zoltan paul dienes
DESCRIPTION
Zoltan paul dienesTRANSCRIPT
Zoltán Pál Dienes (anglicized
as Zoltan Paul Dienes)
(born 1916) is a Hungarian mathematician whose
ideas on the education (especially of small
children) have been popular in some
countries.[1] He is a world-famous theorist and
tireless practitioner of the "new mathematics" -
an approach to mathematics learning that uses
games, songs and dance to make it more
appealing to children.
Dienes' life and ideas are
described in his autobiography,
Memoirs of a Maverick Mathematician,
and his book of mathematical
games, I Will Tell You Algebra
Stories You've Never Heard Before.
He has also published a book of poetry, Calls from
the Past .
His latter life contributions have been chronicled
by Bharath Sriraman in The Mathematics Enthusiast.
Dienes (1960) originally postulated four principles of mathematical learning through which educators could foster mathematics experiences resulting in students discovering mathematical structures.
This theory relates specifically
to teaching and learning of
mathematics rather than teaching and
learning in general. It consists of four
principles:
Preliminary, structured activitiesusing concrete materials should beprovided to give necessary experiencesfrom which mathematical concepts canbe built eventually. Later on, mentalactivities can be used in the same way.
The first principle, namely theconstruction principle suggests thatreflective abstraction on physical andmental actions on concrete(manipulative) materials result in theformation of mathematical relations.
- In structuring activities, construction
of concepts should always precede
analysis
- Concept involving variable should be
learnt by experiences involving the
largest possible number of variables
In order to allow as much scope as possible
for individual variations in concept-formation
and induce children to gather the
mathematical essence of an abstraction, the
same conceptual structure should be
presented in the form of as many perceptual
equivalent as possible
Most people, when confronted with asituation which they are not sure how tohandle, will engage in what is usuallydescribed as “trial and error”. In trying tosolve a puzzle, most people will randomly trythis and that and the other until some formof regularity in the situation begins toemerge, after which a more systematicproblem solving behavior becomes possible.
Beginning of all learning, how the would-belearner becomes familiar with the situationwith which he/she confronted
• After some free experimenting, it usually
happens that regularities appear in the
situation, which can be formulated as “rules
of a game”. Once it is realized that interesting
activities can be brought into play by means
of rules, it is a small step towards inventing
the rules in order to create a “game”.
• Every game has some rules, which need to
be observed in order to pass from a starting
state of things to the end of the game, which
is determined by certain conditions being
satisfied. It is an extremely useful educational
“trick” to invent games with rules which
match the rules that are inherent in some
piece of mathematics which the educator
wishes the learners to learn.
• This can be or should be the essential
aspect of this part of the learning cycle.
Once we have got children to play a number
of mathematical games, there comes a
moment when these games can be
discussed, compared with each other.
It is good to teach several games with very
similar rule structures, but using different
materials, so that it should become apparent
that there is a common core to a number of
different looking games, which can later be
identified as the mathematical content of
those games that are similar to each other in
structure, even though they might be totally
different from the point of view of the
elements used for playing them.
It is even desirable, at one point, to establish
“dictionaries” between games that have the
same structure, so to each element and to
each operation in one game, should
correspond a unique element or operation in
the other game. This will encourage learners
to realize that the external material used for
playing the games is less important than the
rule structure which each material embodies.
It is even desirable, at one point, to establish
“dictionaries” between games that have the
same structure, so to each element and to
each operation in one game, should
correspond a unique element or operation in
the other game. This will encourage learners
to realize that the external material used for
playing the games is less important than the
rule structure which each material embodies.
So learners will be encouraged to take the
first halting steps towards abstraction, which
becoming aware of that which is common
to all the games with the same rule
structure, while the actual physical
“playthings” can gradually become “noise”.
There comes a time when the learner has
identified the abstract content of a number of
different games and is practically crying out for
some sort of picture by means of which to
represent that which has been gleaned as the
common core of the various activities.
At this point it is time to suggest some
diagrammatic representation such as an arrow
diagram, table, a coordinate system or any other
vehicle which would help fix in the learner’s mind
what this common core is. We cannot ever hope
to see an abstraction, as such things do not exist in
the real world of objects and events, but we can
invent a representation which would in some
succinct way give the learner a snapshot of the
essence that he has extracted or abstracted
through the various game activities.
Each one of the learned games can then be
“mapped” on to this representation, which will
pinpoint the communality of the games.
After students get the similarity about the
number of each polygon, in this stage student
can represent the figure
It will now be possible to study the
representation or “map” and glean some
properties that all the games naturally must have.
For example it could be checked whether a
certain series of operations yields the same result
as another series of operations. Such a
“discovery” could then be checked by playing it
out in one or more of the games whose
representation yielded the “discovery”.
An elementary language can then be developed
to describe such properties of the map. Such a
language can approximate to the conventional
symbolic language conventionally used by
mathematicians or freedom can be exercised in
inventing quite new and different symbol
systems. Be it one way or another, a symbol
system can now be developed which can be used
to describe the properties of the system being
learned, as the information is gathered by
studying the map.
symbolize the formula of pentagon’s diagonal
number from the pattern that they get.
5(5 − 3)
2= 5
3(3 − 3)
2= 0
6(6 − 3)
2= 9
4(4 − 3)
2= 2
3 4 5 6
𝑛(𝑛 − 3)
2= ?
n
The descriptions of the symbolization stage
can get very lengthy and often quite redundant.
There comes a time when it becomes desirable
to establish some order in the maze of
descriptions. This is the time to suggest that
possibly just a few initial descriptions would
suffice, as long as we appended ways of
deducing other properties of the map,
determining certain definite rules that would
be allowed to be used in such “deductions”.
In such a case we are making the first steps
towards realizing that the first few descriptions
can be our AXIOMS, and the other properties
that we have deduced can be our
THEOREMS, the ways of getting from the
initial axioms to the theorems being the
PROOFS.
Student can apply the general formula to
another case, such as they can determine the
number of polygon with side 23.