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 the a digital password game to teach Combinatorial Analysis. So, we take as reference the Didactic Decisions Model, developed in French Didactics. This model addresses three types of factors that influence teaching decisions: epistemic factors, didactic history factors and external factors. The research is organized in two stages. In the first stage, we present the procedures carried out regarding the mapping and analysis of digital password game types, available in the Google online store for devices with the Android system, called Google Play, aiming to study possible didactic explorations of each of them for teaching analysis. combinatory in high school, with the aim of choosing the most appropriate digital version according to the original rules of this game. In the second stage, we use the principles of the Reflective Research Methodology, namely: I. Monitoring the teacher's work for a significant period; II. Monitoring inside and outside the classroom; III. Reflective monitoring of documentation work, by the teacher himself; IV. The broad collection of resources used and produced in the documentation work, throughout the monitoring; V. Permanent confrontation of the teacher's opinions regarding their documentation work. Among the research results, 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 in the version of this game, we continued to the second stage of the research on the planning and use by the teacher of the game “Senha – Real Code Breaker” in the study of the topic of Combinatorial Analysis. We highlight the influence of the decisional factor didactic history of the inter-student story type of a target class on the decisions taken by the teacher, considering that when planning (Level 1) the classes with the password game, she was based on some episodes observed (Level -1) during the teaching situation (Level 0) and the teaching sequence (Level +2), in addition to epistemic and external factors (Level +3).