Abstract
The aim of this chapter is to present some issues concerning secondary teacher education, drawing on the activity of the Laboratory of Mathematical Machines at the Department of Mathematics of the University of Modena and Reggio Emilia (MMLab: http://www.mmlab.unimore.it). The name comes from the most important collection of the Laboratory, containing more than two hundred working reconstructions (based on the original sources) of mathematical artefacts taken from the history of geometry. In this chapter we intend to discuss, in the setting of teacher education and within a suitable theoretical framework, a single case, i.e., an ellipse drawing device, from different perspectives (historic-epistemological, manipulative and virtual), to develop expertise in selecting and adjusting appropriate tools for the mathematics classroom.
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Notes
- 1.
For the Italian version see http://www.mmlab.unimore.it/on-line/Home/VisitealLaboratorio/Materiale.html
- 2.
See Goos’ contribution in this volume for other elements concerning the socio-cultural perspective and cultural tools.
- 3.
This construction problem is taken from the First Book of Euclid’s elements (Proposition 10, see Heath 1956, p. 267). The solution we propose is a bit different from Euclid’s one.
- 4.
http://www.tpub.com/engbas/4.htm. Accessed February 2010.
- 5.
Béguin and Rabardel (2000) define instrumentation as follows:
Utilization schemes have both a private and a social dimension. The private dimension is specific to each individual. The social dimension, i.e., the fact that it is shared by many members of a social group, results from the fact that schemes develop during a process involving individuals who are not isolated. Other users as well as the artefact’s designers contribute to the elaboration of the scheme. (Bèguin and Rabardel 2000, p. 182)
- 6.
We refer in a short way to the Cabri commands. Legend:
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compass: to transport the given segment with a vertex in a given point (the software draws a circle);
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intersection: to find the intersection point of two objects on the screen;
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intersection (after compass command): to intersect the circle with another object on the screen;
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segment: to draw a segment joining two points;
The others (axis, locus, symmetrical point) hint at geometrical meanings, and are realized by means of the available commands.
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Maschietto, M., Bartolini Bussi, M.G. (2011). Mathematical Machines: From History to Mathematics Classroom. In: Zaslavsky, O., Sullivan, P. (eds) Constructing Knowledge for Teaching Secondary Mathematics. Mathematics Teacher Education, vol 6. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-09812-8_14
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