This article investigates how the recent implementation of programming in school mathematics interacts with algebraic thinking and learning. Based on Duval's theory of semiotic representations, we analyze in what ways syntax and semantics of programming languages are aligned with or divert from corresponding algebraic symbolism. Three examples of programming activities suggested for school mathematics are discussed in detail. We argue that although the semiotic representations of programming languages are similar to algebraic notation the meanings of several concepts in these two domains differ. In a learning perspective these differences must be taken into account, especially considering that students have to convert between registers with both overlapping and specific meanings.
This article reports on an analysis of the process in which knowledge to be taught was transposed into knowledge actually taught, concerning a task including proportional relationships in an algebra setting in a grade 6 classroom. We identified affordances and constraints of the task by describing the mathematical praxeology of the two different types of knowledge exposed, in the task as such and in the activity of the classroom. Through the teacher's explicit process of reasoning, modeling, revising, solving, and repeatedly explaining the task, we found that the transposition of knowledge was seriously affected by the contextualization of the task. Modeling word problems about everyday situations has its limitations and can, as in this case, make the problem unsolvable unless it is accepted as a Btextbook task^disguised as real but adjusted to the norms of school mathematics. Such constraints may obscure mathematical ideas afforded by the task. We conclude that learning opportunities embedded in a task do not necessarily surface when a task is treated in a classroom setting.
We characterize the recently included programming content in Swedish mathematics textbooks for elementary school. Especially, the connection between programming content and traditional mathematical content has been considered. The analytical tools used are based on the so-called 5E's, a theoretical framework of action, developed within the ScratchMath project, and Brennan and Resnick's (2012) terms computational concepts and practices. The result uncovers "follow a procedure" as the dominating action, in which the concepts stepwise instruction and repeated pattern were frequent. Bridging between programming and mathematics is weak in the sense that the programming content does not enhance the possibility to explore mathematical concepts and ideas.
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