The experience of creating an APP for use in the classroom: Intersecting Lines

Authors

DOI:

https://doi.org/10.22481/intermaths.v3i1.10721

Keywords:

Intersecting Lines, Digital games, Mathematical Education

Abstract

This article aims to present the Intersecting Lines Game, its origin, its rules and its possible pedagogical uses. The electronic version of the game is unprecedented and was created by the authors based on a game that was originally played with pen and paper. It was developed for mobile devices (in principle for the Android operating system). It is a game to be played by two players: each player has a color that defines him (blue or red). Each move consists of tracing a segment that joins two points on different sides of the square, forming a line of the color which represents each player. They play alternately, until the end when the points are counted: for each crossing of straight lines of the same color, 2 points are counted for the player of that color. The game is won by whoever has the highest score, that is, hoever manages to make the greatest number of crossings with straight lines of the same color. It can be seen that The Intersecting Lines Game is a reasoning game that has great potential for approaching mathematical content.

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References

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[7] M. M. Queiroz, ”Intersecting Lines: um Jogo de Raciocínio,”Trabalho de Conclusão de Curso, Licenciatura em Matemática, Universidade Estadual do Sudoeste da Bahia, Vitória da Conquista (BA), 2021.

Published

2022-06-30

How to Cite

Meira Queiroz, M., & César dos Reis, J. . (2022). The experience of creating an APP for use in the classroom: Intersecting Lines. INTERMATHS, 3(1), 210-226. https://doi.org/10.22481/intermaths.v3i1.10721

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Section

Artigos