3d Math: creating and dynamically
manipulating 3d geometrical figures
Giorgos Psycharis, gpsych@math.uoa.gr
Educational Technology Lab and Department
of Mathematics, University of Athens
Maria Latsi, mlatsi@ppp.uoa.gr
Educational Technology Lab, School of Philosophy, Department of Pedagogy
Foteini Moustaki, fotmous@ppp.uoa.gr
Educational Technology Lab, School of Philosophy, Department of Pedagogy
Ioannis Zantzos, izantzos@math.uoa.gr
Educational Technology Lab, School of Philosophy, Department of Pedagogy
Workshop aims and background Projects
The workshop aims at introducing the participants
to a 3d Turtle Geometry environment called 3d Math and at generating discussions
about its added pedagogical value in teaching and learning concepts related to
3d geometry. 3d Math has been developed within the two major European Projects:
ReMath[i] and METAFORA[ii].
The organisers of the workshop (the Educational Technology Lab team) have
participated in those two Projects and carried out research with 3d Math in
different educational contexts, feeding with their findings the pedagogical
design of its features and functionalities.

Figure 1: Students’
constructions with 3d Math – The “Flower” procedure
The 3d Math Digital Tool
3d Math is a programmable constructionist environment
that allows the creation and dynamic manipulation of 3d geometrical figures. These are generated in the
environment’s virtual 3d space when running Logo procedures and commands. Inheriting
elements from “E-Slate 2d Turtleworlds” and building on the idea of multiple
linked mathematical representations (Kaput, 1992), 3d Math integrates symbolic
notation -in the form of Logo programs– with the dynamic manipulation of 3d
geometrical objects through the use of specially designed Variation Tools
(Kynigos & Psycharis, 2003). The dynamic manipulation through the Variation
Tools takes places by sequentially changing the values of the variables
included in the Logo procedure that initially creates the 3d figure. The
dynamic manipulation of the camera’s viewpoint may allow the students to
navigate around and through their constructions, possibly providing new ways of
visualizing 3d space and the figures inside it. The camera’s viewpoint may be
manipulated both with regard to its position and direction inside the virtual
3d space.
Workshop format and methodology
The workshop’s format will be based on a
discussion-oriented organization that will also include introductions/presentations
coming from the organisers and hand-on activities to ensure that all
participants have the experience of working with 3d Math and its features. The
working methodology for the workshop is made up of the following steps:
1. The ETL team will give an overview of instances of 3d Math’s
implementation and use in different levels of education (primary, secondary and
tertiary) and contexts, trying to highlight in parallel its distinct features and
its constructionist theoretical underpinnings.
2. The instances presented will then be used by the participants as ‘half
–baked’ microworlds (Kynigos, 2007). Half-baked microworlds incorporate an
interesting idea and at the same time are buggy enough to invite users to change
parts of them and create new artefacts, possibly distinctly different than the
initial ones. These microworlds will be mediated to the participants as
unfinished artefacts which need their input. In particular, three half-baked
microworlds will be presented in the beginning of the workshop:
§ The Revolving Doors Microworld: The Revolving Doors microworld is designed to help students at the
end of primary or lower secondary school level make dynamic links between
everyday experiences with angles in space and the use of mathematical
representations to construct simulations where angle plays a significant role
§ The Helix Microworld: In differential geometry a curve can be replaced by a linear
approximation, that is tangent lines. In this microworld the Turtle’s moves and
turns in 3d space produce these tangent lines. Using Logo programming, the
students (even the young ones) may symbolically express how the Turtle should
move and turn to approximate curves in 3d space. Putting in use their intuitions,
students are expected to generate meanings about curvature even before they
reach the complicated formulas of differential geometry.
§ The Twisted Rectangle Microworld: The Twisted Rectangle half-baked microworld builds on the idea of giving
students -from the very beginning- a genuinely 3d geometrical figure, instead
of a 2d shape that in the way transforms into a 3d, as they “discover” the 3rd dimension.
To be more challenging, the Twisted Rectangle generated when running the Logo
procedure is not quite what is expected, as the shape that appears is an open,
instead of a closed one. Being incomplete by design, the Twisted Rectangle microworld
invites students to deconstruct the Logo procedure responsible for creating the
“deformed” 3d figure, and reconstruct it according to their own understandings
of the 3d geometrical properties such a figure would entail.
As
the organisers present those microworlds, the participants will be able to also
run them in their laptops or PCs available at the room the workshop will take
place. The organisers will provide the Logo codes.
3. After presenting the half-baked microworlds, the participants will
be asked to choose between those three and work with it for about 40 minutes. As
the microworlds will be presented as fallible artefacts, we expect the
participants to use 3d Math’s features and functionalities to explore them and eventually
to create their own artefacts using the original constructions or parts of them
as building blocks. If the number of participants present allows it, there
could be some group forming, within which its members could present and share
the artefacts they create.
4. In the end, the participants will be asked to reflect on their
learning experience with 3d Math and take part in an open discussion (20
minutes) that will address the issues described in detail at the “Expected
Outcomes” section of this document.
The
organisers of the workshop will keep notes and distribute them afterwards among
the participants in a Google Doc form. The Google Doc will be accessible for
everyone so as to allow changes and new ideas to feed the workshop’s outcomes.
Expected outcomes
The workshop will engage the participants in
free pedagogical exploration and reconstruction of the above mentioned half-baked
microworlds. The aim is to bring in the foreground issues concerning (a) the
mathematical nature of 3d geometrical objects and how these may be dynamically
manipulated and transformed in mathematically meaningful ways (b) the ways
mathematical concepts can be integrated with spatial navigation and orientation
in 3d virtual environments and (c) how 3d computational environments can be exploited
in didactical/educational design. The above issues are expected to provide a
basis for fruitful reflection among the participants on the pedagogical added
value of 3d Math and other 3d Turtle Geometry Environments as well as on the
future directions for the design and pedagogical exploitation of 3d Math and
other 3d environments (e.g. Dynamic Geometry Environments).
Keywords
3d Math, Turtle Geometry Environments,
Turtle metaphor, added pedagogical value, half-baked microworlds
References
Kaput, J.
(1992). Technology and mathematics education. In D. Grouws (Ed.), Handbook
of research on mathematics teaching and learning (pp. 515-556). New York:
Macmillan.
Kynigos, C.,
& Psycharis, G. (2003). 13 year-olds meanings
around intrinsic curves with a medium for symbolic expression and dynamic
manipulation. In N. Paterman, B. Dougherty, & J. Zilliox (Eds.), Proceedings of the 27th PME Conference. 3, pp. 165–172. Honolulu, Hawaii, U.S.A: Un. of Hawaii.
Kynigos, C.
(2007). Half–Baked Logo microworlds as boundary objects in integrated design. Informatics
in Education, 6(2), 335–359.