In this lecture, we learned how to design a math curriculum using GeoGebra or Desmos. We worked in groups on the task of designing a geometry/algebra/calculus math curriculum. The lessons were 30 to 60 minutes in length, so you can think of 60 minutes as two 30-minute lessons. If a flipped classroom model is used, a portion of that time could be used for online learning.
In designing the courses, we use two tools, GeoGebra or Desmos. In addition to the previously mentioned pedagogical models, we learned two new models: math games and enrichment tasks. Math games can increase learners' interest and motivation and develop their problem-solving skills, for example through trial and error, simplifying difficult tasks, finding patterns, hypothesizing and verifying. Math games can also help learners practice and consolidate math skills.
It was also learned that Zoltan Dienes proposed a six-stage theory on learning mathematics through mathematical games, including free play, rules of the game, comparison, representation, symbolization, and formalization. Enrichment tasks have the following characteristics: an engaging starting point or initial discovery, provide opportunities for initial success, challenge learners to think independently, offer varying levels of difficulty, allow learners to ask questions,