This paper flowed really well and was easy on my fried brain, which I
definitely appreciated. As far as discussing what dynamic geometry
software is good for, I felt like the authors did a very fair job of
answering this question. In response, I want to know where they came
up with their seven answers: did they develop these categories by
looking at data from a study? What study? Were some of these given in
literature; what literature? Do the authors see some of these
categories as being more important than the others?
Once we were told that we might want to place these categories into
different piles, I started to look for commonalities/ differences
among the seven categories. It seemed to me that they easily fell
into two categories: visualization and exploration.
Visualization: Obviously the biggest section of this category is the
visualization section - it describes the overarching commonality of
this category: "dynamic geometry software can help students SEE what
is meant by a general fact" (no idea what page number). In this
category are the visualization section, the transformation section
("in witnessing the action of these transformations... students see
that functions are not synonymous with symbolic formulas" - self
explanatory), loci section ("show how a locus is generated and to
reveal the shape of its traced path" - help students understand and
visualize what loci are), simulation ("provaide many oportunities to
simulate a surprising variety of situations" - through simulation
students can visualize situations/ problems).
Exploration: Again I love to be obvious: the overheading section in
this category is the exploration & discovery sections - "allows
students to 'test their own mathematical ideas... in a visual,
efficient and dynamic manner and be more fully engaged'. " Under this
category fall the proof section ("experimental evidence [dynamic
geometry software] provides produces strong conviction which can
motivate the desire for proof" - this implies that through exploration
students are motivated to do proofs), and the microworld section
("produces an environment in which Euclidean geometry can be explored"
- it's pretty self-explanatory there that a particular environment is
needed in order to foster exploration). I had a difficult time
forcing the accuracy section to fit into one of these two categories,
but I think that it fits better under exploration than visualization.
Why? It would do no good to explore mathematical concepts, etc... if
the constructions/ images/ directions students use to explore are
inaccurate. Therefore, exploration using dynamic geometry software
depends on accuracy of construction.
For the life of me I could NOT figure out anything that was missing,
although I felt like there was an idea on the tip of my tongue...
Maybe the ability to share student work with other students/ classes/
places in the world? Technology is becoming universally accessible
across the world, and it makes classroom presentations easy to
follow. But that's the only thing I could really think of...
I'm not sure if I have questions... I'm really excited to read
everybody else's categories and I'm sure I'll be able to come up with
more stuff then!
Love you all,
Erin
PS - I just wanted to sign it like a letter :)