatisfactory Satisfactory Good Very good 12. What do you think it’s useful to improve Maths teaching/learning process? 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Poland Turkey France Italy Spain 69 Comparison to collegues Individual study Conferences with inside teachers Training courses E.Te.Mat Project Romania Ingenious and fun games of Maths 13. Do you use to let your students practise logic exercises? 90% 80% 70% Poland 60% Turkey 50% France 40% Italy 30% Spain 20% Romania 10% 0% DEFINITELY YES RATHER YES RATHER NO DEFINITELY NO no answer 14. Do you think it’s important to propose your students everyday life tasks? 120% 100% Poland Turkey 80% France 60% Italy Spain 40% Romania 20% 0% DEFINITELY YES RATHER YES RATHER NO DEFINITELY NO 15. Which kind of difficulties do you meet the most in teaching? 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0% Poland Turkey France Italy Spain Romania Arithmetic Geometry Set problems 70 Logic Reality tasks Ingenious and fun games of Maths 3. ROMANIA MEETING Countries curriculum ITALY curriculum National Guidelines for the Curriculum in kindergarten and the first cycle of' Education (2012 September) Mathematics contributes to the cultural formation of individuals and communities, developing the ability to put in close relationship "thinking " and "doing" and offering tools to perceive, interpret, and linking natural phenomena, concepts and artifacts built by man, everyday events. In particular, mathematics gives tools for the scientific description of the world and for a useful application in everyday life; it helps to develop the ability to communicate and discuss, to argue properly, to understand the views and arguments of others. The National Successes for at the end of primary school. Guidelines the for the Development Curriculum : of Skills Students move with confidence in written and mental calculations with whole numbers and they are able to evaluate the opportunity to use a calculator. Students recognize the forms in space, relationships and structures found in nature or created by man. They describe, they denominate and classify figures based on geometric characteristics, they determine measures, they design and manufacture concrete models of various types. They use tools for geometric design (line, compass...) and the most common measuring instruments (meters, protractor...). They are able to research data to obtain informations and to construct representations (tables and graphs). They also extract informations from data presented in charts and graphs. They read and comprehend texts that involve logical and mathematical aspects. They are able to solve difficult problems in all areas of content while maintaining control on both the solution process and the results. They describe the procedure followed and recognizes solution strategies than their own. They build reasoning with assumptions, supporting their ideas and confronting the views of others. They recognize and use different representations of mathematical objects ( decimals, fractions, percentages, scale reduction...). They develop a positive attitude to mathematics, through meaningful experiences, that let them understand how the mathematical tools - that they learned to use - are useful to operate in reality. Learning goals at the end of third class of primary school (9 years old) Numbers Counting objects or events, verbally and mentally, in the sense progressive and regressive, for jumps of two, three... Reading and write natural numbers in decimal notation, having awareness of positional notation; compare and order them, even representing them on the line. Knowing with certainty the tables of multiplication of numbers up to 10. Performing operations with natural numbers with the 71 Ingenious and fun games of Maths Knowing with certainty the tables of multiplication of numbers up to 10. Performing operations with natural numbers with the usual algorithms written. Reading, writing, comparing decimal numbers and representing them on the straight; performing simple additions and subtractions, also with reference to the coins or the result of simple measures. Space and figures dies. Perceiving their position in space and to estimate distances and volumes from their bo- Communicating the position of objects in physical space, both compared to the subject and both compared to other people or objects, using appropriate terms (up/down, front/back, left/right, in/out). Running a simple path from the verbal description or by a drawing, describing a path that you are doing and giving instructions to someone because he performs a desired path. Recognizing, denominating and describing geometrical figures. Drawing geometric shapes and materials to build models in space. Reports, data and forecasts Sorting numbers, figures, objects based on one or more properties, using appropriate rappresentations, depending on the contexts and purposes. Arguing on the criteria that were used to create classifications and regulations assigned. Reading and representing data and reports with charts, diagrams and tables. Measuring sizes (lengths, time, etc.) , using arbitrary units and conventional units and instruments (meter, clock, etc.). Learning goals at the end of the fifth class of primary school Numbers Reading, writing, comparing decimal numbers. Perform the four operations with security, considering if resorting to the mental or written calculation or to the calculator, depending on the situation . Carrying out division with remainder of natural numbers; identifying multiple and partitions of a number . Estimating the result of an operation. Operating with fractions and recognizing equivalent fractions. Use decimals, fractions and percentages to describe everyday situations . Interpreting negative integers in concrete contexts . Representing the numbers known on line and use scales in meaningful contexts for science and technology .Knowing notation systems of the numbers that are or have been in use in places, times and other cultures . 72 Ingenious and fun games of Maths Space and figures Describing, denominating and classifying geometric figures, identifying significant elements and symmetry, also in order to reproduce them by themselves.Playing a figure based on a description, using the appropriate instruments (squared paper, ruler and compass, teams, geometry software). Using the Cartesian plane to locate points. Building materials and using models in space and plan in order to support a first display capabilities. Recognizing figures rotated, translated and reflected. Relations, data and forecasts Representing public relations and data and, in important situations, using representations to obtain information to formulate an opinion and to take decisions. Using notions of frequency, trend and arithmetic means, if appropriate to the type of data given. Representing problems with tables and charts that express their structure. Using the Main Unit for lengths, angles, areas, volumes/capacity, time intervals, masse, to make weights and measures estimates. Switching from one unit to another one, limited to common units more used, also in the context of Monetary System. In concrete situations, of a pair of events guessing and beginning to argue what is more likely, giving a first quantification in more simple cases, or recognizing if they are events equally likely. Recognizing and describing regularity in a sequence of code numbers or figure. Comparing and measuring angles using properties and tools. Using and distinguishing between the concepts of squareness, parallelism, horizontality, verticality. Playing in scale a figure assigned (using, for example, the squared paper). Determining the perimeter of a figure using the most common formulas or other proceedings. Determining the area of rectangles and triangles and other shapes for breakdown or using the most common formulas. Recognizing flat representations of three-dimensional objects, identifying points of several view of the same object (top, front, etc). 73 Ingenious and fun games of Maths REUNION ISLAND (FRANCE) curriculum Extracts from official instructions 2008 or french primary school concerning Mathématiques Extract from the preamble valid for three cycles of primary school: "National primary school programs define for each area of education the knowledge and skills to be achieved in the context of cycles; they indicate the annual benchmarks to organize progressive learning in French and mathematics. However, they give free choice of methods and approaches, demonstrating trust in teachers for implementation tailored to students. " Cycle program Extracts 3 on mathematics In continuation of the first years of primary school, mastering the French language as well as the main elements of mathematics are the priority objectives of CE2 and CM. The teachings of French and mathematics are subject to increases by grade, attached to this program. The practice of mathematics develops a taste for research and reasoning, imagination and the capacity for abstraction, rigor and accuracy. CE2 to CM2 in the four areas of the program, students enrich their knowledge, acquire new tools, and continues to learn how to solve problems. It strengthens mental math skills. It acquires new automation. The acquisition of mathematics mechanisms is always associated with an intelligence of their meaning. The mastery of the main elements using mathematics to act in everyday life and prepare further studies in college. Proportionality is approached from situations involving the percentage of notions of scale, conversion, enlargement or reduction of figures. For this, several procedures (particularly that of the so-called "rule of three") are used. 74 Ingenious and fun games of Maths Competency 3 : The main elements of mathematics and scientific and technological culture The main elements of mathematics The student is able to - Write, naming, comparing and using whole numbers, decimals (up to hundredths) and some simple fractions; - Restoration of the addition tables and obtained when 2 to 9; - Use surgical techniques of the four operations on whole numbers and decimals (for the division, the divisor is a whole number); Mentally calculate using the four operations; Estimate the magnitude of a result; Use a calculator; Recognize, describe and name the usual figures and solids; Use the rule, square and compass to verify the nature of common plane figures and build with care and precision; Use common units of measurement; use measuring instruments; perform conversions; Solve problems involving the four operations, proportionality, and involving different mathematical objects: numbers, measurements, "rule of three", geometric figures, diagrams; Learn organize digital or geometric information, justify and assess the likelihood of a result; Read, interpret and construct some simple representations: tables, graphs. 75 Ingenious and fun games of Maths a - Nombres et calcul They study organized numbers continued until billion, but higher numbers may be encountered. The natural numbers: - Principles of decimal numeration position: value depending digits of their position in writing numbers; - Oral designation and write numbers and letters; - Comparison and storage of numbers on a number line identification, use of signs > And <; - Arithmetic relationships between commonly used numbers: double, half, quadruple, quarter, triple, third ... The concept of multiple. Decimal numbers and fractions: - Simple and decimal fractions: writing, mentoring between two consecutive integers, writing as sum of an integer and a fraction less than 1, the sum of two decimal fractions or two fractions of the same denominator; - Decimal numbers: oral descriptions and figures scriptures, value of numbers based on their position, passage of scripture to write a fractional point and vice versa, comparison and storage, tracking on a number line; approximate value of a decimal to the nearest unit to the nearest tenth, to the nearest hundredth. The calculation: - Mental: addition and multiplication tables. Daily training in mental calculation on the four operations promotes appropriation of numbers and their properties. - Placed: mastering a surgical technique for each of the four operations is essential. - The calculator: Calculator been wise use depending on the computational complexity faced by students. The resolution of problems related to everyday life helps to deepen the knowledge of the numbers studied, strengthen the control of meaning and practice of operations, develop a taste for rigor and reasoni 76 Ingenious and fun games of Maths b – Geometry The main objective of teaching geometry CE2 to CM2 is to allow students to move progressively from a perceptual object recognition to a study based on the use of instruments and measurement plot. Relationships and geometric properties: alignment, squareness, parallelism, equality of lengths, axial symmetry, the middle of a segment. The use of instruments and techniques: ruler, square, compass, tracing paper, graph paper, dotted paper folding. The plane figures: square, rectangle, diamond, parallelogram, triangle and its particular case, the circle: - Description, reproduction, building; - Specific vocabulary related to these figures: side top angle diagonal symmetry axis, center, radius, diameter; - Enlargement and reduction of plane figures, in connection with proportionality. Conventional solids: cube, cuboid, cylinder, prisms, pyramids. - Recognition of these solids and study of some patterns; - Specific vocabulary concerning these solid: vertex, edge, face. The problems of reproduction or construction of various geometric configurations mobilizing knowledge of the usual figures. They are an opportunity to make good use of the specific vocabulary and the steps of measuring and layout. 77 Ingenious and fun games of Maths c - Sizes and measurements Lengths, weights, volumes : measurement, estimation, Legal metric units, the calculation variables, conversions, perimeter of a polygon form the perimeter of squares and rectangles, the length of the circle, the volume of cuboid. The areas: comparison of surfaces according to their areas, common units, conversions; formula for the area of a rectangle and a triangle. The angles: comparison, use a jig and the square; right angle, acute, obtuse. The identification time: Reading the time and calendar. Durations: measurement units durations, calculating the elapsed time between two given moments. Money Solving concrete problems helps to consolidate the knowledge and skills relating to quantities and their extent, and give them meaning. On this occasion custom estimates can be provided and validated. d - Organization and data management The capacities of organization and data management develop by solving problems of everyday life or from other teachings. This is gradually learn to sort data, to classify, to read or to produce tables, graphs and analysis. Proportionality is approached from situations involving the percentage of notions of scale, conversion, enlargement or reduction of figures. For this, several procedures (particularly that of the so-called "rule of three") are used. ning. The following tables provide benchmarks for teaching teams to organize escalation learOnly new knowledge and skills are mentioned in each column. For each level, the knowledge and skills learned in the previous class are consolidated. Problem solving plays an essential role in mathematical activity. It is present in all areas and is exercised at all stages of learning. 78 Ingenious and fun games of Maths competencies expected To tier 2 the Common Base - Recognize, describe and name the figures and customary solid - Use the rule, square and compass to check the nature of common plane figures and build with care and precision Progress proposed by the O.B for CE2 Progress proposed by the O.B for CM1 Progress proposed by the O.B for le CM2 In the plane In the plane In the plane - Recognize, describe, - Recognize that the lines are - Use instruments to name and reproduce, draw parallel. check the parallelism of geometric shapes: square, - Use experiencing geometric two lines (rule and rectangle, diamond, vocabulary aligned points, square) and to draw triangle. right, perpendicular lines, parallel lines. - Check the nature of a parallel lines, segment, me- - Check the nature of a plane figure using the ruler dium angle axis of symmetry, figure through the use and the square. center of a circle, radius, of instruments. - Build a circle with a com- diameter. - Build a height of a pass. - Check the nature of a plane triangle. - Use vocabulary situation: figure simple using the scale, - Reproduce a triangle side top angle setting. the square and compass. using instruments. - Recognize that a figure - Describe a figure to identify has one or more lines of it among other figures or to symmetry by folding or breed using tracing paper. - Perceive and - Draw on graph paper, the recognize parallel symmetrical figure of a figure given in relation to a and Perpendicular given line. - Solve reproduc- Space Space Space tive problems, - Recognize, describe and - Recognize, describe and - Recognize, describe name: name the solid rights: cube, and name the solid a cube, a cuboid. paved prism. rights: cube, pad, cylin- - Use vocabulary situation, - Recognize or complete a der, prism. face, edge, summit. pattern of cube or tile. - Recognize or supple- building ment a law firm patron. 79 Ingenious and fun games of Maths Progress proposed by the O.B for CM1 Progress proposed by the O.B for le CM2 Reproductive problems, construction Reproductive problems, construction Reproductive problems, construction - Reproduce the figures (on plain paper, Complete a by axial symmetry. - Draw a figure (on plain paper, checkered information or geometric, checkered or dotted), from a model. - Draw a simple figure from a construction or dotted), from a justify and assess the - Build a square or a rectangle of given program or by following the instructions. construction program or a freehand likelihood of a result. dimensions. competencies expected To tier 2 the Common Base - Ability to organize digital Progress proposed by the O.B for CE2 drawing (with indications regarding the properties and dimensions). Angles Angles - Compare the angles of a figure using a - Reproduce a given angle using a template. template. - Estimate and check by using the square, a right angle is acute or obtuse. The practice of mathematics develops a taste for research and reasoning, imagination and the capacity for abstraction, rigor and accuracy. CE2 to CM2, students enrich their knowledge, acquire new tools, and continues to learn how to solve problems. It strengthens mental math skills. It acquires new automation. In mathematics, the acquisition mechanisms is always associated with understanding. Progress proposed by the O.B for CM1 Progress proposed by the O.B for le CM2 Reproductive problems, construction Reproductive problems, Reproductive problems, - Reproduce the figures (on plain paper, construction construction - Ability to organize digital checkered or dotted), from a model. Complete a by axial symmetry. - Draw a figure (on plain paper, information or geometric, - Build a square or a rectangle of given - Draw a simple figure from a checkered or dotted), from a justify and assess the dimensions. construction program or by following construction program or a freehand the instructions. drawing (with indications regarding the competencies expected To tier 2 the Common Base Progress proposed by the O.B for CE2 likelihood of a result. properties and dimensions). Angles Angles - Compare the angles of a figure using a - Reproduce a given angle using a template. template. - Estimate and check by using the square, a right angle is acute or obtuse. The practice of mathematics develops a taste for research and reasoning, imagination and the capacity for abstraction, rigor and accuracy. CE2 to CM2, students enrich their knowledge, acquire new tools, and continues to learn how to solve problems. It strengthens mental math skills. It acquires new automation. In mathematics, the acquisition mechanisms is always associated with understanding. 80 Ingenious and fun games of Maths Tier 2 CM2 / Competence validated on 1. Mastering the French language 2. Practice a foreign language 3. Key elements of mathematics Scientific and technological culture 4. Mastery of common information technology and communication 5. humanistic culture 6. Social and civic competences 7. Autonomy and initiative 81 Ingenious and fun games of Maths POLAND curriculum Aims Broad objectives: Calculating skills Students make simple memory operations: addition, substraction, multiplication,division using the positive integers (whole numbers), integers and fractions. They know and use algorithms to make calculations. Students can use acquired concepts, skills and processes in real problem-solving situations. Making and using mathematical information Students interpret text, number and graphical information. They know the basic mathematical concepts and are able to explain the meaning of them. Students formulate answers and write the results in a correct way. Mathematical modelling Students adjust correct mathematical formulae to simple situations. Students explore, perceive, use and appreciate mathematical patterns in order to convert the text of the exercise into simple, arithmetic equation. Understanding and making of strategies Students use acquired simple concepts, establish the sequence of doings (including calculations) in the process of problem-solving. Students plan, monitor and evaluate solutions.They can also draw conclusions using different kind of information and facts provided or learnt. The content of teaching- strands The positive integers in decimal system. The student : reads and writes the multi-digit integers (whole numbers) interprets the integers on a number line compares the integers round whole numbers e.g round whole numbers to nearest ten, hundred, thousand changes decimals up to 30 into Roman numerals and vice versa Whole number calculations The student: explores and identifies place value in whole numbers adds and substracts multi-digit numbers and solves simple problems knows and recalls addition and subtraction facts solves word problems involving addition and subtraction develops an understanding of multiplication as repeated addition and vice versa. adds and subtracts whole numbers without and with a calculator multiplies and divides integres by other whole numbers, without and with a calculator identifies whole numbers divided by 2, 3, 5, 9, 10, 100 identifies and explores square and cube roots divides two-digit numbers into prime factors 82 Ingenious and fun games of Maths The content of teaching- strands Directed numbers The student: 1. identifies positive and negative numbers in context 2. identifies positive and negative numbers on the number line 3. calculates the absolute value 4. compares directed numbers 5. makes simple memory calculations usind directed numbers Fractions and decimal fractions The student: 1. calculates a unit fraction of a number and calculates a number, given a unit fraction of the number 2. reduces or simplifies the fractions 3. finds common denominator to fractions 4. expresses improper fractions as mixed numbers and vice versa 5. rounds decimal fractions 6. adds and subtracts simple fractions and simple mixed numbers 7. compares and orders fractions and decimals 8. multiplies a fraction by a whole number and a fraction by a fraction 9. expresses tenths, hundredths and thousandths in both fractional and decimal form Fraction and decimal fraction calculations The student: 1. adds and subtracts whole numbers and decimals without and with a calculator 2. multiplies and divides a decimal by a whole number, without and with a calculator 3. makes simple calculations using fractions and decimal fractions 4. estimates the results of calculations 5. compares fractions differentially 6. identifies and explores square roots and cube roots of fractions 7. computes the integer fraction The content of teaching- strands Straight lines and sections (lenghts) The student: 1. identifies, describes figures: point, straight ,ray, length 2. identifies, describes and classifies vertical, horizontal and parallel lines 3. identifies, describes and classifies oblique and perpendicular lines 4. measures the length with an accuracy of 1 millimeter 5. knows if he wants to find the distance from a point to a line he must find the length of the perpendicular line Angles The student: 1. recognises, classifies and describes angles, their rays and vertex 2. measures angles less than 180 degrees with accuracy of 1 degree 3. draws an angle less than 180 degrees 4. classifies angles as acute, obtuse and right angles 5. estimates angle sizes 6. recognises and uses features of apex and adjacent angles 83 Ingenious and fun games of Maths The content of teaching- strands 2-D shapes The student: 1. classifies and describes triangles and quadrilaterals 2. identifies, describes and classify 2-D shapes: equilateral, isosceles and scalene triangle, rectangle, parallelogram, rhombus, trapesoid 3. explores, describes and compares the properties (sides, angles, parallel and non-parallel lines) of 2-D shapes 4. identifies the properties of the circle: diameter, radius and chord circle 5. uses the assertion of the sum of angles in a triangle 3-D shapes The student: 1. identifies, describes and classifies 3-D shapes, including cube, cuboid, cylinder, cone, sphere, triangular prism, pyramid 2. recognises the nets of prisms and pyramids 3. draws the nets of simple 3-D shapes (prisms) The content of teaching- strands Calculating area, length, and other geometric properties The student: 1. 2. 3. 4. 5. 6. calculates the perimeter a polygon calculates the area of the square, rhombus, parallelogram, triangle and trapezium presented on a drawing and in practical situations estimates and measures length using appropriate metric units calculates area using acres and hectares estimates and measures capacity using appropriate metric units calculates angle measures 84 Ingenious and fun games of Maths The content of teaching- strands Practical calculations The student: 1. 2. 3. 4. 5. 6. 7. develops an understanding of simple percentages and relate them to fractions and decimals solves problems involving operations with whole numbers, fractions, decimals and simple percentages solves and completes practical tasks and problems involving times and dates reads the temperature on the Celsius scale renames the measures of weight and length identifies given scale and draws items to a larger or smaller scale. in the practical situation calculates the length of the road at a given speed and given time and so forth The content of teaching- strands Elements of mathematical statistics The student: 1. compiles and uses simple data sets 2. uses charts, graphs and tables to read and interpret data Problem-solving activities The student: 1. reads with understanding a simple text which includes number information 2. can extract important information and data from the activity, makes auxiliary drafts before solving the operation 3. notices the relationship between the information and data provided 4. selects appropriate concepts, methods and techniques to apply to mathematical problems. 5. makes connections and begins to reason deductively in geometry, number and algebra, including using geometrical constructions 6. verifies the outcome of the execise, judging its meaningfulness 85 Ingenious and fun games of Maths ROMANIA curriculum Basic aquisitions cycle (kindergarten – grade II) having as main objective accomodation with the demands of the scholar system and initial literacy; Cultivation/ building-up cycle (grade III – grade VI) when the main aim is building basic skills necessary to carry forward their studies. In our country , The National Curriculum is built on the following seven curricular areas: Language and communication Mathematics şi Science Man and society Arts Physical Education and sport Technology Counselling and guidance For Mathematics , and for the other subjects as well, the number of hours intended for compulsory activities for all students, which is meant to ensure equal chances for all of them, is established in the plan frame. Being a dynamic tool, the Romanian curriculum is undergoing a reform. Differences : The traditional field of view, where the curricular areas included mono disciplinary approached subjects was given up and it turned towards a multi or interdisciplinary approach , packing together more school subjects. The actualul curriculum aims at building functional educational competencies, absolutely necessary for students to get into the work market. 86 Ingenious and fun games of Maths In the school year 2014-2015 grade 2, is the first generation who started primary school at the age of 6.The new curriculum is working out. The syllabus keeps to the curricular projection model ,focused on skills. The compulsory number of hours: 2 Grade 3 Grade 4 Grade 5 hours 4 hours 4 hours 87 Ingenious and fun games of Maths 2.nd CLASS 3-rd CLASS 4-th CLASS Natural Numbers Natural Numbers Natural Numbers . Reading, position value and composition of numbers 0 -1000; . Composing, reading, writting, comparison, ordering and rounding between 0- 1 milion . Composing, reading, writting, comparison, classes (units, thousands, millions), ordering and rounding between 0- 1 milion . Positional numeral system: writing numbers in decimal form (sum of products by a factor 10, 100, 1000, etc.);multiplication with 10, 100, 1.000. . Comparison of numbers between 01000; . Ordering and rounding 0-1000; . Additions and subtractions between 0 -1000,grouping or counting ; . Multiplications and divisions till 100; .Using terms and mathematical symbols like sum , total, difference, minuend, subtrahend etc. . Additions and subtractions between 0 -10000, grouping or counting . Using terms and mathematical symbols like sum , total, difference, minuend, subtrahend, even less, even more etc. . Finding an unknown number within a relationship type ?+ a=b .Highlighting some of the Assembly properties (commutativity, associativity, identity element) using objects and representations, without the use of terminology 88 . Roman numbering system. Ingenious and fun games of Maths 2.nd CLASS . The use of unconventional measures for determining and comparing the length; . The use of units of measurement for the determination of lengths, comparing and ordering various events; . Upon the completion of equivalent value exchanges through conventional representation standard and nonstandard using money matters-simple game-type income-expenses, with numbers from 0-1000; . Identification and use of customary units of measure for length, capacity, mass . 3-rd CLASS 4-th CLASS . Measurements using nonstandard standards . Measurements using conventional standards: use appropriate measuring tools: tape measure, ruler graduated scales, scales, clock . Length measuring units : multiples, submultiples of the metre . Measuring Unit capacity: litre, multiples, submultiples . . Measuring Mass Units: kilogram, multiples, submultiples. . Units of measurement for time: the hour, the minute, day, week, month, year; . Coins and banknotes, including those of the European; . Using appropriate measuring instruments: ruler, tape measure, calibrated scales, balance . Length measuring units: meter, multiples, submultiples, transformation via multiplication and Division with 10, 100 and 1000; . Measuring units capacity: litre, multiples, submultiples, transformation via multiplication and Division with 10, 100 and 1000; . Measuring units: kilogram, multiples, submultiples, transformation via multiplication and Division with 10, 100 and 100; Units of measurement for time: the hour, the minute, second, day, week, month, year, decade, century, Millennium, . Coins and banknotes 89 Ingenious and fun games of Maths SPAIN curriculum LOMCE 8/2013 Ley Orgánica para la Mejora de la Calidad Educativa The Curriculum for Primary: Objectives. To reach at the end of the Primary Education. Competences: 1. Linguistic competence 2. Mathematics competence 3. Digital competence 4. Learning to learn competence. 5. Social competence 6. Entrepeneur actitud competence 7. Cultural awareness competence. Contents Standars of evaluation Methodology The government establishes: six levels ( 1º- 6º) or 6-12 years old. Areas: Natural Science Social Science Language and literature Mathematics Fisrt foreing language Phisical Education Religion (optional) Specific areas ( autonomy of centres and regions): Artistic Education Second foreing language Social and Civic values 90 Ingenious and fun games of Maths Weekly Timetable AREAS 1º 2º 3º 4º 5º 6º Language and literature 4,5 4,5 4,5 4,5 4,5 4,5 Mathematics 4,5 4,5 4,5 4,5 4,5 4,5 Natural Science 1,5 1,5 2 2 2 2 Social Science 2 2 2 2 2 2,5 First foreing language 2,5 2,5 2,5 3 3 3 Phisical Education 3 3 3 2,5 2,5 2 Religion/ Socilal Civic Values 2 2 2 1 1 1 Artistic Eduaction 2 2 1,5 1,5 1,5 1,5 Second foreing language/Support 0,5 0,5 0,5 1,5 1,5 1,5 Break 2,5 2,5 2,5 2,5 2,5 2,5 TOTAL 25 25 25 25 25 25 CONTENTS 3º Natural Numbers • Numbers up to five figures. Reading, position N value and decomposition. U •Comparison, ordering M and rounding. B •Ordinal numbers until the E thirtieth. R •Roman Numbering S system. •Addition and subtraction with led in tenth and hundredth. Properties. •Multiplication with several figures with and without led. 4º 5º Natural Numbers •Numbers up to the million. Reading, position value and decomposition. •Comparison, ordering and rounding. •Roman numbering system. •Addition and subtraction with led in tenth and hundredth. Properties. •Multiplication by several figures. Associative, commutative and distributive properties. Natural Numbers •Decimal numbers system. Reading, position value and decomposition. •Comparison, order and rounding. •Operations: addition, subtraction, multiplication, division. •Multiples and divisors. •Prime numbers and compound numbers. •Divisibility criterion.: 2,3,5 and 10. Fractions . Concept. Proper fraction. Improper fraction. 91 Ingenious and fun games of Maths •Associative, commutative properties. •Multiplication by ten, one hundred, one thoussand.. •Accurate and inaccurate division. Division test. Fractions. Concept, reading,comparison and representation of fractions. 3º M Measurement of length, E capacity and mass S •Units of mesurement. U •Expresing measures units. R •Time. E Units bigger than day:M day, week, month and year.E •Units smaller than day:Nhour, minute, second. T and notes. Euros •Coins and cents. Addition and subtraction with them. •Accurate and inaccurate division between two or three figures. Division test. Fractions. Concept. Reading, comparison and representation of fractions. •Fraction of an amount. •Addition and subtraction of fractions with the same denominator. Decimal numbers. Application, reading and writing of deccimal numbers: unit, tenth and hundredth. •Comparing, ordering and rounding decimals. •Comparing numbers: natural numbers, fractions and deecimals. •Fraction of an amount.Equivalent fractions. •Comparing fractions. Addition and subtraction of fractions. Fraction as exact division and not exact . Mixed number. •Decimal numbers. •Application , reading and writing od decimal numbers: tenth, hundredth and thousandth. •Comparison, ordering and estimation decimal numbers. •Operations with decimal numbers: addition, subtraction, multiplication division. •Comparison numbers: natural fractions and decimal 4º 5º •Measurement of length, capacity and mass. •Units for measuring length, capacity and mass. Diferent ways of expresing measures. •Measures operations: addition and subtraction. •Measuring instruments. •Area, Area units. Addition and subtraction measurements of area. •Time. Bigger Units than day: day, week, month, year, lustrum, decade. •Smaller units than day: hour, minute, second. Complex and not complex form. Addition and subtraction 92 •Measurement of length , capacity and mass. •Ways of expressing measures. •Operations with measures,, addition, subtraction, multiplication, division. •Measuring instruments. •Area. Units of area. •Addition and subtraction measures of area. •Time. Units higher than day: week, month, year, lustrum, decade, century. •Units lower than day: hour, minute, second. Complex shape and not complex. Ingenious and fun games of Maths 3º 4º •Addition and subtraction time data. •Coins and notes. •Euros and cents. Operations. 93 5º •Addition and subtraction time data. Sexagesimal system. •Money, coins and notes. •Euro and cents. Operations. Ingenious and fun games of Maths TURKEY curriculum CIRRICULUM FOR THE 2nd GRADES UNIT 1: GEOMETRIC SOLIDS & NUMBERS Objectives 1: Ss will be able to show the surfaces,vertex &edges 2 :Ss will be able to measure the lengths using both the standard &non-standard measures. 3: Ss will be able to explain dozen with examples Activities :Classroom objects,ropes, meter ,pitures ,toys UNIT 2: NUMBER HUNTING Objectives 1: Ss will be able to tell the time 2: They will be able to explain the relation between the ‘whole’,’half’ and ‘quarter’. 3: They will be able to put the numbers smaller than 100 into order. 4: …explain the symmetry with models & use the relation in a new one with different materials. Activities : 1-Shoe sizes 2-Making a necklace 3-What time is it ? 4-Fold & cut 94 Ingenious and fun games of Maths UNIT 3: ADDITION TIME Objectives 1: ……add the numbers below 100with carry &without carry 2: ….recognize the banknotes & coins 3: …settle & solve addition problems with natural numbers Activities :1-How many baskets of apples are there ? 2: Game: How much Money have you got ? 3: How long is it (objects ) ? UNIT 4 : SUBSTRACTION & MULTIPLICATION Objectives 1: ……to explain the operation with models 2:….. to do multiplication &substraction with numbers below 100. 3: …to explain the ,’0’ (zero) & ‘1’ ( one ) effect in multiplication Activities : 1- Let’s count the toothpicks & buttons 2-Let’s calculate mentally UNIT :5 DIVISION & MEASURING Objectives 1: …. to create number patterns 2:… to divide maximum 20 objects into 1,2,3,4,5 groups & tell the number 3: … to explain the relation between hour-day,week-day,month-day, seasonmonth, year-week & year-month Activities : 1- Let’s share the pencils &erasers equally 2-Shopping at the greengrocer’s 3-Let’s make a class birthday calendar 95 Ingenious and fun games of Maths 3rd GRADES CURRICULUM (9 Years old pupils) UNIT 1 THE SHAPES and THE NUMBERS Objectives: Students will be able to; -İllustrate ‘dot’ by themselves. -name and show easily ‘dot’ from our daily lives. -describe prism ,triangular, cone, triangular, cylinder, geometrical cone and orb. - to read and write Romanian numbers. -to identify and to classify the odd and the even numbers. -able to use origami. UNIT 2 ADDICTION and THE WORLD OF THE SHAPES. Objectives: Students will be able - to solve addiction problems mentally. -solve money problems. -measure the range of shapes’ faces with non-standart metric. -use patterns by drawing different geometrical shapes. Fold papers to form symmetricalness. UNIT 3 SUBSTRACTION, ANGLES and SHAPES Objectives; Students will be able to; - form and solve problems with addiction and substraction. - solve substraction problems mentally . -draw angles using ruler or mitre. Classify acute angle, right angle,obtuse angle and straight angle. 96 Ingenious and fun games of Maths UNIT 4 MULTIPLICATION and MEASURING THE LENGTHS Students will be able to ; -explain the relation between centimetre an metre. -predict the lengths of authentic objectsaround themselves and compare their presuppositions with real results. -form and solve the problems with meter and centimeter units. UNIT 5 DIVISION and MEASURING Objectives; Students will be able to; -form and solve the problems with at least two operations.One of them issupposed to be division. -tell the time and show the time by themselves. -create their own clocks. -weigh the authentic materials 97 Ingenious and fun games of Maths 4th Grades Mathematic Curriculum(10 yeras old pupils) Unit 1 The Geometry Around Us Objectives: Students will be able to ; -name square,rectangle, triangle. -define the edge & angles and show with symbols Classify the triangles according to their sizes. ACTIVITIES 1.Letsmake different angles with strings/ropes. 2.We can draw triangles 3.Lets examine square rectangle triangle Unit 2Data &Operation with numbers Objectives: Students will be able to ; -make a column chart -write and read the numbers with 3,4,5 and 6 digits. -explain the relation between a year,a month,a week and a day ACTIVITIES 1.We can substract, add, and multiply 2. We can read and write the numbers correctly. 3.We are making a classroom calender. 98 Ingenious and fun games of Maths UNIT 3 LETS MEASURE,WEIGH,and GET TO REALITY Objectives: Students will be able to; -recognize ton,kilogram,gram,and miligram and convert one to another. -to settle and solve problems about litre and mililitre -to use the words about possibility in appropriate sentences Activities: 1.Lets add,substract mentally. 2. How many litres is it? 3.Lets use the words that express possibility . UNIT 4 FRACTIONS and AREAS Objectives: Students will be able to; -do addition&substraction with fractions with equal denominators. -guess an area using non standart area measures to check it out using units. -compare the fractions. -to show the fractions on the number line. Activities: 1.Lets share it 2.Lets put the fractions into order 3.How can we measure the the area? 4. Lets add substract the fractions 99 Ingenious and fun games of Maths UNIT 5 DECIMAL FRACTIONS&MEASURING LENGTH Objectives: Students will be able to; -tell that it’s a decimal fraction when a whole is divided into 10&100 equal parts. -to write the decimal fractions using ‘‘comma’’ -to compare 2 decimal fractions -show with ‘‘< , > or =’ -to express certain lengths with different units/lengths Activities: 1.From fractions to decimal fractions 2.Which one is bigger? 3.We can classify big and small lengths 4.The circumference length of geometric shapes UNIT 6 OPERATIONS WITH NUMBERS&TIME Objectives: Students will be able to; -multiply numbers mostly with 2 and 3 digits - 5 ,25,50 mentally 10,100 and 1000 mentally -to make a connection between a pattern and numbers to complete the missing part. To do the operations with two steps. Activities; 1)We can multiply mentally . 2)Lets form number patterns. 3)Operations with paranthesis. 100 Ingenious and fun games of Maths UNIT 5 DECIMAL FRACTIONS&MEASURING LENGTH Objectives: Students will be able to; -tell that it’s a decimal fraction when a whole is divided into 10&100 equal parts. -to write the decimal fractions using ‘‘comma’’ -to compare 2 decimal fractions -show with ‘‘< , > or =’ -to express certain lengths with different units/lengths Activities: 1.From fractions to decimal fractions 2.Which one is bigger? 3.We can classify big and small lengths 4.The circumference length of geometric shapes UNIT 6 OPERATIONS WITH NUMBERS&TIME Objectives: Students will be able to; -multiply numbers mostly with 2 and 3 digits - 5 ,25,50 mentally 10,100 and 1000 mentally -to make a connection between a pattern and numbers to complete the missing part. To do the operations with two steps. Activities; 1)We can multiply mentally . 2)Lets form number patterns. 3)Operations with paranthesis. 101 Ingenious and fun games of Maths GOOD PRACTICES ITALY good practices First experience – A REALITY TASK: design and implement a math lesson for student of another class. EXPECTED RESULTS Developing logical skills and organizational to achieve a goal. Knowing how to work in a team work, respecting their own commitments, their own role and the commitments and the roles of others. Reworking and refining their own knowledge, then share them with others as comprehensively as possible. Considering how it is possible to facilitate the learning of a mathematical concept. Overcoming the embarrassment of speaking in public and logically organize their own speech. Making experience of fun and entertain with math. STRATEGIE OPERATIVE Creating five working groups of elective, to favor as much as possible the cooperation and the achievement of objectives. Choosing interesting topics, that require the knowledge of some mathematical concepts, but which also give the possibility to acquire a new one during the work of the group. Providing guidance on where to find the necessary materials ( books, websites ). Doing enough lessons to work in groups and encourage, where possible, at least an afternoon meeting in the care of families . Before starting the lesson, it is necessary to review the work of each group and to reflect together on the procedures . 102 Ingenious and fun games of Maths Second experience - CODING : an introduction to computational thinking EXPECTED RESULTS Stimulating creativity and problem solving skills. Knowing how to define the aim of a project. Identifying their own role in a team, working in a cooperative atmosphere. Learn to operate following rules already validated, but that can be improved. Developing a system of controls to verify progress. OPERATIONAL STRATEGIES Teaching using the laboratory (learning by doing ). Cooperative learning/peer education . Eagerness of the students in the choice of the free and creative content of the project, the definition of the objective and the identification of their own role in the working group. Using motivational techniques work: icebreaking, brainstorming, scrum, story mountain, sprint planning and scrumboard . Alternating moments of work "unplugged " (analog mode, without Network ) and other on - line . 103 Ingenious and fun games of Maths A story : Bark and the Incandescent Dragon . ICEBREAKING (unplugged) Games heating 1. Eyes closed SCRUM BRAINSTORMING (unplugged) (unplugged) From rugby : when all players are pointing in the same direction to take possession of the ball. 1. Designs inspired by the cards of Stories 2. Symbols and controls : up, down, 2. Storm on left, right characters SCRUMBOARD STORY MOUNTAIN (unpluggedon - line) The structure of the story: the initial situation; that kicks off the adventure; climax; remedial action; end. SPRINT PLANNING (unplugged/on - line) Planning of useful work to give life to the story. (unplugged/on - line) The board that helps planning : 1. to do; 2. during construction; 3. already done. FINAL EVALUATION OF THE " GOOD PRACTICES " MATH CLASS INVENTED STORY (Task of reality) (Coding) The group elected facilitates collaboration and creative phase. The group formed by the teacher can work situations more balanced, especially for the enhancement of skills and roles of each boy. This type of task stimulates the metacognitive skills of the boys , as well as the recovery of knowledge. The CODING urges both logical skills that creative ones. Gaming activities on mathematical release tension compared to the difficulties that may be encountered. Mathematics and storytelling “play” togheter in games of different languages and fantasy. The students are using a precise language and appropriate (in mathematical terms). Children learn to organize and plan the study time activities . They learn how using creatively LIM, PC, tablet . The students listened with seriousness and respect fellow presenting the lesson. 104 Ingenious and fun games of Maths POLAND good practices The examples of good practice in teaching Mathematics Written by Krystyna Ceszkiel Translated by Małgorzata Zubalewicz The list of content 1. Tips for teachers 2. Teaching aids provided by GWO (Gdańsk educational publishing house) 3. 4. 5. 6. Other teaching aids Games Maths competitions What do students expect from teachers? Motivational stickers Motivational stickers: e.g. •Super-setsquare, •The Lord of Fractions, •The Real Pythagoras, •The Conqueror of Equations, •Not Bad Denominator, •Squared Congratulations . 105 Ingenious and fun games of Maths Mathematical cards – multiplication table Students learn and improve multiplication table eagerly during games Mathematical cards "Multiplication table" Card games which help children to memorize the multiplication table Boxes for the game "Olympic players" The bingo game contest in brief • • • • • 3 to 7 people take part in the game (the best number of participants is 4) Everyone is given 9 cards with ready results and puts them in front. When the teacher shows the card with the mathematical activity, the student shouts „ I`ve got it” and points his/her card. If he/she shows the right card, the teacher gives him/her the paired card. After having coverd all cards the pupil shouts „BINGO” and then, he/she wins the game. Celebrating the First Day of Spring in our school using mathematical cards in the tournament „The mathematician- hockey player” 106 Ingenious and fun games of Maths Other games used during lessons • Extra Mathematics (GWO magazine) – pdf file • Mathematical domino: revising the knowledge of angles and triangles (GWO magazine) • Jigsaw puzzles : the surface area of polygons (it comes from the teacher`s guide written by Małgorzata Paszyńska) • A game „Crazy Shopping” (GWO) Extra Maths - the instruction • • The player who throws the biggest number begins the game. Players move their pawns ahead as many squares as the dice shows. Description of the squares : ? The player draws one question card. If he answers correctly he can throw the dice one more time. If his answer is wrong he misses his turn. • ← The player draws one question card. If he answers correctly he can „take a shortcut” • ! The player draws one question card. If he answers correctly he moves 5 squares ahead. If his answer is wrong he goes 5 squares back. • !! The player draws two question cards. If he answers correctly twice he can throw the dice two times more. If he answers one question correctly he doesn`t move forward. If his both answers are wrong he goes back at the BEGGINING. • • The player who finnishes the first is the winner. The teacher is the one who checks if the answers are correct. In the end, the winners of particular games can play the final game to gain the title of „The Master of Extra Maths” Have fun! • • Competitions: • • • are essential for the students who are „hungry for more” help the teacher to recognise the most talented ones motivate students to practise harder Every year our students take part in many mathematical competitions, where they solve (so they say) very interesting maths problems. 107 Ingenious and fun games of Maths REUNION ISLAND (FRANCE) good practices Draw me a tangram! A rally-math! Motivate to solve! Activity geometry and problem solving with students aged 7 to 10 years. Just Sauveur school By Fabienne Couchat, School teacher District TAMPON 1, Academy Reunion France The geometry and the implementation of the Common Skills Base. The 2008 programs: "The main objective of teaching geometry from CE1 to CM2 is to allow students to move progressively from a perceptual object recognition to a study based on the use of instruments tracing and measuring" The common base : Définition : The common base is "the set of knowledge and skills that are essential to master to successfully complete their education, pursue training, build their personal and professional future and successful life in society" (Act of 23 April 2005) 108 Ingenious and fun games of Maths competencies expected To tier 2 the Common Base Progress proposed by the O.B for CE2 Progress proposed by the O.B for CM1 Progress proposed by the O.B for le CM2 In the plane In the plane In the plane - Recognize, describe, name and reproduce, draw - Recognize that the lines are parallel. - Use instruments to check the parallelism of geometric shapes: square, rectangle, diamond, - Use experiencing geometric vocabulary two lines (rule and square) and to draw parallel - Recognize, describe and triangle. aligned points, right, perpendicular lines, lines. name the figures and - Check the nature of a plane figure using the ruler parallel lines, segment, medium angle axis of - Check the nature of a figure through the use of customary solid and the square. symmetry, center of a circle, radius, diameter. instruments. - Build a circle with a compass. - Check the nature of a plane figure simple - Build a height of a triangle. - Use vocabulary situation: using the scale, the square and compass. - Reproduce a triangle using instruments. compass to check the nature of side top angle setting. - Describe a figure to identify it among other common plane figures and - Recognize that a figure has one or more lines of figures or to breed - Use the rule, square and symmetry by folding or using tracing paper. build with care and precision - Draw on graph paper, the symmetrical figure of a - Perceive and recognize figure given in relation to a given line. parallel and Perpendicular - Solve reproductive problems, building Space Space Space - Recognize, describe and name: - Recognize, describe and name the solid - Recognize, describe and name the solid a cube, a cuboid. rights: cube, paved prism. rights: cube, pad, cylinder, prism. - Use vocabulary situation, face, edge, summit. - Recognize or complete a pattern of cube or - Recognize or supplement a law firm patron. tile. competencies expected To tier 2 the Common Base - Ability to organize digital information or geometric, justify Progress proposed by the O.B for CM1 Progress proposed by the O.B for CE2 Progress proposed by the O.B for le CM2 Reproductive problems, construction Reproductive problems, construction Reproductive problems, construction - Reproduce the figures (on plain paper, checkered Complete a by axial symmetry. - Draw a figure (on plain paper, checkered or or dotted), from a model. - Draw a simple figure from a construction dotted), from a - Build a square or a rectangle of given dimensions. program or by following the instructions. construction program or a freehand drawing and assess the likelihood of a (with indications regarding the properties and result. dimensions). Angles Angles - Compare the angles of a figure using a template. - Reproduce a given angle using a template. - Estimate and check by using the square, a right angle is acute or obtuse. The practice of mathematics develops a taste for research and reasoning, imagination and the capacity for abstraction, rigor and accuracy. CE2 to CM2, students enrich their knowledge, acquire new tools, and continues to learn how to solve problems. It strengthens mental math skills. It acquires new automation. In mathematics, the acquisition mechanisms is always associated with understanding. 109 Ingenious and fun games of Maths A rally-math ! Motivate to solve ! PROBLEM SOLVING Problem solving is a highly complex task that requires the successive implementation and possibly reiterated skills within different fields and have been grouped under the following headings: a. to search and organize information; b. initiate a process, reason, argue, demonstrate; c. calculate, measure, apply instructions; d. communicate using a mathematical language adapted. It is therefore useful to take the information, thinking and performing processing of information, and communicate results. Problem solving plays an essential role in mathematical activity. It is present in all areas and is exercised at all stages of learning. The practice of mathematics develops a taste for research and reasoning, imagination and the capacity for abstraction, rigor and accuracy. CE2 to CM2 in the four areas of the program, students enrich their knowledge, acquire new tools, and continues to learn how to solve problems. It strengthens mental math skills. It acquires new automation. The acquisition of mathematics mechanisms is always associated with an intelligence of their meaning. The mastery of the main elements using mathematics to act in everyday life and prepare further studies in college. COMMON BASE / SECOND LEVEL FOR THE CONTROL OF THE JOINT BASE : SKILLS EXPECTED AT THE END OF CM2 Competency 6:The social and civic competences. Capacities The student is able to: - Take part in a dialogue to address the others, listen to others, make and defend a point of view; - Cooperate with one or more classmates. -Communicate And teamwork, which involves listening, to express his point of view, negotiate, seek a consensus, carry out its work according to the rules group -Evaluate The consequences of his actions: to recognize and name emotions, impressions, to assert constructively -Know Build his personal opinion and be able to challenge the shade (for awareness on the part of affection, influence of prejudice, stereotypes). Attitudes -Respect Self and others -Need For solidarity: taking into account the needs of people in difficulty (Physically and economically) in France and around the world. -Conscience Of his rights and duties -Volonté To participate in civic activities Competency 7:The autonomy and initiative. Capacities The student is able to: - Follow simple instructions independently; - Show some perseverance in all activities; - Get involved in an individual or group project. -S'appuyer On working methods (organizing time and plan their work, take notes, prepare a dossier) -Take The opinion of others, exchange, inform Attitudes -Volonté To take charge personally -Conscience The influence of others on their values and choices -Motivation And determination in achieving goals 110 Ingenious and fun games of Maths Organization of a meeting several times a year : - Students are grouped in small heterogeneous groups. - 1 test is distributed by group. - Each group has 15 minutes to find one or more answers, and find one or more solutions. - On an answer sheet, the pupils of the group must offer an answer, after discussing and following consultation. - Rotation of the tests. - In one hour students will meet 4 puzzles. - The teacher refers to changes. - At the end of each session is proposed answers and the correct answers are valid. - A collective correction can then be proposée.- For each correct answer you can give one or more points. at the end of several sessions, each group made the point total. - ability to reward the winning group Students have individual events. They can work in small groups. Various activities In the end a diploma and a Chinese puzzle was given to each student of the winning class. 111 Ingenious and fun games of Maths What interest ? For students : craze, increased autonomy and self-esteem, differentiation of tasks and methods beneficial to pupils, change in relation to math, better mobilization of knowledge (benefits provided to successfully transfer skills built during the rally at the other meetings of math and forms of work, including individual). For Teachers : Another look at the student and class (highlighted relational dynamics and learning modalities) Providing analysis of student productions elements (in some rallies) Accountability and socialization of students (civics / debate, respect differing opinions) Reinvestment decontextualized and more fun math concepts already discussed. Constitution of a bank problems allowing the teacher to use it wisely, knowing what mathematical concepts requires resolution Three deviations to avoid : The Maths Rally must not be a disconnected contest classroom work (other meetings of mathematics). The Maths rally should not become the only opportunity to do math The importance of classification must be undervalued if one wants the fun aspect predominates. Finally the Project Etemath allowed me to change and improve my classroom practice. Exchanges with other partners is very positive for me and for the students. The many situations observed in other countries stimulate me to seek to offer innovative situations and make them want to do math. A very rich experience to share! Thank you for your attention. 112 Ingenious and fun games of Maths ROMANIA good practices THE CHILDREN’S PARTY Targeted competencies: Computing with natural numbers in different contexts Validating computing results Solving problems based on the studied concepts Targeted activities: • multiplication of natural digits smaller than 1000 • practicing calculation in different contexts • getting used to other calculation methods; • identifying numbers and using them in calculations • interdisciplinary correlation of contents • identifying and correcting possible errors • checking calculations in different ways • identifying everyday life situations in which we use such calculations: planning and organizing a party. Objectives: • to solve multiplication exercises using different methods; • to solve different life situations using appropriate operations; • to use their multiplication knowledge in a variety of contexts; Resources: • student’s guide, multimedia guide, computer Types of activities: • frontal , individual and pair activities Suggestions for class activities: What have we got to do? • getting into the unit according to the social standard of the class; the teacher will gradate the term “party” so as to meet reality; • more atypical methods to solve the exercises are introduced in the unit; do not insist on learning them, just introduce them as curiosities which might be useful; they might play a motivating role in getting involved in mathematical activities; • allow enough time to check the correctness of the calculations, encourage cooperation and mutual help; • insist on questions which might facilitate understanding: Are there enough…? Why? How many should there be to….. ? Is it possible that ….? Why? ; allow enough time for reasoning; • support your students in making up a budget; encourage them to repeat for other situations ( in class or family); • understanding each step should be one of the main concerns; use frontal activity whenever you feel that certain tasks are above the students’ level of understanding; • encourage the finding of more solutions and personal approach ; • allow time for interdisciplinary correlation; encourage students to use their own experience or to look for new information; • throw a party in the classroom getting the students involved in planning and organization. 113 Ingenious and fun games of Maths Different methods to do multiplications . Using the fingers Using a rectangle (only for multiplication by 9): 1. Number each finger in your mind. Don’t forget the number you have given each finger. 2. Bend the finger which represents the number you want to multiply by 9. 26 x 2 = ? We use a rectangle divided in two parts because we have a two-digit number. Each part is divided by an oblique line. We write the two-digit number above and the one digit number on the lateral. 2. Cut both groups of lines with 3 lines (from number 3) In turns we multiply the two digits with 2 and we write the results in the rectangle . Eg.: for 2 x 9 bend finger number 2. On the left side there is one finger, on the right there are 8 fingers. 2 x 9 = 18 Multiplication with lines Let’s say we want to multiply this: 35 X 3. 1. Represent the first number with lines. Group 3 lines for tens and 5 lines for units. We add the numbers in diagonal. The result: 52 3. Count the points where the lines meet in each group. For units there is 5. There are 10 tens. (from 9 + 1) The result is105 (35 X 3 = 105). Check it! FRIENDS OF NATURE Targeted competencies Objectives: • Validating the results • Recording the data observed in the environment and representing them • Solving problems with the studied concepts Resources: • student’s guide, multimedia guide, computer, information/images about animals • to identify in a text relevant information to solve a problem; • to drop out irrelevant information from a text to facilitate understanding ; • to identify contradictory information ; • to reword information for better understanding. Types of activities Suggested activities • individual activities • frontal activities(explanations,checking) • improving analysis abilities of a text in order to search , select and use relevant information • appreciating information in terms of : useful/useless, complete/incomplete, corellated/ contradictory, redundant, etc. • rewording certain information in oder to clear up and better understand • identifying the appropriate behaviour to protect environment. 114 Ingenious and fun games of Maths Suggestions for class activities: What have we got to do? How shall we monitor the activity? • this unit has many texts and is based on reading and analysing them in order to figure out the useful information; • the texts are approached from a searching for and selecting information perspective ; encourage students to read the texts several times and to come back to the texts whenever necessary; • guide your students into a “mathematic” reading , helping them to make the difference between the answers they can explicitly find in the text and the ones which need correlating information from the text ; • lead them into choosing the information which need to be correlated; • guide students in their activity of filling in with certain data; emphasize the importance of using real data, particularly when it comes to animals’, plants’ objects’ phenomena’s characteristics, which might require a former documentation; • give feedback to the students’ answers; • come with additional explanations if needed ; • observe systematically the students’ involvement in the activity; • do not insist on the solving speed but on the correct solving; • encourage cooperation and mutual help ; • use a monitoring sheet to record the correctness of the answers for each student; • encourage self- assessment and evaluation in pairs/ groups ; • make sure all the mistakes have been corrected. Reflection moment • What happened during the activities? • Why did this happen? • Which part of the activity was the most interesting for the students? • Where have I encountered difficulties? • Which activities shall I do again in other occasions? My tree ! The III rd grades A, B and C students took part in the project "Adopt a tree". Each student has chosen a tree in the surroundings or in a park and has observed its evolution all through the school year , recording the findings in a worksheet. Students have taken photos of the tree in different seasons and aspects : when in bud , blooming, leafy, partly or completely bare. They organized an exhibition with 312 photos, each child displaying 4 photos of his tree. All the students involved in the project brought photos for the exhibition. They have also made up poems and stories about their trees and put them in a book of the class. Each student made a page in the book. The book of the students in III C had 28 pages , while the books of those in III A and B had an equal number of pages. The students brought out the books at the school year end ceremony . What do we want to find out? Observe, think, solve! Write the answers to the following - how many children brought photos 1. How many children brought photos? questions : How can we find this? Can you find the answer to this question in We divide the total numbers of What project did the students take part in? the text? What grade were the participants in the photos with 4 (because each child Is there any information in the text which has brought 4 photos): project? could help you find the answer ? How many photos did each child bring for Think and answer: Read the statement: the exhibition? Is the number of the children who How many pages in the book did each child They organized an exhibition with 312 brought photos for the exhibition photos, each child displaying 4 photos of make? equal with the number of the Where did the children bring out the books? his tree. children involved in the project? What do we know? Could you answer these questions? What Explain your answer. Use - the number of photos helped you? information from the text. - How many photos each child has brought 115 Ingenious and fun games of Maths TURKEY good practices MEASURING THE LIQUIDS We are sharing one litre equally into two half litres. 116 Ingenious and fun games of Maths We’re weghing 1litre of water with 1kilo. Students practice on the board with projector… 117 Ingenious and fun games of Maths Drawing the geometric solids on isometric paper... Cube 118 Ingenious and fun games of Maths 4. REUNION ISLAND MEETING Special needs game ITALY Dr. Rachele Giammario Psychologist - pedagogist, psychomotrist, Therapist of the neuro and psycomotricity of the childhood Teacher at L’Aquila University 5 children per class Have difficulty with calculation 5-7 children per class Have difficulty with problem solving + 20% OF POPULATION Difficulties of Children with numbers and maths in general . It’s a disorder related to learning numbers and calculation. It’s often associated to dyslexia. The diagnosis of dyscalculia can be given in the 3rd grade . Dyscalculia is a specific disorder related to numbers and calculation system in absence of neurological lesions and cognitive problems. There can be dyscalculia even with a normal education, a right intelligence, a good culture and a nice family atmosphere . 119 Ingenious and fun games of Maths Dyscalculia : Such disorder concerns the acquisition of easy skills, e.g.: Writing numbers Reading numbers Calculation system (like memorising calculation tables, executing calculations etc.). Dyscalculia is divided in primary and secondary Primary dyscalculia is a disorder about numerical and arithmetic skills. Secondary dyscalculia is associated to other learning problems, such as dyslexia, la dysgraphia, etc. In these situations we will deal above all with the dyslexia and its rehabilitation Dyscalculia: Children with a dyscalculia desorder frequently make the following mistakes: They don’t recognize numbers when reading or writing , in particular if they have got many figures. They can’t recognize the figures that make a number . They can’t recognize relations between figures inside a number. Difficulty in grasping mathematical links. Difficulty in associating a quantity corresponding number. Difficulty in learning the meaning of signs (plus, minus, times and divided for) - Difficulty in analysing and recognizing data that can give a problem solution. Difficulty in learning the rules of calculations (loan, reporting, queuing, etc.) Difficulty in learning easy operations like calculation tables, the results of which are got automatically, without making difficult calculations. Difficulty in space-time and look-space organization. Difficulty in motor coordination, above all handy. Difficulty in making works in sequences. Maths has got a fundamental role in compulsory school: It tries to develop concepts, methods and ability to order, quantify and measure reality facts and phenomena and to give the necessary ability to critically interpret and to knowingly operate on it. 120 Ingenious and fun games of Maths Use of fingers Counting by the use of fingers (so useful mechanism to learn the ability to count and automate correspondences, stable order and cardinality) Operations with abacus Digital I must know the code to decode time 121 Ingenious and fun games of Maths Analog No matter knowing the code! LOGIC The child needs to reason before “understanding reality” ANALOG The child examines reality to reason ANALOGICAL APPROACH (non conceptual) Abacus 122 Analogic tools Ingenious and fun games of Maths From a motivational point of view, it is necessary to find out participation strategies, to make students active and participating. Studying the multiplication tables, the playing activity allows to come from a learning based on the connection “stimulus-verbal response” (S-R) to an holistic one, more complete and rewarding for the student, that is expressed by the formula “Stimulus-Personality-Response” (S-P-R). 123 Ingenious and fun games of Maths POLAND 12 + 29 = ? a) 38 b) 41 b) 42 b) 51 Good! You have saved 1 friendly alien! 124 Ingenious and fun games of Maths 17 - 9 = ? a) 6 b) 7 b) 8 b) 9 Good! You have saved 2 friendly aliens! 23 - 11 = ? a) 11 b) 12 b) 21 b) 22 125 Ingenious and fun games of Maths Great! You have saved 3 friendly aliens! 31 - 7 = ? a) 24 b) 25 b) 26 b) 27 Great! You have saved 4 friendly aliens! 126 Ingenious and fun games of Maths REUNION ISLAND By Fabienne Couchat and Alexandre Schneider Maths teaching in a special class t activities: elements request to supplement the chickens 127 Ingenious and fun games of Maths Each student must complete their pool by exchanging 1 against number of counters defined by the master. complexity of the task 128 Ingenious and fun games of Maths Organisation : • Students are in small groups, 2 in autonomy and directed 1. • 2 adult help those who are independently on activities of counting on a digital file or Lotto cards. Students must associate a correspondence between a number and its different representations (points, constellations, calculations...) • Directed group works with the master. It offers a problem situation simple at first then harder. Activity led by the master: The master presents the material and asks students what he see. This is not difficult because the master a choose a hen that is an animal known by all students. He noted that 1 hen consists of 1 head, a body and 2 legs. Each student then has chips depending on the number of travel to reconstitute 1 hen. (It is possible to give 1 number of tokens = to the numbers of the components missing to begin the activity) When every child has understood he must leave his table and order missing parts by swapping them with the same number of chips. Caution it is entitled to 1 single trip. Then when all the students have understood, the master will distribute 2 body and asked to do the same thing. For many it is a difficult situation: either they lose parts of the body or they are wrong in the quantity demanded. But soon they will in look because they do not have enough chips. 129 Ingenious and fun games of Maths ROMANIA Didactic ideas applicable to math lessons for students with special needs Learning based on special needs DIDACTIC IDEAS 130 Ingenious and fun games of Maths Effective communication , help in need Forming natural numbers with tens and units Understanding passing to the next ten 131 Ingenious and fun games of Maths True / false represented through colours Students calculate and find the correpondence between the result and the symbol given. Klammerkarte ZR 30, Subtraktion Andrea Haunold http://vs-material.wegerer.at/mathe/m.htm 132 Ingenious and fun games of Maths Measuring capacity – practical application Comparing measure units 133 Ingenious and fun games of Maths SPAIN Introduction GMG is a pupil in our school who is seven years old. He has got specific and permanent educational needs due to a total developmental delay caused by Down Syndrome. 134 Ingenious and fun games of Maths Numbering activities: We have written numbers from one to twenty on bottles caps. He then orders them in ascending order. With the number line, we perform a number dictation. I say the number outloud and he places a piece of clay on it. 135 Ingenious and fun games of Maths The following activity consists on relating numbers with quantity: We will use a circle made of cardboard and wooden clothespins. (The quantities are in the cards and the numbers are in the clothespins). This activity is designed to improve his mobility. Finally, we watch a short story in the computer. He likes this activity and consequently it is a reward for working hard. This activity is very important to improve listening and speaking skills. 136 Ingenious and fun games of Maths TURKEY Education of Special Needs Children It is the education that is held in environments that are appropriate for the individuals with special needs for their disabilities and characteristics with the help of the professional staff who use specially developed tecniques. Individual With Special Needs is defined as the individual whose personel characteristics and educational sufficiency differs from his peers because of any reason. Each individual in the society, has different characteristics individual sufficiency. That’s why contemporary & democratic mind requires the sensitivity and the need to have the kind of education that is accurate for each individual. Recently important steps have been taken for the benefit of individual with special needs. The 42nd article of the constitution says, ’’ The State takes measures that the people with special needs will make use of in their daily life.’’ Kind Of Disability and Characteristics Mentally Retarted Individuals Normal Function IQ=100 .Slight, IQ=55-70 (can be educated) .Medium , IQ=40-55 (can be taught) .Heavy , IQ=25-40 (some can be taught) .Heavier IQ= lower 25 (need total care) Partially Sighted Light Loss Total Loss 137 Ingenious and fun games of Maths WHERE IS INCLUSIVE EDUCATION APPLIED? Ordinary school Source Room Separate Classroom Separate School Boarding School Home/Hospital Individualized Education Plan A plan that shows the actions that the person has to take according to his /her needs and how and with whom the secondary steps will be taken . Is compulsory according to the 573 rule BEP(IEP) Individualized Education Programs. 138 Ingenious and fun games of Maths Individualized Education Unit at Schools HEADMASTER SCHOOL COUNSELOR CLASS TEACHER BRANCH TEACHERS STUDENT’S PARENTS AND THE STUDENT HIMSELF/HERSELF. BROAD EVALUATION FORMS Long Term Goal : First Reading-Writing Short Term Goal: Develops the coordination and muscular force with hand –finger exercises. EDUCATIONAL GOALS: 1. Stretches arms forward and opens and closes the right hand faster and faster gradually. 2. Does the same with the left hand. 3. Stretches a rubber,etc. With two hands . 4. Makes a fist on his/her chest level his/her thumbs free,ties to spin the thumbs around their own axis. 5. Thumbs free,other fingers adjoınt, spins the thumbs into different directions. 6. Thumbs free, opens and closes the other fingers to and from the palm. 7. All fingers separated, touches the thumb with each finger. 8. Presses with each finger on a smooth surface. 9. Making a fist, raises all fingers in turns, starting from the little finger. 10. Puts his hands open on the desk, raises all fingers in turns ,starting from the thumb. 11. Placing a small object between any two fingers, tries to move the fingers. 12. Without using the thumb lift and put down some objects with the other fingers. 13. Turns pages. 14. Gives forms to clay etc. With 139 Ingenious and fun games of Maths 140 Ingenious and fun games of Maths Test for 3th - 4th-5th grade first (version by Poland) 3th grades Country\Task 1 2 3 4 5 6 7 8 9 10 Total Poland 0.87 0.77 0.81 0.92 0.97 0.60 0.62 0.79 0.72 0.78 0.81 Italy 0.92 0.80 0.80 0.56 0.53 0.48 0.32 0.86 0.74 0.65 0.74 Romania 0.93 0.87 0.84 0.93 0.96 0.68 0.72 0.91 0.92 0.86 0.88 Turkey 0.79 0.58 0.73 0.63 0.63 0.56 0.55 0.59 0.79 0.61 0.69 Spain 0.94 0.74 0.86 0.85 0.82 0.23 0.32 0.93 0.57 0.84 0.80 France 0.68 0.46 0.51 0.68 0.32 0.34 0.31 0.45 0.49 0.46 0.47 3th grade - Task 1 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey Spain France Spain France 3th grade - Task 2 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania 141 Turkey Ingenious and fun games of Maths 3th grade - Task 3 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey Spain France Spain France Spain France 3th grade - Task 4 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey 3th grade - Task 5 1.20 1.00 0.80 0.60 0.40 0.20 0.00 Poland Italy Romania 142 Turkey Ingenious and fun games of Maths 3th grade - Task 6 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey Spain France Spain France Spain France 3th grade - Task 7 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey 3th grade - Task 8 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania 143 Turkey Ingenious and fun games of Maths 3th grade - Task 9 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey Spain France Spain France 3th grade - Task 10 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania 144 Turkey Ingenious and fun games of Maths 4th grades Country\Task 1 2 3 4 5 6 7 8 9 Poland 0.73 0.81 0.66 0.47 0.65 0.80 0.48 0.72 0.31 0.55 0.63 Italy 0.86 0.80 0.82 0.79 0.84 0.86 0.62 0.62 0.69 0.71 0.78 Romania 0.95 0.91 0.87 0.87 0.95 0.96 0.89 0.89 0.92 0.86 0.91 Turkey 0.83 0.88 0.77 0.62 0.54 0.70 0.67 0.81 0.53 0.50 0.70 Spain 0.83 0.92 0.82 0.86 0.78 0.95 0.59 0.73 0.33 0.58 0.75 France 0.42 0.72 0.36 0.33 0.36 0.56 0.33 0.36 0.39 0.22 0.40 10 Total 4th grade - Task 1 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey Spain France Spain France 4th grade - Task 2 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania 145 Turkey Ingenious and fun games of Maths 4th grade - Task 3 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey Spain France Spain France Spain France 4th grade - Task 4 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey 4th grade - Task 5 1.20 1.00 0.80 0.60 0.40 0.20 0.00 Poland Italy Romania 146 Turkey Ingenious and fun games of Maths 4th grade - Task 6 1.20 1.00 0.80 0.60 0.40 0.20 0.00 Poland Italy Romania Turkey Spain France Spain France Spain France 4th grade - Task 7 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey 4th grade - Task 8 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania 147 Turkey Ingenious and fun games of Maths 4th grade - Task 9 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey Spain France Spain France 4th grade - Task 10 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland 5th grades Country\Task 1 Italy 2 3 Romania 4 5 Turkey 6 7 8 9 10 Total Poland 0.72 0.57 0.31 0.44 0.66 0.53 0.45 0.63 0.42 0.46 0.54 Italy 0.82 0.95 0.96 0.87 0.97 0.90 0.96 0.44 0.86 0.84 0.84 Romania 0.97 0.84 0.98 0.89 1.00 1.00 0.77 0.47 0.95 0.96 0.88 Turkey 0.53 0.53 0.32 0.39 0.61 0.50 0.41 0.50 0.40 0.38 0.46 Spain 0.70 0.67 0.33 0.22 0.58 0.13 0.50 0.78 0.62 0.68 0.56 France 0.78 0.53 0.49 0.31 0.61 0.53 0.61 0.69 0.28 0.33 0.53 148 Ingenious and fun games of Maths 5th grade - Task 1 1.20 1.00 0.80 0.60 0.40 0.20 0.00 Poland Italy Romania Turkey Spain France Spain France Spain France 5th grade - Task 2 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey 5th grade - Task 3 1.20 1.00 0.80 0.60 0.40 0.20 0.00 Poland Italy Romania 149 Turkey Ingenious and fun games of Maths 5th grade - Task 4 1.00 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey Spain France Spain France Spain France 5th grade - Task 5 1.20 1.00 0.80 0.60 0.40 0.20 0.00 Poland Italy Romania Turkey 5th grade - Task 6 1.20 1.00 0.80 0.60 0.40 0.20 0.00 Poland Italy Romania 150 Turkey Ingenious and fun games of Maths 5th grade - Task 7 1.20 1.00 0.80 0.60 0.40 0.20 0.00 Poland Italy Romania Turkey Spain France Spain France Spain France 5th grade - Task 8 0.90 0.80 0.70 0.60 0.50 0.40 0.30 0.20 0.10 0.00 Poland Italy Romania Turkey 5th grade - Task 9 1.20 1.00 0.80 0.60 0.40 0.20 0.00 Poland Italy Romania 151 Turkey Ingenious and fun games of Maths 5th grade - Task 10 1.20 1.00 0.80 0.60 0.40 0.20 0.00 Poland Italy Romania 152 Turkey Spain France Edited 2016