2010
DOI: 10.1007/s11858-010-0288-z
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Multimodality in multi-representational environments

Abstract: The main issue of the paper concerns the way new technologies (TI-Nspire and TI-Navigator) influence the different students' multimodal production, in terms of words, gestures, inscriptions, and actions on the artefacts. Specifically, it investigates how they can modify students' processes of mathematics learning, what descriptors are the most suitable for grasping such changes, and what are the new opportunities for the teacher in designing and managing mathematical activities within such environments. Three … Show more

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Cited by 45 publications
(13 citation statements)
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“…This systemic approach is still fundamental, although, on the one hand, additional components have strongly emerged and are well acknowledged at the international level (e.g., for studies on beliefs and affect issues, see Di Martino & Zan, 2011, and for multimodality in the teaching and learning of mathematics, see Arzarello & Robutti, 2010) and, on the other hand, the landscape has changed with, for instance, the impact of technologies, the attention to students with special needs, the major issue of teacher education, and the awareness of multicultural aspects.…”
Section: A Retrospective Analysis 30 Years Later: Some Examples From mentioning
confidence: 99%
“…This systemic approach is still fundamental, although, on the one hand, additional components have strongly emerged and are well acknowledged at the international level (e.g., for studies on beliefs and affect issues, see Di Martino & Zan, 2011, and for multimodality in the teaching and learning of mathematics, see Arzarello & Robutti, 2010) and, on the other hand, the landscape has changed with, for instance, the impact of technologies, the attention to students with special needs, the major issue of teacher education, and the awareness of multicultural aspects.…”
Section: A Retrospective Analysis 30 Years Later: Some Examples From mentioning
confidence: 99%
“…The 'player agency' enforces an antagonistic perspective of micropollution as the obstacle to the player's goal. The 'deployment' and 'resources' of Project:Filter supports a free, multimodal approach which aimed to develop literacy and communication skills (McGinnis, 2007;Jewitt, 2008;Arzarello & Robutti, 2010;Lotherington & Jenson, 2011). 'Quality assurance' concerns the maintenance and validation of the game's standards in terms of design, programming, and assessment of user experience (Novak, 2005;Schultz & Bryant, 2016).…”
Section: Figure 1: Screenshot Of Project:filtermentioning
confidence: 99%
“…A manipulação touchscreen é interpretada como um conjunto de inputs e outputs (entradas e saídas) com os dedos, que resultam em feedbacks imediatos na tela dos dispositivos (Arzarello et al, 2014). Por conseguinte, manipulação touchscreen é uma ação humana, corporificada, simulada (Hostetter & Alibali, 2008), cultural e multimodal, que também pode revelar o pensamento dos aprendizes quando eles trabalham nas tarefas matemáticas (Arzarello & Robutti, 2010, Radford, 2014.…”
Section: Fonte: Os Autoresunclassified