邓登江总校长提出:一切有目的、有组织的活动都是课程,以“五大文化节”为载体,有机融合各项教育教学活动,创建华美外国语学校PBL课程文化。
从真实世界的问题出发,通过组织学习小组,让学生借助信息技术以及多种资源开展探究活动,在一定的时间内解决一系列相互关联的问题,并将研究结果以一定的形式发布,这种学习方式称为项目式学习(Project-Based Learning,简称PBL)。
第四章 数学课
灯光秀项目
2024年4月24日,401班数学公开课。课前热身:开关灯小游戏(孟宝兴制作)。教师:游戏中有什么“魔法”?今天我们就来破解魔法。10个开关(复选框)编号:0-9,一共50盏灯编号:0-49。孩子们观察、猜测、验证、表述开关编号与电灯编号之间的关系。尝试用字母式子表示“电路图”。在发现魔法秘密过程中感悟“表示数量关系”“一一对应”“取值范围”等数学知识。
课后,课程总监周湘主任点评:思维训练活动设计应该过程化、可视化、规范化,尤其是教师导语的设计,力求精准,逻辑分明,层层递进。周总监提出:可以让学生尝试设计公式,点亮任意一盏灯(下述教学设计源于这个建议)。
课后,小学数学组再次备课,老师们一致认为:关于情境创设,应该更大胆,更透彻,更精准。应该让孩子们在完成项目作品的过程中自然而然感悟(比如“定义域”“值域”等暂不能提及的知识),在创造中培养创造力。
具体来说,以城市大型电声灯光秀为情境,geogebra课件呈现小型灯光秀,“破解魔法”即解密灯光秀的编程(探究新知),学生分组尝试设计和展示灯光秀。
数学老师们一致认为,应该发挥geogebra强大的动画和交互功能。一场小型灯光秀,两个滑动条足矣。学生直接在软件geogebra中输入公式(用字母表示数),相应的灯光设置就完成了,开关数量,电灯编号,播放速度,播放顺序,各式具备,课件中也可插入音频(还可编辑生成声音)。比如,点亮所有对角线,只需输入“9n”一个式子。如此,学生自然而然理解了老师怎么都解释不清的“定义域”“值域”等知识(不同的灯光秀,需要不同的开关,点亮不同的灯),并且理解得够深刻、够透彻。如此,才是“真实成果”,学生才会欢欣鼓舞,这是孩子们自己的作品啊。如此,孩子们自然而然感受到用字母表示数的“必要性”,没有字母,无法完成项目啊。
感谢周湘总监的悉心指导和耐心指引。确实,项目式学习(PBL)说易不易,说难不难,要想达成真实情境、真实问题、真实探究、真实成果,需要教师在课前苦心孤诣寻找和创设情境,更需要教师在课中“隐身”,备课越充分,上课越轻松。好的“项目”,必能激发学生创造。
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Preface Principal Deng Dengjiang proposed: All purposeful and organized activities are part of the curriculum. Using the "Five Cultural Festivals" as a carrier, various educational activities are organically integrated to create the PBL curriculum culture of Huamei Foreign Language School.
Starting from real-world problems, organizing learning groups, and enabling students to conduct exploratory activities using information technology and various resources, students solve a series of interconnected problems within a certain period and publish the research results in a certain format. This learning method is called Project-Based Learning (PBL).
This semester's curriculum and culture exhibition will showcase more of the course outcomes, such as student assignments.
Chapter Four
Math Class
LIGHT SHOW PROJECT
On April 24, 2024, Class 401 held a math public lesson. Warm-up activity before class: Light switch game (created by Meng Baoxing). Teacher: What "magic" is there in the game? Today, we are going to decode the magic. There are 10 switches (checkboxes) numbered from 0 to 9 and a total of 50 lights numbered from 0 to 49. The children observe, guess, verify, and express the relationship between the switch numbers and the light numbers. They attempt to represent the "circuit diagram" using alphanumeric expressions. Through the process of discovering the magical secrets, they gain insights into mathematical concepts such as "representing quantitative relationships," "one-to-one correspondence," and "range of values."
After class, Director Zhou Xiang, the curriculum supervisor, commented: The design of thinking training activities should be procedural, visual, and standardized, especially the design of teacher's introductory remarks, aiming for precision, clear logic, and step-by-step progression. Director Zhou proposed: Students can be encouraged to try designing formulas to light up any light bulb (the following teaching design is based on this suggestion).
After class, the elementary school math team prepared for the lesson again. The teachers unanimously agreed that regarding creating scenarios, they should be bolder, more thorough, and more precise. Children should naturally gain insights during the process of completing project works (such as "domain" and "range" knowledge that cannot be mentioned temporarily) and foster creativity through creation.
Specifically, taking the scenario of a large-scale urban audiovisual light show, Geogebra courseware presents a small-scale light show. "Deciphering the magic" means decrypting the programming of the light show (exploring new knowledge), and students work in groups to design and showcase their own light shows.
The math teachers unanimously agree that the powerful animation and interactive features of Geogebra should be utilized. For a small-scale light show, two sliders are sufficient. Students directly input formulas (using letters to represent numbers) in the Geogebra software, and the corresponding light settings are completed. The number of switches, light bulb numbers, playback speed, playback order, and other settings are all available. Audio can also be inserted into the courseware (and sound can be edited and generated). For example, to light up all the diagonals, only one formula "9n" needs to be entered. In this way, students naturally understand concepts like "domain" and "range" that teachers may have difficulty explaining (different light shows require different switches to light up different lights), and they understand them deeply and thoroughly. This is the "real outcome" that makes students excited because it's their own work. In this process, students naturally feel the necessity of using letters to represent numbers; without letters, the project cannot be completed.
Special thanks to Director Zhou Xiang for her meticulous guidance and patient support. Indeed, Project-Based Learning (PBL) is easier said than done, and it's challenging. Achieving authentic scenarios, real problems, genuine inquiry, and real outcomes requires teachers to diligently seek and create situations before class. Moreover, teachers need to "disappear" during class; the more thorough the preparation, the easier the teaching process. A good "project" will inevitably inspire student creativity.
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