DIDACTIC DECISIONS ON THE USE OF THE DIGITAL MASTERMIND GAME FOR TEACHING COMBINATORIAL ANALYSIS IN HIGH SCHOOL
Didactics decisions. Mastermind.Combinatorialanalysis.High school
This paper aims to analyze the didactic decisions of a high school teacher when using a digital password game to teach Combinatorial Analysis. So, we take as reference the Didactic Decisions Model, developed within French Didactics. This model addresses three types of factors that influence teaching decisions: epistemic factors, didactic historical factors, and external factors. The research is organized in two stages. In the first stage, we present the procedures performed about the mapping and analysis of digital Mastermind game types, available on Google's online store, Play Store, for devices with Android system, to study possible didactic explorations of each of them for teaching combinatorial analysis in high school, to choose the most appropriate digital version according to the original rules of this game. In the second stage, we used the principles of the Reflective Investigation Method developed within the Documentary Approach to Didactics, To know: 1. Monitoring the teacher's work for a significant period; 2. Monitoring inside and outside the classroom; 3. The reflective monitoring of the documentation work by the teacher himself; 4. The extensive collection of resources used and produced in the documentation work throughout the monitoring; 5. The permanent confrontation of the teacher's opinions about his documentary work. Among the partial results of the research, we selected the digital version of the game "Senha - Real Code Breaker" to be used by the teacher. Therefore, due to the diversity of possibilities of this game version, we proceeded to the second stage of the research about the planning and the use of the game "Password - Real Code Breaker" by the teacher to study the Combinatorial Analysis theme.