APPLICATION OF POKER GAMES THROUGH DIGITAL TECHNOLOGIES FOR TEACHING PROBABILITY
Probabilidad, poker
Games are part of our cultural context. In the scope of this research, the interest turns to the pedagogical game, more specifically, to the game in the teaching of Mathematics. The research environment is the classroom, the instrument is the game and the investigation arises from the need to understand the cognitive aspects involved in the use of this instrument in mathematical learning. The processes triggered in the construction and / or rescue of concepts and mathematical skills from the pedagogical intervention with games of rules are investigated.
For the theoretical foundation it was based on the historical-cultural perspective based on Vigotski (2009), aiming at a discussion about mathematical literacy and the insertion of digital technologies and other media in Mathematical Education for the development of algebraic thinking.
As results, two categories were obtained that discuss the senses and meanings produced in the development of the student's thought and the mediating role of digital technology and other media in the development of probabilistic thinking.