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Beaver, Kangaroo and Classroom Situations: A Promising Symbiosis

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Presentation on theme: "Beaver, Kangaroo and Classroom Situations: A Promising Symbiosis"— Presentation transcript:

1 Beaver, Kangaroo and Classroom Situations: A Promising Symbiosis

2 History ISSEP 2010 P.K. Antonitsch/A. Grossmann/P. Micheuz
Problem-solving contests for students of all standards: 1978: Australian Mathematics Competition 1991: Kangourou des Mathématiques« 2004: Informacinių technologijų konkursas Bebras (Bebras International Contest on informatics and Computer Fluency) . Kangaroo and Beaver share common roots, share a common „format“ (multiple choice tasks, where the problems are easy to conceive) and aim at common goals. ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

3 Common Goals ISSEP 2010 P.K. Antonitsch/A. Grossmann/P. Micheuz
Common goal: Promote interest in problem-solving by posing problems from the field of Mathematics/Informatics. Are „Math Kangaroo“ and „Informatics Beaver“ all the same? A classification of problems can help to see similarities and differences: Beaver: Classification originates in a classification given by V. Dagiene and G. Futschek at ISSEP3 in Torun/Poland (2008): Information Comprehension Algorithmic Thinking Using Computer Systems Structures, Patterns and Arrangements Logical Puzzles and Games ICT and Society Kangaroo: Classification was derived by clustering Kangaroo-tasks with respect to topics in Mathematics classes: Numbers and Computations -> DEALING WITH NUMBERS + ALGORITHMS Equations, Inequations and Functions Combinatorics Geometry Logic, Cryptic and Magic Puzzles ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

4 Interchangeable Tasks (1)
category »structures, patterns and arrangements« Of course, there are tasks that belong to categories overlapping the border between the „Kangaroo-domain“ and the „Beaver-domain“ and that could be part of both contests. We call these tasks „interchangable tasks“. ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

5 Interchangeable Tasks (2)
category »combinatorics with shapes« ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

6 Common Goals ISSEP 2010 P.K. Antonitsch/A. Grossmann/P. Micheuz
But we have to be careful: Even tasks that seem to belong to the same category might cover different aspects or require different approaches. We call problems of that kind „related problems“ ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

7 Related Tasks (1) category »algorithmic thinking«
Informatics Beaver 2005 (grades 9 and 10) Example: Practising algorithmic thinking by „inventing“ a „new“ algorithm and becoming „part of the algorithm“, on the other hand: ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

8 Related Tasks (2) category »algorithms«
Math Kangaroo 2007 (grades 9 and 10): Let a and b be the solutions of the quadratic equation x2 – 3x + 1 = 0. What is the value of a3 + b3? A) 12 B) 14 C) 16 D) 18 E) 24 category »algorithms« Using known formulae/algorithms and solving the problem „from the outside“ ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

9 Common Goals ISSEP 2010 P.K. Antonitsch/A. Grossmann/P. Micheuz
Furthermore, there are tasks that are specific to either the Kangaroo-contest or the Beaver-contest. ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

10 Specific Tasks ISSEP 2010 P.K. Antonitsch/A. Grossmann/P. Micheuz
Conclusion: Math-Kangaroo and Informatics-Beaver are well-distinguishable problem-solving contests, linked by interchangeable tasks and complementing each other due to related and specific tasks. ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

11 Why should we care? ? All of that sounds quite nice – but: Why should we care about contests when thinking about teaching/learning Informatics at school? Is there something that we can learn from contests? ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

12 Because: Contests are »Play«
Problem-solving contests like „Kangaroo“ or „Beaver“ create a play-like situation, because most of the problems are easy to survey and the representation contains a first notion of the solution!! contestants/players have to be active (this is a real difference to most classroom situations!) they have a certain goal and the contestants get feedback about their „performance“ they are a „free activity“ (nobody is forced to participate they are „outside ordinary life“ (at school) and being a good „player“ pays off in ordinary life (successful contestants are honoured by their school-communities). ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

13 What Can We Learn? ? The reasons why we should care are what we could learn for teaching in general and teaching Informatics in particular. It is not a „must“ for all the times, but – from personal experience – creating game-like/play-like situations in class motivates (some/most) students to become active, because they are allowed to be active (or better: forced to be active) there is no assessment-situation they are free to join the game at different levels. These aspects do NOT need an explicit game-situation. Designing an „inspiring“ learning environment (a learing environment that allows learners to try this and that and to see some kind of – personal – success) and making use of adequate tools might do (personal experience: Scratch, crossroads-simulation). ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz

14 Thank You! ISSEP P.K. Antonitsch/A. Grossmann/P. Micheuz


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